Yes thats also very good and you can combo after that one with Cr.mk powerbomb or into Up knees if you’re lucky. The one issue is depending on how deep the jump in is sometimes far standing MP will come out. So it seems from my testing anyway.
The more I use king, the more i see how easily he’s exploited by randomness.
Hey guys, just started a mixup thread. let’s all be friends and use it
Anyone mess around with his Alpha Counter at all? Trying to figure out if that’s a better reversal option against blockstrings/frametraps than trying to blow through them with one of his invincible EX moves
I just wanted to say I was messin around with King and I like him.
Would’ve been nice if alpha counter shoulder tackle did wall bounce.
So I found this little thing with king, take it as you will, but if you cancel a blocked Cr.lk or Cr.mk (Its a lot easier with a Cr.lk) into Tomahawk they cannot normally stand it. I don’t have anybody around me right now to test it, but I’m willing to bet they can’t counter hit it either. You have to cancel it really fast though. I dunno how useful this may be, but just thought I’d share it.
a few quick questions:
- the big one. Does up knee work after EVERY launch? Can anybody good at it try it out? I’m using Bison, and I swear he isn’t coming out fast enough to land up knees.
- how should I be avoiding fireballs. People mentioned Jag Step, but anything else? How should i use jag step (and/or the followups) to avoid them?
- how should I be using Convict Kick? Only stick to Ex version or what? What after it hits, DDT vs combo? How should i set it up?
- what are my wakeup options? Im getting killed on wakeup
- Any other moves I should know about?
oh shit citizen finally playing a real character
Messing around with King atm, I really like him. I’m just curious as to what I should be using for blockstrings and safe combos? Also what’s his best AA option, right now i’m just using cr.HP or if I predict it early enough forward-up med kick
I was messing around with King’s Moonsault Body Press to see if I could get an easy knockdown with certain characters that had long block stun moves such as rufus’ ex messiah. Apparently if they are still in block stun while the move hits it doesn’t become an unblockable anymore making me believe this move is even worse than I already thought.
Hey, something funny happened tonight.
I played King, and as my opponent was tagging out, I went for an EX Giant Swing and grabbed him. The guy he switched in couldn’t hit me, and I won the round off the swing. Is Giant Swing invincible during the active frames? Is it just the EX version?
I guess I could answer a couple:
After launch, I’ve been doing an early cr. :lp: into Hop Kick, cr. :hp:, Jaguar Bomb as mentioned by someone else in another thread here.
As for Konvict kick, definitely use EX in combos, but the :lk: version is -2 on block, so you can cancel into it when you’re poking and use it to end block strings. If it connects, go into DDT.
Just going by frames, the Shining Wizard comes out 8 frames after they leave blockstun, EX version comes out 9 frames afterwards. Just tested it; you can stand it or jump it. HOWEVER, it’s a damn nice trap; cr.:lk: x2 then EX Shining Wizard to screw over any counterhits
ALL THIS IS WITHOUT IDEAS FOR RESETS OR COMMAND THROW SHENANIGANS
CADC: Charge Attack Dash Cancel. It’s canceling a move into your RASC, charging it but dashing out at the first chance
1)Knee works after midscreen launchers; it will fail if they’re a bit past mid when launched. Thus I generally default to :hp: :dp: :hp:. You can Cross Cancel the Launcher to get 2x Knee :hp: :dp::hp: to add about 50 damage for 1 meter past midscreen. Otherwise a Cross Cancel will not add that much (1 very scaled knee).
2)Jaguar Step, jump em. The problem with Jaguar Step is that you’re very vulnerable during the second half of the move animation. Most jabs tend to have a total time of 14-17 frames; that means if timed right, they can throw a poke at where you’d be vulnerable (frame 28), recover in 8-10 frames, and poke again 3-5 after that. At worst there’s a 17 frame window of no jabs. You have a 24 frame window between where the Step invulnerability would end and the active frames of the mixup. The Lariat however, has only 15 frames of startup, which means with perfect timing anyone can double jab interrupt you and it makes the move pretty much worthless but for punishing moves. That said, if you can read an attack with worse than 6 frames of startup, and the whole thing takes at least 42 frames, go ahead and Lariat; leads to a mid 400 damage combo with 1 bar (Lariat cr:mp: cr.:hp: xx EX Konvict uf:mk: x3 :hp: xx :dp::hp:) or just magic series.
