The King Thread

I was having mad troubling landing it on simple ump ins that could hav been easily AA countered. Seems SUPER situational.

What kind of Gems are you guys using on King? I was running all vitality to get used to him so my mistakes like getting hit during footsies or getting hit fireball while jaguar stepping wouldn’t hurt me too much. But now I think I have a decent grasp on the character.

Looking at potential speed and power gems right now. Feel like my point character does all the meter building so no need for meter gems.

Post CH Shoulder Tackle (as an AA), you can get his knee loop into DP HP for high damage, or tag out with j.HK and break 300 damage easily.

Damn, that’s really nice damage. It is CH though, and combined with how slow the startup is of shoulder tackle that’s gotta be done on a really early reaction. Still excellent, if situational.

*files away in my King tech folder.

Its not actually as situational as you might think, since the shoulder has armor on it.
So using the charge as bait and then throwing out the shoulder if they press a button can actually be potentially very dangerous.
Its another great tool to condition your oppenent to not press buttons, which means you get to start high low game off of jag step, shining wizard, fowward mp, etc.

I assume we are speaking of charging to store a CH and using the opponent attempting to punish the charge by jumping in therefore leading into the AA shoulder?

In that case, say you charge to CH state, and your opponent jumps right then, are you able to back/forward dash in time to cancel the charge and still have time to start shoulder?

Oh sorry, first of all, slight miscommunication.
I never meant for AA game, I meant for ground/footsie purpose.

However, if we are talking AA game, I am positive you could space yourself correctly to do so, and if you doubt the start up of tackle, then AA counter. However, that’s just theory. I have been using the charge to bait people fairly successfully thus far.

You have a high chance of connecting AA Shoulder as CH because you’re blowing through a jump-in attack with its armor. Even if they empty jump in out of fear of his AA counter, the shoulder still functions as one of his best AAs.

If you have a charge stored, you should pay close attention to jumps because they will yield full damage combos now.

If you charge and they jump, release the RABC at level 2, because as we all know his EX RABC is invincible. Anyone dumb enough to jump in while you’re charging at range will eat the invincible EX version or a Super, their choice.

NEW TECH:

  • far LK is a low, chained into st.MK it’s an absolutely safe hit confirmable string (confirm into tag combos). It’s sneaky, risk free, and leads to damage. It’s absolutely amazing!

  • After a combo into EX Konvict kick, test your opponent with f+MPx2 into overhead, if you connect, finish with (after overhead): cr.MP~cr.HP xx EX Konvict, uf+MKx3, st.HP xx DP HP for an almost 80% reset for two bars lmao

really trying to squeeze in picking up King, really want to use 2 street fighter and 2 Tekken characters, and King is definitely another Tekken guy I want to pick up. Every time I use King though I just completely demolished.

yusssssssssssssssssssssssssssssssss adding this to the mixup thread this weekend.

Where are you using him on your team? Who are you using him with? Anything in particular you are having trouble with?

Remember the goal with King is to get him in with some kind of tag combo, do damage, get ONE mixup, and then get him out.

He should not be in for any serious amount of time as your opponent will just gather themselves mentally, space you out, and ruin your day.

I’m having trouble punishing button pushers to condition them into not pushing buttons so I can get some throw mixups working, any tips? Everyone seems to be pushing buttons like crazy fishing for those chain combos. Every time I go for a non meter throw I’m getting stuffed out of the startup, any good counter hit setups?

Button pushing should have them getting shoulder’d in the face.

Well I found out the hard way that normal grabs can beat King’s EX command grabs… Tried doing one on wake up and the opponent just normal grabbed me…

Yeah, its pretty dumb. Im not quite sure what the reasoning is behind that. I can see the ex grabs being throw vulnerable since they beat attacks. However the regular cmd grab should not be throwable. Its been that way in the sf series for a while now. If i had a twitter or a camcom unity account id shoot them a friendly requestst to examine this mechanic.

Pressing buttons is the name of the game in SFxT. In up close pressure, not even the shoulder tackle will save you because most light attacks are quick enough to hit twice before the tackle comes out.

In the end, its a major guessing game. King’s great when doing damage, but he doesn’t seem to be “main character” caliber. Too many characters that can be lame all day against him.

Almost helpless without meter, he relies heavily on his partner to build it for him. Thats my strategy. I have Ogre (who never needs meter) with 3 onslought gems. By the time king gets tagged in, he has 3 meters and has a power gem activated. Like Girlystyle said, do a big combo, a mixup, then tag back out while they’re still regaining their bearings.

When he’s by himself, resort to footsies, AA’ing, and playing conservative. Once you get the knockdown/combo, then go in with shining wizard, rolling elbow shenanigans, disgraceful kick frame traps, etc.

So, how do I actually start to learn king in this game? By that I mean what do I start learning first. Sorry for the extremely vague and kind of retarded question, but I’m having difficulty learning how to play king and what I should actually be doing with him.

I honestly don’t know if either of these are special edition/preorder only, but I like using the “When partner connects with launcher” Onslaught for 40% meter gain as well as one for 10% damage when your partner launches. That way when King comes in, he will have a little bit more damage to his tag combo as well as meter gain (which is probably the most important attribute for King since he’s a meter hog). Since I’m using Rolento, I don’t spend meter to switch out unless he’s about to die. So King is almost always sent in off of a magic series combo. My third is kind of undecided right now, but I like the instant recovery meter options.

People are going to have different answers to this. Personally, I would suggest making sure you can get his BnB tag combo (s. jab, knee, c. fierce, RJB OR knee x2, c. fierce, RJB depending on how far you are from the corner). Then work on his j. fierce, knee x 3, c. fierce, RJB and it’s EX Konvict Kick variant.

If you can’t do his basic combos, you won’t come out ahead even if you learn how to get in. Next, learn how to use his shoulder charge and AA/mid and low counter. Then practice using his Jaguar Step to bypass moves, especially fireballs.

Lots of people think of King’s shoulder tackle as a defensive move, but I think it’s actually really good for punishing people who like to press buttons when they’re under pressure. A meaty shoulder tackle on your opponents wakeup beats nearly anything your opponent can do, including EX moves as long as it’s not an EX grab.

If you switch cancel it, you can combo off of it even if it’s not a counterhit. It also makes the shoulder tackle somewhat safe on block, but not 100%. I think it depends on how late into the shoulder animation you actually make contact, as well as how far your teammate has to run. It’s pretty difficult to react to, regardless.

While i haven’t figured out a good opener for him yet, i don’t seem to have the trouble you guys do with keeping people in the vortex. every meter king has is a free counter it seems. just a tiny step back from where you are after a qcb+p is the perfect spot… if they get up fast, they always push buttons, which gets eaten by ex of your choice. Get up slow and they get to enjoy the ambiguous as hell j.mk into high/low shenanigans or magic series into knees. If they roll, jumping back fp has stuffed every non-ex wakup ive seen yet(not counting other kings)

When he gets low on meter, i pull my kittybro out, but as long as he has meter, he just keeps truckin… Kings reactionary style of play is so damn strong when he has meter.

I agree with whatshisname about king getting even scarier with a counter charged… I play against a nasty rolento at home, and he has learned that once i get that charge, jumping is gonna hurt. The back mk feels horribly unsafe to me and seems actually get beaten out by alot of pokes.

Why does everyone do cr.HP instead of cl.HP in the knees trees bees cr.HPxxRJB combo? Does the same damage, hits just the same, etc. You guys are also sleeping on EX Giant Swing, it does 50 more points of damage than EX Tomahawk. I seem to land it more, anyway, since I can’t get people to sit still and crouch block.