YuriMai's comments: Put it this way, she isnt safe at all during the trap shot, Her, Illusion Dance does a flip on the B version too now, yay, even more lag..like she needed that. She can always get hit after the move is blocked and it does no tick damage...yeah..like she needed that too. Her new Silent Rage is crap too. Kensou nicknamed it the "Zero Priority Trap Shit Super". From: Anthony Wedd To: kof-ml@umich.edu Subject: Nasty King tactic Hi, Here's a nasty King tactic I've seen that should lift her a few places in the rankings. Sorry if everyone knows about this already. NB I'm not a King player myself so I don't know some of the exact normals concerned, but it should be easy enough for a King player to figure out. OK, basically what you do is jump in with her best priority jumping attack (is it her jumping D?), then some standing interruptable ground attack, which you interrupt into the Trap Shot. Then, after a minimal amount of ground faking or whatever, you do it again. And again. And again. I know it sounds stupid, but it's surprising how effective it is. The air attack has extremely high air-to-ground and air-to-lower-air priority, so unless they jump before you do it's hard for them to hit you out of the air. The Trap Shot itself, in addition to doing five or so ticks for free, is quite likely to guard crush on the first or second hit giving you a reasonable chance of doing some real damage while you're at it. And if they happen to get hit by one of these combos and maybe a couple of guard crush hits, they are very likely to be dizzied. You'll also charge meter like crazy while employing this tactic. So once you have stock or MAX or whatever, pause briefly after each Trap Shot to CD counter anything they might stick out, then jump in again as they stand up. I know CD counters are usually pretty much a waste of time, but in King's case she has little else worthwhile to use it on apart from MAXing herself, so it's worth doing if not just for the psychological effect it will have in frustrating your opponent further. They will also be quite likely to try and get up in the air before you after a couple of these, so every now and again look for a Tornado Kick after the trap shot for further damage/frustration. Of course they can CD counter you at any time during this, but that won't really get them anywhere. The bigger danger is a MAX roll through the blocked combo. But remember you'll be building meter much much faster than them, so it'll be a long time between MAX rolls for them. In fact it may even be that whatever damage they can do to you after a MAX roll won't make up for the constant tick/guard crush damage they've been receiving in charging it. If they get 2 stocks (one for a MAX roll and one for a DM in the combo) it might be wise to ease back and mix it up a bit more for a while. If they've just charged a stock or MAXed and you strongly suspect they'll use it for a roll, you can do jump in attack, low A and get them to waste it, or just jump in and throw. A lot of people have a decent uppercut or other air defense that can take you out of the air. In this case you have to mix in your jumps with simple walk forward interruptable pokes into the Trap Shot. This pretty much has the same effect except it's riskier and less likely to Guard Crush. It will be hard for them to be watching for both the jump and the poke at once so you should still be able to sneak a reasonable amount of jumps in. Tony W. To put it simply The wonderful King tactic is like this: Jump in with a jumping D and run forward to the trap-shot. Or, you back the opponent into the corner, then do a jumping D to surprise rose+a, then trap shot+d. It's a lot of tick damage, and you can mix it in with her CD and D slide. Opponents can block the whole combo, but will be guard crushed the second time you do the trap shot. And if they're in the corner, you can just jump straight up with D, then start the combo all over again. Of course, they can do the counter thing, but by the time they have enough power from blocking, they'[ll have been guard crushed. And the tick damage is greater than the counter damage. Especially if you're powered up. --Des