Yeah, but you get a free jump in off a Tastu along with corner carry, so better damage AND positioning.
That said, you’re going to switch cancel every single one of your HP SRKs anyways, so it’s a good secondary combo.
is JKL the knee? I could be wrong but I think once they’re airborne you can only connect with 2 if you’re going to end with cr.HP xx powerpomb. At least it’s been my experience that you’re only allowed 4 hits (throws counting as hits) on an opponent after you’ve launched them in the air with anything.
Different moves have different amounts of juggle points, and tag canceling resets the number. Knees have 4 points, which means that a Knee will hit an airborne opponent as long as they’ve been hit while in the air 3 times or less before it. RJB has 4 as well, so pretty much any combo you do will have 4 Knees tops (assuming you launch with the Knee which doesn’t take a juggle point; the Launcher takes a juggle point).
Against a low launch King does cr:lp: then uf:mk: until there are 2 points left then cl:hp: or cr:hp: xx HP RJB
Against a high launch King does uf:mk: until there are 2 points left then cl:hp: or cr:hp: xx HP RJB
This means that after anything that isn’t a Launcher (which eats a Juggle point) you’ll do 2 Knees for the first, 3 Knees for the second. After a Launcher you just subtract 1 Knee.
If you get a counterhit in the air you can often juggle via cr:lp: but it’s very dependent on the height as to what you can do next. I think a cl or cr:hp: xx HP RJB works everywhere, so go with that
I do cr.LP, cr.HP/cl.HP xx powerbomb after landing if I got an air-to-air CH.
I also use Ken and with him and King, after DP, I can only do JKLx2, cr/cl.HP xx powerbomb. If I do 3 knees the powerbomb won’t connect after the cr/cl.HP.
Same thing goes for launching with the knee after EX konvict kick, I can do either 2 more knees then cl/cr.HP xx powerbomb or 3 more and straight into powerbomb.
You can get 3 Knees and a cl/cr:hp: xx HP RJB after an EX Konvict, I know that for sure
Oh yeah, I meant after the initial launching knee. After that one, I can do 3 more and powerbomb or 2 more and cr/cl.HP xx powerbomb.
I don’t understand the difference between low launch and high launch. Can you give an example of each?
Can anyone explain to me when/how you’re able to go straight into knee after Ken’s launcher? I find it rarely actually works. For the most part I have to do st.LP first.
When I say low/high launch I mean the height at which the enemy character is at when King gets to them. If they’re high enough, you can get a Knee in. Otherwise you’ve got to start with a cr:lp:
But yes, after a Launcher unless you’re close to the corner you generally have to start with a cr:lp: in order to bump them up a bit. If you’re near to the corner (that is, King is coming in from the corner and it is close) then you can go right into the Knees
Any thoughts on Yoshimitsu/King?
I like the idea, but I haven’t tried it yet.
Side note, I was surprised to see a few people playing Yoshimitsu at Texas Showdown. One was doing pretty solid in casuals.
I’ve decided to make King my first main in this game. However, I’m having trouble finding him a partner. It has to be a Street Fighter character (I’m lame like that). These are some of the characters I’m interested in: Rolento, Poison, Hugo, Abel, Bison & Zangief. Can anyone tell me who there works best with King and why? I realize King doesn’t really have any wall-bounces (except counter-hit shoulder charge), is it important to have at least one character on the team who can consistently get wall-bounces in combos?
Any help is welcome!
Definitely not.
Abel and Rolento both go well with King. I don’t know about the others but I’m sure they work too. Practically every character goes fine with every other character in this game.
Out of the listed characters I would suggest either Abel or Gief. Both should be able to setup some nice damage opportunities for King.
I’ve been playing Ogre/King myself and I am having a blast!
Been running Ibuki/King, a lot of potential there. They have great tag synergy i.e King -> Ibuki s.hk jc.hk land kazegiri tag up kicks (timing is a little strict) or you can go into qcb+p. Still need to find out if you can tag ibuki in off up kicks and either raida, or s.hk jc. hk into whatever. Ibuki’s pokes are great and lead to easy launches. Also king can tag in during ibuki’s spin kicks (tsujimi?) his jaguar step into high/low is a good mixup following this tag in.
Ok, I’ve tried King/Hugo, Yoshimistu/King and Juri/King.
King/Hugo: This was the new team I wanted to play as. I saw a lot of potential both in damage and setups but I can’t seem to make this team work. They just struggle too much vs heavy zoners and I can’t anti-air consistently enough with either character. It just seems like an uphill battle everytime no matter who I have on point. But when I do get in and land a hit, it’s pretty awesome. The damage these two can do together is insane. We’re talking 500 damage for 1 bar and 650 for 2. That’s just nasty! I’ll still keep playing this team from time to time because I like the sinergy . But unfortunately, I don’t think this team is very viable… 600 damage combos are worthless if you lose 800 trying to get in…
Yoshimitsu/King: I have mixed feelings about this team. I like the fact that Yoshimitsu builds a lot of meter and that his Windmill forces stand for free jaguar knee lifts. But Yoshimitsu is just as meter hungry as King is and he doesn’t have reliable anti-airs. Yoshi also kinda struggles vs zoning characters so it doesn’t help. I still think this team has potential but I can see myself struggling in some matchups.
Juri/King: This is the strongest team I tried so far. Great damage off anti-air tag cancel. Pinwheel TC allows for a j.hp, JKL, st.hp xx RJB combo. On top of that Juri is good vs zoners and doesn’t use up a lot of meter so she seems like a pretty good teammate for King. I already knew this team would be the better of the 3 before I tried it. But tbh I still prefer Yoshi/Juri lol. They have a little more sinergy…
So I’m still looking for a good partner. I want to try Xiaoyu, Vega and Law next.
Hey guys, what about Kaz/King?
I use this pair often with Kaz on point, much harder work than Ken/King but much higher damage output. Neither character has a widely useful reversal, everything both characters does is very situational so you kind of need to know your stuff a little bit before you really start winning convincingly, plus they both eat a lot of meter throughout a round. Honestly Kaz is the most flexible character in the game after Ryu, works well with everyone, so does King more or less.
Been using Guile and King.
I might drop King eventually though I’m just not jiving with the way he plays on this game similar to how I feel about Hwoarang.
I’m running Poison/King as one of my alt teams , I feel this is a pretty good team
How about Lars/king…thinking about picking king up
Before this game came out I said I would Main Hwoarang and King. I did so but King was severally limited and I stopped with that team. THen move to Elena X King. Both did not worked out. Before and up to when this patch came out, Ive been reading up on this thread and a few others. I tried Hwoarang X King again and it works really good, but not as good as you guys said Juri X King would (was going to make that the final team till), but I found Kings Partner…
I call them, “Dignity & the Beast”. OMG!!! The synergy is AMAZING!!! Im so hype Im gonna make a combo video today.