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:
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.
Shouta
21
Ok, Elbows are freaking gross offline. Once you start getting folks defending, you’re free to do whatever you want short of them hitting Guard Cancel or mashing out an EX.
<br><br>I use cr.mk x Reverse Arm Slam for simple damage in wake-up situations and Rolling Elbow mix-ups. The biggest reason is that it forces your opponent to start blocking low because they don’t want to eat it. That opens them up to the Tomahawk setup. If they think you’re going to Tomahawk them they’ll block low then walk back then Giant Swing. They may backdash it and if it’s a shitty backdash, you can still Giant Swing them, lol. They may start jumping and that’s when you L Jaguar Bomb or Counter. If you think they’ll EX, block it and Knees for damage.
<br><br>It’s really all guesses, of course. However, forcing them to guess what’s coming puts them on their back heels and allowing you to mount an offense. If they guess wrong and you get the damage and the knockdown, putting in that exact same situation again, especially with Rolls being less than favorable. It seems a little gimmicky but it’s surprisingly effective. Considering the command grab damage and the damage King gets off Konvict Kicks and Knees for bigger punishes, it’s really amazing especially if you can properly apply your defensive tools like the Counters in there.
Personally when I do Rolling Elbow Pressure (dat REP? Lol) I just keep it simple with abclauncher really but that’s just me since my team does great damage anyway.<div>I actually really enjoy doing 1 or two Far. Llk’s and then going for a tomahawk. It really keeps the person guessing. </div><div><br></div><div>Also does anyone have anymore set-ups I can’t really think of any <span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>:((</span></div>
Baz
23
• J.Hp/Hk, Knee x 2, Cl. Hp xx RJB (458) You wrote this twice in the meterless jump in section, but overall this is pretty godlike for people picking up King like me. Keep up the good work
Thanks fixed that. I also added in a link to the google docs of King’s frame data.
This is a nice mix up guide. Here’s a neat trick to mix up your foes. Input Crouch medium punch, then his Reverse Arm Slam- but instead of attacking, forward dash then grab your opponent. King’s Dash is quick and easy to do so its great for when your foe has alot of recoverable health. I hope I explained it well. “The Leopard Warrior”
I’ve been taking a break from SFxT and FG’s in general but I’ll get back to working on this soon. It’s not dead I promise 
Started having a good deal of success with meaty overhead elbow as oki, particularly after RASC. It is also pretty great for baiting reversals just do elbow/elbow/block or Jaguar step, or a third elbow to tick throw. In my oki now I just switch between this and backdash into j.hp/mk (mixup followup), c.lk or c.mkxxKonvict and I get a lot of mileage from that alone.
People are alive in this forum?!?!
Yeah, overtime I’ve come to despise Jag Step more and more. It’s a bad move don’t do it except very specific situations. My friend has come to realize you can punish it even when you do no follow ups.
Seriously I hate this move, but I like to spin for the children.
Also I’ve played Jibbo a bit and he always back dashes out of Elbow strings so you really gotta be prepared for all the options and what the opponent likes to do.
I like to bypass fireballs with jaguar Step although I figure it is mostly for styling as simply jumping over them covers more distance. I do think it has one clear use, however, and that is to make wakeup reversals completely whiff without having to be far away from the opponent for a backdash. I think that is impossible to ignore because there is a huge difference in this game between guarding a multihit move and having it whiff into 400+ meterless.
I’ve noticed that there are blank spots for Sweep, the Super enders, and tomahawk. Do you know any safe jumps from those? I’m currently trying to find some myself and help, but it is slow going so far so if you already have them it’d be nicer xD.