The King Thread

Well he should never be able to land 4 after a launcher. About the knees though, it depends on the height of the character’s launcher. Some people you can start with a knee, other ones you need to start with c.lp into knee.

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Hey guys, back from about a month hiatus - glad to see people are using the character forums a bit again. I got to play a bunch of matches yesterday (Ryan Hunter, gridman srk, and FullAutoDeath among them - ggs all if you’re reading this) and I’d like to post some video (I don’t have a capture device, so unfortunately it’ll be iPhone video) to get some King feedback. I really don’t think he’s as much of a liability as many of you seem to.

A quick checklist of things I think King players (myself included) should try to incorporate more:
[LIST]
[]Abuse the hell out of far standing LK. LK chained into s.HK (at max range) is really really difficult if not impossible for most characters to punish. This chain alone is what got me the W against Hunter, who is a vastly superior player. If memory serves me correctly, he kept trying to punish it with Julia’s formidable (under most circumstances) cr. MK
[
]AA with JKL, cr. HP, or cl.MP. Mid-air Leg Screw is nice, but against higher-level competition, you’ll get caught out by empty jumps or baited by early jumping attacks.
[]Walk up throw after the first rolling elbow. It leaves you at + frames, and players are accustomed to seeing two and then trying to deal with the mixup. That auto-pilot reaction gives you enough time to hit the normal throw or command throw if you’re feeling frisky.
[
]cr. MK xx LK Konvict Kick -> backdash, st. lk to counterhit counterpoke attempts.
[]After a connected Konvict Kick, instead of DDT, going for a cr.lk for a “reset.” I know you can link cr. lp after, but it’s tiiiiiight.
[
]Judicious use of shoulder tackle, particularly against characters that outpoke you. They know they can outpoke you; you know they know they can outpoke you. So knowing that they’ll throw out that poke as soon as you get into range, why not ST? Yes, you’ll feel like an idiot when you ST nothing but air, but connecting with it once into a full wallbounce combo is rewarding both in the short term (dmg) and long term (opponent is discouraged from throwing out those monster pokes that keep king out.)
[*]Using s.HK in the neutral game. Ridiculous range and nice pushback on block. Like all big moves, you’ll want to use it at max range.
[/LIST]
[media=youtube]Lm3kSQpFsxw[/media]

Could King always special cancel into his Jaguar Step?

Yup - did you find anything useful for it?

Well, I guess he can do it after a blocked konvict kick to try to frametrap with the lp followup. I assume you cannot do it after blocked RASC to make it safe (until the JS itself becomes unsafe of course).

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No, I didn’t check for anything new. Although, he can cancel into his counters to which should prove to be very interesting if you do your strings right.

I found a safe jump against 4f shoryu with King, if it is of any use. Do 4 knees by themselves and you can time a dj.mk to be safe on quickstand reversals. What is best about this, and may make it an option over bomb, is that you cross the opponent up with it. Not only does this make it harder to block or reversal for them in the first place, but if they attempt to roll, you will be on their opposite side, negating their roll. Negated roll and normal recovery both give you ample time to do King’s normal mixup oki.

You are sacrificing bomb damage though and his oki off that is pretty good regardless.

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Soooooo you guys need to get to Jibbo’s stream ASAP. His King is for real.

Does me good to hear that, all that incessant King pandering I did there feels justified.

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This thread dead? Who are you guys pairing up with King? Picked him up lately from being inspired by JiBbo’s Poison/King combo.

Wonder what they’re gonna do to him.

Since JAck entered the game, I dropped King completely. But I fear that Jack is gonna get nerfed to hell and maybe there’s a small chance they’llmake King a little bit better.

I was a bit afraid his knee might get toned down. I’m not sure how much the juggle count will affect him, but I was more worried it would be more unsafe on block

Otherwise, King got pretty beefed up in the damage part and some normals are faster which might lead to new possibilities. Better Anti-Airs are a plus too, there were other changes I’ve liked for him but I’ll take what we’ve got.

I’m really digging the changes to King. I’m now officially reinvested in the game now.

Here’s to Capcom leaving his elbows intact. Time to dust off my King skills!

Now people have to properly fear Mr. Kitty.

Holy shit his command grabs do more damage than Gief or Hugo!!!

Giant Swing (L) - Damage 250->280
Giant Swing (M) - Damage 230->250
Giant Swing (H) - Damage 210->230
EX Giant Swing - Damage 230->250
Tomahawk (L) - Damage 200->250
Tomahawk (M) - Damage 180->230
Tomahawk (H) - Damage 170->210
EX Tomahawk - Damage 180->230

So basically I need to work on my throw setups.
Oh baby…!

Running Jaguar Bomb (L) - Invincible against air attacks

  • Startup 12F->6F
    Far HK - Damage 90->110
    DDT - Damage 90->120

The command throw changes make sense given the idea that King has to condition high/low in order to land them, unlike Gief who only needs to be in the same quarter of the screen as his opponent.

Not that I’m complaining, but I don’t think he needed the buff to RJB - it kind of obviates the need for his Mid-Air Leg Screw.

I really can’t believe all these buffs - King was already a scary character in the right hands (read: not mine).

Yep. I had long since fled sfxt because I just could not get the hang of using two characters at once, but I might try again due to buffs such as these and having beefed up my internet.

You are right rjb seems to make aairleg screw pretty useless, but now his mixup against jattacks/empty jumps is ferocious. And they kept his elbow mixups? Very happy I am, if only KoF wasn’t so much easier than this game…

He’ll still have to watch out for cross ups, since a whiffed RJB will hurt. I suppose that puts it in line with other DPs, the difference being King’s seems to completely crush jumping attacks while other DPs are tag-cancelable.

Really looking forward to this, even despite the much maligned Dudley nerfs. Holding my breath to see whether they leave Hei intact.

Well yeah but that is a lot better than his previous screw/knee mixup.

only superiority of a dp to rjb in this sense is the ability to go into more damage with a tag cancel. Rjb gets a hard knockdown and unless they patched this, can also be tag canceled, which leads to better positioning and oki (dunno if you get a free ch but I think you do). Can even os the tag cancel for simplicity’s sake.