2013 Year of the Jaguar - A King mix-up guide/potentially full guide

Ignoring the lame thread name (it’s 4 am leave me alone ;_; ) this is still a work in progress but I thought I should put up the initial work just to get opinions. The set-ups and mix-ups in this might not be 100% but I tried to put in a bit of effort looking for them. Will improve over time and I’d gladly put in everyone’s set-ups to increase the mix-up game. Let me know what you think and any feedback would be greatly appreciated.

King is everyone’s favorite luchador. King isn’t your ordinary grappler, some people wouldn’t even consider King a grappler. His command grab game isn’t that strong as it is risky and just as much of a gamble as it is for the opponent due to him having to condition the person high or low.
Personally, I like to think of King as a pressure grappler due to him being threatening with his grabs at all times (whether normal throws or command grabs) and having a great mix-up game once he gets you blocking.

Notations:
Nj = Neutral Jump
~ = Chain Normals
CH = Counter Hit
AA = Anti-Air
KK = Konvict Kick
RJB = Running Jaguar Bomb
RASC/RAS = Reverse Arm Slam Combo
GS = Giant swing

Let’s start off with some of the more commonly used enders and moves in King’s arsenal.

Rolling Elbows (F+Mp):
This is where King’s main mix-up game forms and is probably the scariest situation for the opponent to be in. With King, even as good as his mix-up game here is it still has its weaknesses. Reversals and back dashes being the two biggest threats here. These rely on you having to read your opponent and sometimes it’s best just to wait and see how your opponent responds.

After 2 Elbows whether on block or hit (hit being the more favorable situation)
•Third Elbow F+Mp (Overhead)
-about -4 on block
-Ground Bounce on CH
-Can reversal and backdash out of

•Cr. Lk
-Low that can chain into numerous options
-Can Reversal and back
-Cr.Mk if you want longer start-up low that will catch backdashes
-Wait and Far HK to punish backdashes

•Normal Throw
-Walking up beforehand more reliable due to short throw ranges

•Giant Swing/Tomahawk (Riskier as it requires you to guess just like your opponent)
-You can Do Cr. Lp into a tick cmd grab to see where they block
-GS catches back dashes

•Leg Screw (For the risk taker)
-Beats mashing that aren’t low or throws
-Obviously incredibly risky to use, but could demoralize opponent if that’s your thing

•Back Dash/Block
-Backdashing if you want the opponent to whiff their reversal and not get a tag cancel
-Leaves you back at neutral with the opponent
-Sometimes the best options is nothing at all

Running Jaguar Bomb (DP+P):
This is King’s main combo ender and the Lp version is one of his best AAs. After this move the opponent is left on the floor in front of King so in the corner one may one to opt to go for RASC instead to change where the opponent can roll.

•Forward Jump, Forward Jump Mk
-Makes it hard for opponent to know where to roll and somewhat difficult for some to reversal
-Doesn’t work in the corner
•NJ, NJ. Hp
-Can reversal (gotten it to safe jump 4 frames before but not consistent)
-Good for baiting reversal and rolls as you can Jump back instead
•Backdash, J.Mk/HP/HK
-This one actually whiffs but when you do J.Hp it’s hard for the opponent to tell if King is landing in front or behind.
-By adding a slight walk forward or walk back the attack will hit the opponent.
-Neutral jumping after the backdash leaves you in perfect range for st.lk to hit and to catch a roll.

Work in progress set-up Whiff Cr.MK/St.MK/HK, Rolling Elbow x 2 ->Meaty Overhead -2/3 On block/ Cr.Lk

Reverse Arm Slam Combo (Qcb+P):
This is King’s other combo ender and is usually used when you can’t combo into RJB or if you want to take the opponent out of the corner to reduce the chance of them rolling. The EX version of this move leaves the opponent grounded longer.

