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)