The King Thread

As an old Fuerte player, I’ve learned the power of dash back short run after knocking the opponent down. Backdash, then Jaguar Dance not only can be very effective, but if timed right can even avoid reversals because of spin invincibility. Basically the mix-up works like this, covering most options the opponent has:

+Opponent rises: A well timed HP follow up, especially on people who like to wake-up crouch, can be extremely effective. Mix this in with sweep follow up when they get used to blocking like a normal person on wake-up, and finally LP as nobody seems to expect KIng to have a move that fast in his arsenal.

+Opponent Starts to Reversal: You can backdash and empty Jaguar dance, and either the opponent will whiff or you’ll avoid the attack with Jaguar invulnerability. This isn’t true for some wake-ups like Cammy’s because of the horizontal range. Slower wake-ups can be blocked and punished: Knee the shit out of them.

+Opponent Rolls: This is the most helpful part of backdashing before Jaguar Dance is that if your opponent rolls you can pause, see it, and react with a jump back mk to try and cross them up on their new wake up position.

I’m going to do more testing with this in the lab using every character with a major reversal tool, seeing if I’m on to something or I’ve just had a string of luck against players who weren’t ready for me to play King like another masked wrestler.

Just keep in mind that this is an extra mix-up on top of the other mix-up tools King already has like Shining Wizard, his awesome cross-up, and forward MP string.

Whats the best thing to do off a CH shoulder tackle? Is the tackle even a viable thing to be throwing out in the first place?

anyone else a little mad about king not having chain grabs, but nina does?

Haven’t tested a lot, but I just do cr. MK cancel into RJB or RASC. I know you can do 2 knee lifts, cr/cl.HPxxxHP RJB, but I think the timing is strict.

I think you can actually tack on a J.HP to the beginning of that if the spacing is right. The timing is a little stricter than the basic cr.MKxxSpecial, but easier to time and position than knee lifts.

Does mid air leg screw works against cross ups?

I’m pretty sure it does, but you have to be quick and tap the directional stick parallel to the oncoming crossup and press the 2 punches. If they’re in that habit of crossup into crouching chains, it might be more viable to block the crossup and cancel into EX Tomahawk/Giant Swing (if they do standing chains). Another possible tactic is to Jaguar Step when you know they’re about to jump, or forward dash out of the crossup.

I am picking up King because his alt is just too legitimate.

whats his best anti air options i like this guy but i get pressured so hard by the dumbest things

Mid-Air Leg Screw can be used if you can anticipate a jump-in attack, then I think cr. HP when you see an empty jump. That’s what I try to do when dealing with jump-in pressure.

Cl.mp is also a great anti air.

Yea, I think so too, I feel I need to start using it more often.

knee lift is a good choice for empty jumps

It’s one of the best Alts.

JKL is a better option for empty jumps, that or EX Giant Swing.

So I’ve decided to pick up King recently and I really like the character but I suck with him lol. I got some pretty devastating combos and setups down with my team, problem is I’m getting blown up before I can even get anything going. :frowning:

I’ve never actually played a grappler type character before so I’m having a hard time figuring out how I’m supposed to play him (any vids of high level King players?).

Right now the way I play is I store a counter hit and try to land a shoulder tackle or disgraceful kick but I don’t have much success. I can avoid projectiles using jaguar step but I get jumped on for free and I have no idea how to get people off me on wake up. I tried Up knee and running jaguar bomb for Anti-air but they always get blown up. The only thing that seems to work for me is the PP parry and cr.hp (sometimes). Also, every time I try to go for Giant Swing or Tomahawk or jaguar step shenanigans it never works. They just mash jab and blow me up with a cross-rush combo.

try to use the f+mp elbow string on wake up… if you go for the 3rd elbow and they block low it hits overhead… then you can combo for magic series >> ex. konvict or cr.lk > RASC…

try not to use king on point as much just use him for tag ins

You mean on my wake up or on my opponent’s wake up? f.mp has 4 start up so it probably gets blown up a lot by meaties… I was thinking backdash/jaguar step or shoulder would be better wake up options but I’ll try the elbow string too…

What does RASC stand for?

Do you know any high level player that uses King on point? I’d just like to see some footage of very good King players to see how they play. I’m surprised you guys don’t have a King video thread yet.

Hey Vulcan, welcome to the King forums (is it weird for a non-posting lurker to welcome someone else to the forum? At any rate…)

RASC - Reverse Arm Slam Combo: his QCB + P move.

This is the problem with playing King on point - he has an abundance of tools, but without meter, they’re all easily negated by jabs. Now if you’ve got someone who can build meter up front (like your Yoshi), King can be a nightmare to deal with.

Cr. jabs into f+mp gets you started - from here, you have plenty of options - (EX) Tomahawk if the opponent is still crouching. If your opponent stands, you can go into your (EX) Giant Swing or st. lk (which can hit low and gets you a boost combo), and of course you can always try to finish your Rolling Elbow Rush. In my experience (take with a grain of salt - I play Hei/King and i’m only ranked at 3500 BP) the threat of the overhead is more dangerous than the attack itself. After the second elbow, opponents will often stand in anticipation of the overhead, opening them up to your lk/GS options. Should you choose to continue the string, you run the risk of eating a quick attack or reversal, since like so many tekken strings, it’s not airtight. I’ve had decent luck using the elbows in the middle of combos as a reset tool (I think someone posted something like this earlier in the thread - please take credit for this if you were the poster). At least at my level, people kind of autopilot down back during combos - when the overhead hits, you get a brand new combo, netting you 700-800 damage.

Oh, and as for ST, you can use it to blow up jab happy opponents by stopping your strings early or when you have a good read on an opponent’s wakeup reversal tendencies (just be careful of characters with multi-hit reversals, like Ken, Akuma, Rolento, etc.)

Hope at the very least some of this was helpful, and wasn’t entirely rambling and incoherent.

Thanks man, that was really helpful. :slight_smile:

I noticed how good f.mp was when I looked at frame data earlier today. 4 start up and +frames on block for a nice pressure string that puts the opponent in a pretty scary guessing game. I like that. :smiley:

I also noticed that LK Konvict Kick is pretty safe on block and that EX version is +3! That’s sick lol.

Now I think I understand how King is supposed to be played… He’s basically a counter/frame trap character but with the advantages of having command grabs and high damage. You pressure with f.mp, cr.lp and LK Konvict Kick up close and play footsies midrange with Shoulder Tackle and Disgraceful Kick. Main mixup is the elbow string + giant swing and cr.lk. And you safe jump / ambiguous cross-up after throws.

I was thinking of going Yoshi+King but unfortunately Yoshimitsu eats as much meter as he builds. I think Juri/King would be better. But I’m also fooling around with Hugo just because of the insane damage these two can do together. :slight_smile:

Anyone try out the expert input gem? cr.:hp: xx RJB never felt so good! :love: