The King Thread

4 Frame Startup on Fmp into safe follow up into combo able overhead!!!

Couple of notes
Any time you would do cr.:mk: cr.:hp:, if you can drop the cr.mk out of the equation you add a decent chunk of damage. If you have no meter and don’t want to do the launcher, you can cancel this cr. hp into a :hk: Konvict Kick
Standing :hk: is negative both on hit and block (-4 and -9) so be careful. Disgraceful kick is slightly slower and doesn’t jump, but is only -6 on block.

Question about King v Rolento. His standing jabs, if he is spamming them can King Leg Screw on reaction? as I thought the kick version does stop normal specials?

how do you guys usually get into the high knees? off tag? the only viable method i have now is crossing up with MK into them, also is there any way to combo into them on tag? i can’t get the timing right for the life of me and half the time he does a jumping MK on tag

It should work since it worked on xiaoyu’s jabs when I did it.

Tech I have found today
Always tag cancel your overheads. I think this makes them safe (needs further testing), but they both give your partner the standard tag in combo of your choice. Using Asuka, I get in the 390s of damage.

Most damage you can get with 2 bars: j:hp: cr:hp: xx EX Konvict Kick cr:hp: xx EX Konvict Kick uf:mk: uf:mk: uf:mk: :hp: :dp: :hp:

Low 500s of damage, pretty tough though. Also works off your j:mk:
Works against crouchers due to the cr:hp:

Cross Cancels: Off a low groundbounce I tend to do cr:mk: xx :dp::hp:
Off a high ground bounce it’s time for Jaguar Upknees. Depending on the combo and spacing you may have to cut it short by a move or two; I think the counter resets the moment the character flashes, so ground bounces tend to count against your juggles. Just don’t get greedy; two reps into a FJB tends to be good enough.

On Charge Dash Canceling: Haven’t found much use for it yet. Only poke that you can do it on is your cr:mk: Seeing as King tends to be about the Chain into EX Konvict for damage, I’m not sure if it’ll affect his game. His only real links come from his 6 frame or less normals, which are
4 Frames: cl:lp: cr:lp: f:mp:
5 Frames: :lp: cl:lk:
6 Frames: :mp: cl:mp: cr:lk: f:mp:
7 Frames: cl:mk cl:hk:

Plus frames on hit
+9: Overhead in f:mp:
+7: cr:lp:
+6: :lp:
+5: cl:mp:
+4: cl:lp: cl:lk: f:mp

Basically, you can chain into your standing :lp: or :mp: cl:lp: cl:mp: cl:mk cr:lp: cr:mp: cr:lk and then cancel. I’ll need more play with it; don’t think you can use it to get any knees off, and I tend to do more damage off a magic honestly. I do think I’ll try and link those into a f:mp: though, as you can then try and bait out the counterhit (WITH A CROSS CANCEL). If for some reason you don’t cancel it, the +9 lets you go into any normal you want outside of a sweep (as you’ll be Close), so you can do a cr:hp: xx EX Konvict into knee juggle

On reversals: While standing you have two options: an EX throw or EX RASC. Use the former if you think you have an idea of what they’ll do, the latter if you’re left at neutral or better (such as a Rolento Patriot Circle). When knocked down, I think you have to go for the EX throw if you don’t want to block or backdash

Without meter: You’re the metric system; you don’t exist without meter. Slap a meter building gem on your point character and get in there once your bar is built. Without EX Tomahawk, you can’t deal with crouching frametraps. With meter, you can punish the hell out of them if you know if they’ll duck or stand.

Footsies: EX Throws to blast through attacks, EX RASC to blast through attacks, Shoulder Tackle to blast through attacks (CROSS CANCEL THIS), Jaguar Step to try and blast through attacks (CROSS CANCEL THE OVERHEAD, only use the Lariat if you know you’ll get a hit to full combo, Sweep is safeish at max range), Disgraceful Kick to go for the counter hit

The problem with jaguar step - sweep at max range is if your opponent jumps forward at all during the long activation period, they get a free combo.

In all honesty I think JS is useful for 2 things.

  1. going through fireballs
  2. point blank mixup cancels off of normals. Example : cr.mk xx empty JS, grab / jab / abc combo / rolling elbows

I don’t think that the second one works; you get into the Jaguar Step invincibility frames on the cancel fine, but if you’re doing an empty Step, that’s a total of 33 frames where you can’t do anything, with the last 6 frames leaving you vulnerable. You would have to condition your opponent to expect the mixup (which leave you invincible until frame 38 or so) so they don’t try and just quickly poke you out of it. Hell, the moves take so long to come out that there’s probably enough time for a “did he press a button” poke followed by a “yes he did, time to punish” poke.

But yes, it’ll mostly be used to punish fireballs me thinks, or at least avoid them. I’ll have to check as to jumping attacks and the Step though; could be that if they jump, a :mp: could beat it.

First post, dumb questions.

What’s the ‘magic combo’ to cr.FP key sequence?

From that can I go into RBP or EX Konvict or both?

Is it true I can combo from lk-Konvict to Knee lift loop?

@lushdog: any chain can go to c.fp as long as it goes light - medium - c.hp… c.lk-c.mk-c.hp seems like best range(?) From that you can go into only EX specials, exKkonvict being the best at the moment, maybe new tech with cadc could net more damage/meter rebuild…

Aside from the raw damage options there is some pretty huge mixup potential for launching into King and ending with qcb+p tag- depends on other character obviously but I will hopefully have some lab time this weekend to figure out some dirtyness off of either hit confirm to ex-konvict, rising knee x 3, s.fp qcb+p tag; or tag in knees to same finisher for les meter. The nice thing about this setup is that you can use King as a damaging finisher and get him out safely.

Any trick to tag into knee lifts other than practice? I’m using Guile, magic combo to launcher, King runs in and whiffs with the knee.

Try starting with cr. :lp:. You can only do 2 knees > RGB afterwards, but hey, it’s online.

Tick throwing is actually pretty effective, the difference being that you have to visually recognize whether they’re crouching or standing.

I’ve been doing ambiguous crossup j.:mk:, cr.:lp:, :lp: xx Swing/Tomahawk on block, and if not, hit confirm into EX Akon kick, knees…

Look what I found.

These are awesome, why did they have to be locked DLC though?

What!!! I knew there was something with Costume not being changeable but this is crazy…

You have to buy colors!?!?!?!!

On another note, what the hell is costume #2 supposed to be?

The colors are free, CAPCOM wants to piss us off though by releasing the colors at later dates instead of just giving us the colors.

Devil Gene Wolf-Thing is what I think it is, love that mask.

Yeah that alt 2 costume looks beastly… matches ravens alt 2 costume, just gotta match up the colors

For those looking for Anti Airs, I think King actually has stronger AAs a lot of the Tekken characters. Have you tried his Aerial counters? Obvious it won’t beat empty jumps but it pretty much beats everything.

Besides that Cr.HP is really good.

Close Standing :mp: is good for AA because addition hitboxes weren’t added so the arm can’t be hit.