Just gonna plop it here in whatever current form it’s at and when I’m happy with it I release as a file of some sort and change the title of the thread ^______^
PLOP
Abrevations and such:
Startup | Block/Hit
RAS: Reverse Arm Slam Combo. HCB+P
RJB: Running Jaguar Bomb DP+P
KK: Konvict Kick DP+K
CH: Counter Hit
AC: Alpha Counter
Knee: Up Forward Medium Kick
** Unorganized Info:**
Low Jab 4 | 3/7
Low Short 6 | 3/-1 xx LK Konvict Kick
Close Stand Jab 4 | 0/4 Looks very similiar to T.MP
Explain Jump Normals. Jump RH active
Range on command grabs, EX-Command Grabs
Low Jab (blocked) > tomahawk/giant swing
Countering (PP air, KK high/mid) + Raw Launcher (low)
Situational Max range EX-Konvict Kick > far RH > Launcher
Better anchor character to have meter and knockdown from launches. Not necessary but
beneficial for sure.
EX-Giant Swing AA
Shoulder Tackle > TC > Potential? Moves to corner
Option Select Potential from Jump Fierce
Jaguar Bomb vs Reverse Arm Slam. Bomb does more damage and carries same direction.
RAS reverses sides.
More recovery time knockdown RAS > KK
Konvict Kick TC vs Air + DDT timing. Potential back dash punish option select
crouch jab x 2 > cr hp > ex KK (hit confirm second jab into chain cr hp)
Pandora King is dangerous (meter)
Running Jaguar Bomb Oki
RJB > crouch strong > jump over - confuse rolls. jump forward x 2 + meaty jump forward
Can store counter hit
LK Konvict Kick Footsies 12| -2/3
Raw LK Konvict Kick footsies -2 on block. EX +3 on block
Has excellent range and decent speed considering the range
Can buffer into DDT 100% of the time for no consequence
+3 on hit, potential reset tool
If double tapped from the start a really punishable version results but also tag cancellable
applies to all versions. Unique team air juggles, possibly.
Knockdown setups
Rolling Elbow Rush Overhead non jab reversalable, can roll
** CH Shoulder Tackle**
Store a charge for counter hit wall bounce
Armor Active 1-24, 22 Start up
Useful in footsies. -6 on block
Combo: x2 Knees > Cr.Fierce > Jag Bomb/Reverse Arm Slam 400+ damage no meter
Jaguar Step
Pass through projectiles
Can hold down two kicks and King will perform continuously
High Elbow Drop (MP Overhead option) > Close Stand Fierce > RJB/RAS
Lariat (LP) +7 on hit, combo into crouch strong/fierce > x. Theoretically used for punishing fireballs
but I’ve yet to use it for this.
Water Surface Kick (K) -11 on block. Seems to be more a distance footsies tool more than a mixup between the elbow drop. The range is actually pretty good but it’s still nothing amazing.
Disgraceful Kick CH
Combos: Knees or jump in fierce (range specific)
Maybe useful in footsies with a stored counter hit or punishes
Retag: Knee > Launch or Knee > Shoulder tackle (slightly more damage) > Raw Tag
important Rolling Elbow Rush (t.mp > mp > mp)
4 | 1/4, 0/3, -4/9’
mixups improve on hit (after second strong)
not a true block string. can reversal in between the two strongs and before the overhead
Far RH punish backdashes
Overhead option combos:
Damage: Overhead > Cr.FP > EX KK > Knees x3 > Cr. Fierce > RJB/RAS
Switch: Overhead > Cr.FP Launch or cr.mp>cr.fp for easier link slightly less damage
No Meter: Cr.FP > Launch. Rolling Elbow Rush again for reset.
Two elbows indicates player should block high for overhead follow up therefore:
Low short xx crouch fierce > EX KK > Knees x3 > Cr.Fierce > RJB/RAS
If mixup is blocked, continuing with EX KK leaves King +3. You can start another Rolling Elbow
Rush with a one frame gap.