•Whiff St.lk, NJ. HP
•Whiff St.lp, J. Mk

Leg Screw (F+2Kicks: Air) (F+2Punches Ground):
Leg screw is King’s counter and you might often find yourself in a situation where you rather use Mid-Air Leg Screw instead of RJB as an AA. Or you use Leg Screw to try and catch poke heavy characters such as Vega or Bison and shut down their poke game.
•Backdash
-So far this is the best one I’ve found as it’s a roll punish and you’re left in range for St.lk and everyone loves a standing low.
•Slight back step, J.Mk
-the back step just makes timing easier to not whiff the J.Mk

Giant Swing (Hcf+P):
Giant Swing is command grab that only hits standing opponents. Outside of the corner this move throws the opponent very far away. EX surprisingly really useful as a footsie tool to catch people.
•Dash x2, St.Hk/wait for Roll
-Dashing twice is good because you can usually tag after this but if the opponent tries to roll to get closer than you can catch the roll.

Tomahawk(Hcf+K):
Tomahawk is King’s other command grab that hits crouching opponent only and he proceeds to knee the opponent in the face.

Wonderful Mexican Special Combo(Qcb+3P):
King’s super of the game with a follow up input for more damage.

Muscle Buster(Qcb+P):
The additional ender to King’s super which adds more damage and leaves the opponent slightly farther.

**Crouching HK: **
Generic Sweep that is pretty punishable, but some characters have difficulty from max range. Mostly useful in chains if your partner has red health and you have no meter.

DDT(Any Kick button after KK hits):
DDT is the follow up to Konvict Kick. Another special that can be combo’d into but even with its recent damage buff it still does less in longer combos. A decent footsie tool with Lk version being -2 on block with fast start-up and long reach.
•Rolling elbow x 2 -> 3rd Elbow/Cr.lk

Jaguar Step ~ Water Surface Kick (2k ~ K):
A sweep after Jaguar Step that is punishable.

Shoulder Tackle(F+Lk+Mp):
An armored move that on non-CH will throw the opponent full screen. Useful in footsies to catch pokes or jump ins. Even better with a stored CH.
Hard to find reliable ones. Depends on height hit and location on screen.
•3 Dashes, J.Hp (4 Frame Safe Jump maybe?)


Forward throw:

•St.Lp, Forward Jump J.Hp
-5 Frame Safe Jump.
-If frame perfect J.Hp will whiff (still testing)

