i want him to keep me safe and disappear before I have a chance to say goodbye
That picture must be from when he was still growing up at the orphanage.
kings mixups post jaguar step are gonna be strong. if they’re mashing, ch disgraceful kick for a crumple, clothesline for a link, ch s.fierce combo, or launcher for invinciblity; if they’re blocking low, people’s elbow then combo; if they’re blocking high, low short/forward combo; if they backdash, ex-GS, RASC (for chars with short backdashes), ex-kick combo, or shoulder then tag; if they dp/super, do nothing and punish, or shoulder rush for armor then tag (depending on dp); if they throw, people’s elbow and jaguar step have off-the-ground animations, which’ll make the throw whiff, then punish; if they jump, hop knee combo. i await to see how safe/unsafe his moves are but king/yoshi is gonna be all sorts of JUICY.
edit: confirmation that RASC is tag cancellable. unfortunately, it is a grab, so not sure if anything can be followed up on.
I don’t really see King being that popular. He looks potentially strong, but then again, so do a LOT of characters.
A couple of things I’m wondering, do his parries work on all high/mid attacks or just kicks? People have only demonstrated so far with kick moves if I recall.
Secondly, I wonder if you will be able to cancel a blocked move into his low command grab and have it catch crouchers as a sort of frame traps? I remember in SFIV with Fei long you could essentially block confirm into a command grab, because the blockstun ended before the command grab reached active frames and it was like a 1-2 frame window for them to do anything before getting grabbed.
In Tekken, his reversals only work against kicks, so I’m guessing its the same in SFxT, but haven’t seen it demonstrated yet, either.
I think King’s kick grab is more like any other command grab, when tick throwing into it will be the primary way to use it.
So, what does everyone see King’s weaknesses will be? From what I’ve seen he can’t deal with pressure, especially on wake-up. I’m supposing EX Giant Swing or Tomahawk (Shining Wizard) will be the primary tool to get through pressure but I haven’t seen anyone use that when being pressured up close so we don’t know what each move’s properties are (invincible frames, absorbs a hit).
On the plus side of his pressure game, if you can land anti-air cr.fr, you can cancel it into spin for a sweet misup opportunity.
Until we can get our spin timing down, fireballs might be a problem. Not exactly sure of the window of opportunity of getting through the fireball, but it looks small. At least its relatively safe looking, though. King looks to have a floaty jump arc, and his ability to open people up may be difficult, but once he is in he’s in.
Damage wise, its looking like its a better use of bar to always have a ex kick ready to hit confirm into the knee, and then another for a tag in case low on health. This seems better then super. Since King can do so much damage so easily with one or two bar, I imagine supers will only be used to finish someone off.
So is there any reason not to perform the follow up to his super art? It does more damage, isn’t hard to time and doesn’t seem to cost an extra bar. But Im sure capcom wouldn’t just put it in there for aesthetic purposes, there has to be a practical reason for him to have two versions of his super art.
Probably not, actually. I think its Capcom trying to weakly implement a part of Kings gameplay from Tekken, where once he gets a throw he has several “combo throw” follow ups. I think its just in there for the spirit of that. Unless you are using super to kill, I don’t really see a practical use of using super anyways.
Yea I thought that was what they were going for, that would suck if thats pretty much it. Oh well, minor gripe. Btw anyone seen this match? [media=youtube]Vk2W6paw4VE[/media] Its pretty hype stuff, a lot of time outs but I guess thats to be expected this early in a games life what with the game not being out and all.
Looks like as a bunch of us predicted, King has poor wakeup options. Also cr.fr was constnantly getting stuffed, so it must have some mad startup and we’ll have to do it early.
King’s Counter looks like it will be a useful tool. At around 9:10, is that it counter a grab? That’s pretty good. Also, depending on how its startup works, it could be a great answer to frame traps, especially to Rolento’s standing poke pressure.
So far we have only really seen king being used as a tank, but it would be great to see some more vids of his mixup game. I think This cahracter has the potential to be somewhere between honda and abel. limited mobility, and will require a ton of patience to get in, but once he is there he has lots of heavy damage and good high/low/throw mixup game.
once this game comes out were going to see people use this guy alot better no one is even using his armored normal to get in
First let me get this out…THAT’S NOT HIS SHINING WIZARD!!!