Two strongs hit:
+3 frame advantage
Presents threat of overhead(?)/low short (6)
Low short will trade with 3 frame normals
Overhead will counter hit 3 frame normals
If opponent backdashes (outside of corner)(needs more testing, confirmed to work on Ken)
you can punish with immediate toward jumping fierce or timed far rh > launch
Reversals can be a problem but jaguar step can go through DP’s, though it is risky as
jaguar step is punishable. This also denies tag cancel since there is no hitting involved.
In the corner, Ken can backdash away from overhead however this leaves him vulnerable to
being punished for backdashing.
Counter hit AA close strong combo
AA CH Close Strong > Crouch Fierce > Jag Bomb/HCB P
Situational, not recommended AA vs unknown result
Jump in combos
Confirmed from the air (i.e. fireball, raw tag)
Jump HP/HK > CR. Fierce (force stand) > EX Konvict Kick > Knees x3 > Cr.Fierce >
Jab Bomb/Reverse Arm Slam (501 damage)
Match-Up Specific Notes
Characters without 3 frame normals can’t jab out of his pressure.
I really appreciate all the notes and observations of King, JiBbo. Thank you for what you’re doing for the game. The Lk Konvict Kick use as footsie tool plus the auto confirm of DDT really piqued my interest.
Everyone in this board always keep clamoring about how King has a good oki game and he benefits extremely from a knockdown, but… exactly WHAT makes his oki game good? Everytime I get a knockdown with King I have no idea what to do, most of the time I resort to the f.mp setup, but mashing jab on reversal beats that, and I’m having trouble developing any anti-roll tech. Any ideas?
Theoretically, his Oki is crazy good. High or low for over 400 damage each option for one meter, which ex kk +3 on block. Only obstacles are three frame normals , invincible reversals and back dashes. I’m sure ill find some tech for jabs. You can’t really back dash in the corner. Blocking is always an option against reversals and king can get huge punishes off of say a blocked dp.
I also need to test rolling elbow on hit – the window before the overhead.
I’ve noticed you can punish Juri’s pinwheel kick with a Mid-Air Leg Screw but you have to get a good read on the opponent. I’ve had the most success baiting them into doing it by conditioning them into thinking I’m going to neutral jump when they wake up.
Darn, I find this just an hour or so before I finished my own King Character Overview guide.
Is there any way I can help this become more complete? It would be better to have one super guide I feel than an assortment of smaller ones.
Well first when it comes to King’s tag in, the c.lp vs. 2 knees is not so much an easier/harder thing as it is a launch height thing. Some character’s launch allows him to start with a knee, others do not. Then of course there is how far away the tag cancel was made, which is less precise as to when the 2 knees stop working.
- mixups improve on hit (after second strong) - not a true block string. can reversal in between the two strongs and before the overhead
Overhead option combos:
Damage: Overhead > Cr.FP > EX KK > Knees x3 > Cr. Fierce > RJB/RAS
Switch: Overhead > Cr.FP Launch or cr.mp>cr.fp for easier link slightly less damage
No Meter: Cr.FP > Launch. Rolling Elbow Rush again for reset.
Two elbows indicates player should block high for overhead follow up therefore:
Low short xx crouch fierce > EX KK > Knees x3 > Cr.Fierce > RJB/RAS
If mixup is blocked, continuing with EX KK leaves King +3. You can start another Rolling Elbow
Rush with a one frame gap.
Two strongs hit:
+3 frame advantage*
Presents threat of overhead(?)/low short (6)*
Low short will trade with 3 frame normals*
Overhead will counter hit 3 frame normals*
If opponent backdashes (outside of corner)(needs more testing, confirmed to work on Ken)* you can punish with immediate toward jumping fierce
Reversals can be a problem but jaguar step can go through DP’s, though it is risky as * jaguar step is punishable. This also denies tag cancel since there is no hitting involved.
King has a plethora of options on the opponent’s wakeup, but they make for a true rock, paper, scissors game. In order to have success with King, you need to be acutely aware of the opponent’s wakeup options and the situation at hand. Here’s a “quick” rundown of his options, with pros and cons, JiBbo style.
[LIST]
[]meaty crouching jab - pretty universal way to restart pressure.