<div><b><font size=“3”>Frame Data:</font></b><font size=“2”> https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&f=true&noheader=true&gid=26</font></div><div style=“font-size: 10pt; font-weight: normal;”><br></div><font size=“2”>Hit Confirms and Safe block strings:</font><br>
<br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Lk</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Lk~St. Mk</font><br><font size=“2”>
-Usually Chains are unsafe but the range makes this pretty safe</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr.Mp</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Hp</font><br><font size=“2”>
-Cr. Hp is -4 on block and haven’t tested who can punish it from the distance it puts you at</font><br><font size=“2”>
-Cancel Cr. Hp into Lk KK for safety.</font><br><font size=“2”>
-1 frame link for Cr. Hp</font><br><font size=“2”>
• Cr. Mp, F+Mp, Cr. Lp~St.Mk</font><br><font size=“2”>
-Safe chain due to range</font><br><font size=“2”>
• Cr. Mp, F+Mp, Cr. Lp, Cr.Mk</font><br><font size=“2”>
-1 frame link for the Cr. Mk</font><br>
<br><font size=“2”>
Meterless Hitconfirms:</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Mp xx RASC (234)</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Hp xx RASC (258)</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Hp ~ Launcher (167)</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Mp~St. Hp, Launcher (187)</font><br><font size=“2”>
• Cr. Mp, F+Mp, Cr. Lp~St. Mk~St.Hp~Launcher (245)</font><br><font size=“2”>
• Cr. Mp, F+Mp, Cr. Lp, Cr. Mk xx RASC (294)</font><br><font size=“2”>
• Cr. Mp, Cr. Lp, Cr. Mk xx RASC (264)</font><br>
<br><font size=“2”>
Meterless Combos:</font><br><font size=“2”>
• Cr. Mp, Cr. Lk~St. Hp~Launcher (181)</font><br><font size=“2”>
• F+Mp (3rd hit overhead), Cr. Hp ~ Launcher (210)</font><br><font size=“2”>
• F+Mp (3rd hit overhead), Cr. Hp xx RASC (314)</font><br><font size=“2”>
• Jaguar Step ~ Mp/Hp, Cl. Hp xx RJB (324)</font><br><font size=“2”>
• Jaguar Step ~ Lp, Cr. Hp xx RASC (334)</font><br><font size=“2”>
• (corner) Shoulder tackle, Cr.Mp, Cr. Mp, Cr. Mp xx RJB (368)</font><br><font size=“2”>
• CH Shoulder Tackle, Knee, Cr. Hp xx RJB (435)</font><br>
<br>
<br><font size=“2”>
Meterless Jump In:</font><br><font size=“2”>
• J. Hp/Hk, Cl. Hp xx RASC (344)</font><br><font size=“2”>
• J. Hp/Hk, Launcher (200)</font><br><font size=“2”>
• J. Hp/Hk, Cr.Lp, Cr.Lp, Cr.Hp xx RASC (325)</font><br><font size=“2”>
• J. Hp/Hk, Cr. Mp, Cr. Lp, Cr. Mk xx RASC (334)</font><br><font size=“2”>
• J. Hp/Hk, Cr. Mp, F+Mp, Cr.Lp, Cr. Mk xx RASC (355)</font><br><font size=“2”>
• J.Hp/Hk, Knee x 2, Cl. Hp xx RJB (458)</font><br>
<br><font size=“2”>
1 Meter Combos:</font><br><font size=“2”>
• Cr. Lp, Cr. Lp, Cr. Mp~Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (368)</font><br><font size=“2”>
• Cr. Lp, Cr.Lp, Cr.Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (406)</font><br><font size=“2”>
• Cr. Mp, Cr. Lp~Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (414)</font><br><font size=“2”>
• Cr. Mp, F+Mp, Cr. Lp, Cr. Mk xx Ex RASC (318)</font><br><font size=“2”>
• Cr. Mp, F+Mp, Cr. Lp~Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (404)</font><br><font size=“2”>
• Cr. Mp, Cr. Lp, Cr. Mk~Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (398)</font><br><font size=“2”>
• Cr. Mk~Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (470)</font><br><font size=“2”>
• F+Mp (3rd hit overhead), Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (502)</font><br><font size=“2”>
• F+Mp (3rd hit overhead), Cr. Mp~Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (464)</font><br>
<br><font size=“2”>
1 Meter Jump In Combos:</font><br><font size=“2”>
• J. Hp/Hk, Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (522)</font><br><font size=“2”>
• J. Hp/Hk, Cr. Lp, Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (476)</font><br><font size=“2”>
• J. Hp/Hk, Cr. Lp, Cr. Lp, Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (433)</font><br><font size=“2”>
• J. Hp/Hk, Cr. Mp, Cr. Lp~Cr. Hp xx Ex KK, Knee x 2, Cl. Hp xx RJB (444)</font><br>

-Reserved-

Whack guide 3/10 would not read.

Good shit Shadow.

Moves you should master:
Leg screws: generally a lot safer than whipping out random whiffed command grabs.
If you’ve got reads like moi or

http://www.twitchtvfaces.com/images/KevinTurtle.png

then you can even tame a Dhalsim (to some extent)
Shoulder Tackle: for setting up safe tags, lacks the range of other armor moves but still reliable.
Jaguar Step: [SIZE=4]A very versatile tool, probly his single most versatile move.
[SIZE=15px][SIZE=5]Moonsault unblockable thingy:[/SIZE] do yourself a favour and forget this move completely.
If you have a brady guide buy permanent marker and just black out the parts that mention it. [/SIZE][/SIZE]

Note to self. Don’t let this die like all the other guides etc.