Now that that’s out of the way, this was a decent vid showing the basic King stuff (tag-in to knee; low forward into EX-Jail Kick to knee). I really want to see the validity of his Jaguar Step, what juggles that can cause, someone using his elbows to overhead; just explore him more in general. Man, just a few more days…
off of his JS > overhead you can get things like cr.mp, cr.mp xx srk p or cr.fp xx super
I have the game and I have been messing around with King. So far I really like him. Unlike Tekken, his counters work against punches and kicks, which is HUGE! he can counter anything except low attacks from what I have seen. The punch version seems to be for use against air attacks, and the kick version for use against ground attacks. Bear in mind this is my impression after about 10 minutes of messing around in training mode against Ryu.
His Giant Swing/Tomahawk have AMAZING range! It looks like about 2.5 squares on training mode when you use the heavy version (the longest reaching, least damaging version). Compare this to light SPD, which is about 1.5 square range! It seems to have a bit of start up so I think he can be hit out of it (unlike Gief’s SPD), but its still a pretty fast move and the reach is just sick.
Also, his Shoulder Tackle is great because it has built in armor and causes wall bounce on counter hit.
If any of this was already known, I apologize. I’m just so excited right now and wanted to share!
is his shoulder tackle safe on block?
What’s the input for his counters? What are his anti-airs?
So got the game thursday went to the launch party in LA, and ive been playing with akuma/king and I was wondering if there was a better tag end combo for king besides S. H to his Uppercut Command Grab.
Also his AAs seem to be C. Hp, his Counter, and he has an AA grab, but seems like you gotta be pretty psychic with it and the positioning is kinda specific
I was able to play the game for a bit and as was probably discussed before, he’s primarily going to be the “anchor” character; you use your main point character do the the work and set up the juggles for King. Once you finish the juggles with King (the opponent should be near the corner and close to 50% health by this point) you can keep the pressure on with Jaguar Step/throw oki or close/med zone with med kick to jail kick. There were some rounds where I was loving the guy, and others where he frustrated me as things seemed to whiff (I went for his giant swing after expecting a tag out and only had it connect half the time; also, my opp completely whiffed ex-DP with Ryu and I went to grab him as he came down and it whiffed). Also, tho this could just be inexperience, some rounds with him on point I just felt like I was getting stuffed by things and couldn’t get in or get offense going. I think I do remember his EX Shining Wizard not having any invincibility and getting stuffed by shorts.
correct me if I’m wrong but i will state my opinion so far about King.
his wake up is definitely terrible, and i would say it is pretty hard for me to go offense usually.Also, his normals are terrible as well. his grab may have a good range but can be stuffed easily. his jaguar step can be stuffed too if your opponent sees it coming.
I cant do much when my opponent keeps jumping at me at times due to unreliable AA.( i havent reallty tried cr HP but it seems to come out as abels cr HP, but a bit faster it seems.) I consider his AA command range is about bad as abel.
The only thing I found that has potential could be his konvict kick, it comes out quick and has potential combos or goes to a DDT, and has good range distance.
The only jump in attack i found useful are his j HP ( bison dive) j MK(crossup), j neutral HP
I really want to main King but seems a bit hopeless at the moment
btw i love his knee juggling but strict timing to time the knee when tagging in however, with practice, I believe it’s not as bad.
I noticed that only with specific teammates can you do chain > launch > tag into King > uf.mk, uf.mk, cr.hp > airgrab. It seems like shorter characters don’t launch the opponent high enough, forcing you to do the s.fp > airgrab, or spend a meter to cancel the launcher. King can easily get the full combo off Vega’s launcher, for instance, while I couldn’t do it once with Julia.
This is a bummer because a good day 1 strategy is to give King the power gem that activates when your teammate launches. That way your point character can confirm a chain into a launcher, tag in powered up King, and get really nice damage with no meter at the start of the round. I was pretty dead set on using Julia/King, but this strat doesn’t work with her.