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If you don’t feel comfortable doing CADC, you can end your links with a :lk: Konvict for a -2 on block. Otherwise links should end in an :hk: Konvict with DDT (Unless you are trying for what the disclaimer warns about). The only time you should not DDT is when you are doing an EX Konvict; instead go into Jaguar Knees. The only time you should ever be using RASC is when you get a free charge and cannot do Jaguar Knees into RJB for whatever reason. There may be some positions where a RJB would not hit and a RASC would in the air, but I haven’t really found any. It’s main purpose is to CADC, but I haven’t really found much use for it; none of the cancelable moves give more than 16 frames of blockstun, so to only use I really see is to make cr:mk: safe via backdash. In effect, only use non-EX Convict on a :lk: Konvict to make links safe if you can’t CADC
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Don’t get knocked down. Your wakeup options are basically block or try for an invincible attack. Your throws are invincible but require you to guess correctly or eat another combo. Your super is invincible for pretty much the whole startup but does take 12 frames so some meaties (and safe jumps) will still be able to block. EX RASC is invincible from frame 3, so it still gets beat by meaties. The Cross Art kicks in with 9 frames and is fully invincible. Note that throws will beat everything that isn’t a Super or CA. Basically, abuse the roll and get out of there.
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Your most important moves are your cr:hp: xx EX Konvict Kick. This is where all your damage comes from if you can’t catch a standing opponent on jump in. NEVER DDT THIS. It’s funny, since it’s really easy to accidentally DDT it compared to the other Konvict Kicks (which you want to DDT), but you lose out on ~150 damage if you do so. You have 5 moves with invincibility frames (All 3 EX Throws, Jaguar Step, EX RASC), use them. Your Super and CA are invincible. Shoulder Tackle has armor, abuse that (and on a counterhit you can go cr:mk: xx :hp: RJB for mid 300s), but be warned that King has no moves that I can find which you can Cross Cancel to make safe, at least in the corner; you can get tagged by a jab on the way in. Disgraceful Kick is actually fairly safe at long range; if you get a counterhit, it’s a free jump in combo for over 500 damage with 1 meter (without meter you can go straight into Jaguar Knees if you’re close and they were standing, otherwise you need to go for a low 300s :hp: xx :hk: Konvict OR magic series). Use it for footsies. Rolling Elbow Rush is interesting; the first two hits are safe and you can link into the first one from a cr:lp: :lp: cl:lp: cl:mp: cl:lk:. From there you can either stop at the second one and go to a low attack, command throw, or continue into the overhead. Generally if they are blocking it high and don’t have a jumping reversal they like to toss out I’d say an EX Giant Swing is a decent idea. I don’t know what the frames are between the 2nd and 3rd strikes of it though, so I’m not sure what is safe. Needs testing
Found a neat trick with jag step into the elbow drop to squeeze out some very reliable damage. After the bounce just do a standing HP (the chest bump) into H Jag Bomb, it does 307 damage which is more than any other followup i have found including crouching HP.
EX-Giant Swing works as an AA.
Note : Must be timed at the pinnacle of an opponent’s jump, and opponent MUST throw out an attack in the air. Air normals create vulnerable standing frames on the landing, which is why it works.
Sounds cool and all but kind of impractical considering you can just aa counter under the same conditions for less meter cost, less strict timing, and a knockdown that puts then closer to king.
Anyone else think its funny that King can get thrown out of EX-Giant Swing? I mean its hard enough to land as it is…
How does one get in with King when facing a character such as Rolento who can poke you all day?
The shoulder charge is very effective against pokes due to the armor. You can also ground counter if you predict a :lp: during footsies. J Step > Lariat can also stuff lights, but it’s not very safe so use it sparingly.