**Pros: **Beats wakeup mashing. Hard to screw up. Leads to elbows or command throw shenanigans.
**Cons: **Loses to wakeup reversals. Doesn’t lead to much meterless damage. Puts you in a position where you lose a bit of roll oki, since you have to commit to being close.
[]Shoulder tackle - an adventurous gamble with more risk, but significant psychological reward.
**Pros: **Counterhits wakeup mashing into a damaging wallbounce combo. Blows through many reversal attempts (character specific). Conditions your opponent to not wakeup with buttons.
**Cons: **Punishable on block. Multi-hit attacks will blow through the armor.
[]LK or EX Tomahawk (low throw) - low blocking opponents get kicked in the teeth.
**Pros: **Significant damage to a blocking opponent. Causes irreparable psychological damage (I’m blocking, but I just got kicked in the face!). Unlocks King’s guessing games. Encourages opponent to mash or stand. EX version has enough invincibility to walk through some reversals and put you in a position for a full punish.
**Cons: **Loses to mashing (unless EX), standing, reversals.
[]meaty cr.LK/MK xx LK Konvict - safe pressure from a distance, but more difficult to hit meaty due to the pitiful active frames of cr. mk Pros: Beats wakeup mashing without committing to a non-roll. Reset potential if the Konvict Kick connects. Safe on block. DDT leads to another knockdown.
**Cons: **Loses to reversals, forfeits pressure game on block.
[]Moonsault Body Press
**Pros: **You’re drunk and not thinking clearly.
**Cons: **You’re drunk and not thinking clearly.
[]Jaguar Step - Spinning for the children.
**Pros: **Dances through most reversals. Prevents opponent from tagging out.
**Cons: **loses to jab mashing, all followups are punishable on block.
[/LIST]
General things to be aware of during the match that will help you choose an appropriate option:
[LIST]
[]Does my opponent have a go-to meterless invincible reversal (Ryu, Ken, Sagat, etc.)? Or does he have weak wakeup options but a strong backdash (Ibuki, Raven)
[]What’s my opponent’s life/meter situation? Is this an opportunity where he’ll try to reversal/tag?
[]Has my opponent been “jittery”? Does he seem like the type of player who’ll mash out of pressure?
[]Have I caught my opponent with command throws before? How likely is he to stand/backdash away?
[/LIST]
Don’t forget you also have King’s st.LK > HK “safe” string as well as his ambiguous as hell if properly spaced j.mk to cover rolls.
Well, if you’ve got your opponent in the corner and he doesn’t tech roll, the Moonsault Body Press can work if timed to land on the opponent right as he stands. I try to land it every few matches. It’s not exactly a viable option when it comes to wake up pressure, but it feels good when you land it.
Also, JiBbo, could you look into which moves King has that force standing on hit? So far I know c. HP can, but are there others? I think it’s clutch since his knee lift will miss after an EX Konvict if the opponent is crouching. Could be a good addition to your guide.
Thank you so much Quantum for all of that information. I’ve been working on my Oki game a lot more lately and I feel pretty confident in it now especially with all of my options laid out for me. I’ll experiment more and try to level up my game.
I’ll be sure to spam Moonsault on every knockdown now!
I’d like to comment on that part. If King lands a Shoulder Tackle and TCs, Abel can connect it from full screen with Step Kick, even if King is cornered. I haven’t tested all ranges but it appears that Abel can Step Kick > Dash > Step Kick > Dash > S.HP xx Falling Sky almost anywhere. From the corner it brings the opponent almost to opposite end. Haven’t tested with other characters, but obviously it should combo with any character with a long reaching 8-ish frame normal.
Edit: Also the damage from that is around 386 or something like that with no gems.
I found a safe jump against 4f shoryu with King, if it is of any use. Do 4 knees by themselves and you can time a dj.mk to be safe on quickstand reversals. What is best about this, and may make it an option over bomb, is that you cross the opponent up with it. Not only does this make it harder to block or reversal for them in the first place, but if they attempt to roll, you will be on their opposite side, negating their roll. Negated roll and normal recovery both give you ample time to do King’s normal mixup oki.
You are sacrificing bomb damage though and his oki off that is pretty good regardless.