The King Thread

The King buffs make me glad stuck with him. The added damage to his normals, throws and AA counter are great. I’m not even upset about the nerf to lifting knee juggle limit.

guys maining im king been testing the 2013 version please give me stuff to test, my knowledge is limited though. the knee nerfs said they were reduced to juggle potential to 2 but when i was testing i was able to combo 3 from a jump in.

His damage buffs are fantastic although he still kinda has the issues ive been reading about but king is looking really strong

so yeah fire away gaiz

The validity of aair jagbomb please, and if you can still tc his command grabs.

Confirmed fucking godlike :), sometimes i wasnt sure which to use jag bomb or pp+ forward amazing

how you meean tc command grabs?

well command grabs can be tag canceled now, I was wondering if they fixed that or if it was part of the game.

Haven’t seen much more of king’s buffs to have questions, but I would LOVE if you could test Paul and Bob.

with bob granchi wall bounces now i was really looking to find a way to get the loops going but they gone for good, paul i dont know too much but his stretching punch has a new cinematic and does 200k on ex making same noise as ryu’s ex shoryu. if you give me a couple things to test when im next playing ill try for you

whilst running kick i found doing hit confirms really difficult now that boost combos are gone, since he doesnt have much in the way of links im feeling he will be difficult to play

Maybe what the change was that you could juggle the knee twice, but a launcher knee would not count.

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King’s changes for 2013 all in this video for your viewing pleasure.

What do you think guys?

This video makes no mention of the command throw damage buffs. Was that just an omission or were those changes not final?

Not every change was mentioned as far as I’m aware now. The videos that were released so far are just short videos showing us some of the changes made to the cast while others adjustments weren’t mentioned, but that don’t necessarily mean what you saw in the videos are the only stuff that’s changed, so it’s likely we’ll still have the command throw damage buffs and other changes too.

There were some last minutes changes that weren’t seen in the change log like how King’s counter is now safer overall, so that’s nice. I really think he needed that.

Ahh good to know. It’s just unclear what is final since the change logs have been released in multiple parts in two series but from my understanding everything is cumulative. Here’s to hoping a finalized list that includes everything is released at some point
edit: looks like someone has done this with all the characters, theres a post in the general thread with everything combined

i believe you two are mistaken about there being no use for mid-air leg screw now that light rjb functions as an anti air. As a wakeup option against jump ins, l. rjb should be pretty easy to safe jump since it has a six frame startup, whereas mid-air leg screw starts up immediately. Although it’s still a big risk to take in the event the opponent baits with an empty jump, it keeps king from being 100% free to jump ins on wakeup

Very good point. I’m not really at the level where I see jumps as anything more than D rank players using it as their only form of movement.

hey guys quick question whats kings best reversal…when ever someone gets close range with me i get manhandled becuase i feel like every move i throw out gets caught any suggestions?

I was literally just about to post this question myself. King is hella fun to play, but this is the same problem im having with King. Ill get stuck in a corner and when i try to punish anything in hopes of getting out everything seems to get stuffed.

Depends on the situation. If you know whether it’ll be crouching/standing pressure, EX tomahawk/giant swing are both invincible to everything but throws for the start up. There’s also his ground counter which is instant start up I believe, and will do 220 dmg in ver2013. EX arm slam has some invulnerability too, and has the benefit of being dash cancelable and giving you a counter hit in the process. If they’re being obvious with jumps you can also just jaguar spin the hell out of there.

You’re also forgetting about alpha counter which is good in pressure situations. Also 2013 came out on psn and it’s weird with the knee juggle nerf. Gonna have to change some combos now.

Oh yeah, speaking of Alpha Counter, shoulder tackle is probably one of his best reversals. One hit of armor that starts up immediately until the move hits, gives a safe tag, uses no meter, and gives you a beefy combo if it counter hits.

Did EX Konvict Kick get stealth nerf? It definitely doesn’t have the frame advantage it use to have. I been nailed with reversals and trades when I frame trap with it

Been going back & forth checking this out, It’s a bit hard to observe for me in practice mode, but I think he’s now +2 instead of +3, It shouldn’t be that bad but I dunno, just gotta be more careful when pressuring now.

I can tell you they did reduce the pushback on his cr.hp on both hit and block. >.<