Note to self: Troll shadow’s guide until it becomes like all other SRK threads >;]

Jag step as hack said is Kings best move, dont know why King players dont use this move more…
Getting in on Bryan was very hard for me until i started using this move in his range, every time he thinks im in range for his Mach punch
i use this move gets him every time. They will want to jump at u after getting blown up from this move 2-3 times, and u know AA is Kings
specialty…

Cr.:mk: is also really good bec of cr.:mk: xx jag kick / ex-jag kick, when playing the footsie game its really good for damage and getting a tag in…

I don’t know how I feel about Jag step yet. The thing with Jag Step is the follow-ups are risky and punishable. Also it still gets beat by mashing from people with good Lps/lks

You can use Jaguar Step as anti-reversal except vs. multi-hit moves that last forever like Juri pinwheels. Other than that I wouldn’t recommend using it any closer than just under max footsie range. Lariat gives you a free combo if it connects, and Elbow Drop does too (though not as big, they bounce and you’re pretty limited). Nothing’s stopping you from just stepping then opting out of the canned mixup, either.

wait you can tag cancel jag kick? every time i try to tag in i only get the DDT follow up

-_____- For some weird reason i am getting a tag in on the first frame, yea i am getting to tag in as soon as the ddt starts

Yeah I’ve never been able to tag cancel it. Maybe he’s doing the version that comes out when you double tap before the move hits (the really punishable one)

With Jag step u have to know ur opponent, i was playing a Ryu/Lars and on wake up ever so often he used DP on wake up and he mixed it up by neutral jumping instead of dp, i did Jag step either way bec it recovers before the neutral jump and i have enough time to do cr.:hp:.

Against Lars, all of his specials are unsafe so doing Jag step when he is pressuring u throws him off, bec he (my friend) loves to neutral jump between mixups so its really hard to read him.

st.far.:hk: im loving it, the range is really good and i got to use most of Kings tools when play those matches. Good range, good start up for how far range it is, and good recovery (altho not the best) sometimes it hits on the start up of their jump. And the best part about it for me is i play my footsie game with it, if they wanna jump at st.far.:hk: range seeing the jump is VERY easy to AA with cr.:hp: or dp-:lp:, it goes over low pokes.

B+:hk: is all good for counter hit but at the range and start up if someone jump towards u ur going to get punish very easy. I really liked this move but the range is to short and start up and recovery to long.

I Build my game plan around st.far.:hk: at the max range to start of the match i put that move in their brains that i can hit them from far and they cant jump, then i mix in cr.:mk: xx jag step kick DDT, i do this for positioning as well as the knock down. I realize that doing raw jag step kick the range is too short as well, when they jump on u u’ll recover in time to block but u lose ur pressure, doing cr.:mk: buffer jag step kick gives u more options where as if it whiffs (cr.:mk:) and they jump u can react with cr.:hp:
:slight_smile: tl;dr

Far. HK is probably my favorite footsie tool that king has. Then maybe EX Giant Swing because that’s always so satisfying when playing the footsie game and you just command grab someone. I like to stand in just enough range where I can AA on reaction, B+Mk/Far.Hk, and command grab if I want.

Jaguar step is probably for people with slower reversals and normals as characters like Cammy have jabbed me out of it pretty easily and without thought. It’s a great tool for baiting though and I often use it when I get a knockdown.

If they’re pressing buttons on wakeup, they’re probably also crouching, and you should acquaint their face with your foot (aka Tomahawk/Shining Wizard). You could also neutral jump, cross them up, sweep, etc.

Have you guys found any good command grab set ups? I have my old Vanilla stand bys of jump in and then tomahawk when I hit the ground, or cr.lk xx Tomahawk, which will hit if they block it, not if they get hit. Not much for giant swing other than f.mp x2 and then ex giant swing if you’ve conditioned them to block high. I want the command grabs to be more viable because, c’mon, a free 280 damage is hella sweet.

If you did giant swing after F+mp x2 GS isn’t that great of a choice tbh. Going for a low is generally a better idea or even a normal throw.
What I’ve been doing a lot recently though is I’ll end in the corner with RJB or anything. I backdash wait a bit. This leaves you at a very advantageous spot as you can punish any rolls with a throw into the corner and repeat. If they stand you can hit them with a st.lk into a combo. If they reversal you can block or some will whiff. If they jump you can RJB them. If they crouch you can Tomahawk them.
So far this has been my favorite thing to do with King and I don’t really ever feel the need to do any thing else when I’m in the corner.

Is it me or is comboing off cr.lk a complete pain? The timing is so awkward to get a cr.jab.

Put up some hit confirms and block strings. Will put up some Connie later but too tired/lazy atm.