K's jumping CD is a good long attack with a 30 degree downward angle.Useful for some blockstrings as well as a finisher for some combos. K's standing CD starts up rather fast for a CD, and covers a big chunk of space in front of him.However, timing it wrong as a jump-in may result in it coming out too early/late to combo from, so j.C may be more reliable for this purpose. It's a difficult move to anti-air when spaced for the tip of K's foot to hit a grounded opponent. Because of this double purpose, this is a very useful move for controlling the air, as well as getting in on the opponent to start pressure. The 1st part hits more like an air-to-air, the 2nd part has more of an air-to-ground downward angle. Jumping D has a "wheeling hitbox" that covers a very large space, but may be a bit slower than his other buttons.This K's most reliable cross-up tool, but the spacing is still kind of tricky to get down. A bit more reliable than j.D for this purpose, although you may still prefer the latter for other reasons. Jumping C is a standard jump-in attack.Neutral jump B has a different animation with K' sticking his leg out horizontally, and slightly downward (looks similar to his jumping CD). Decent close range air to air, and it's active for a good second or so. Jumping B is a knee attack that covers the area slightly in front of K', and slightly below him.Can be used as a deep hop in during hop pressure. Also useful for punishes outside of qcf+P range. Cancelable into qcf+A for safety / blockstrings.
However, it will whiff on low crouchers, like many other cl.As. Often used as a good blockstring ender for pressure.
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