The King Thread

I thought I would be the only one that felt this way about King. His wakeup options are pretty ass, especially when most chars will rush your shit down from the moment the match starts. His anti air counter is pretty reliable from what I have experienced, although it is EASILY baited by empty jumps. His normals are terrible from what I have experienced as well (slow start-up, low priority, very little range on cancel-able limbs…), although air to air j. MP seems decent. King’s command grabs have good range, but they are easily stuffed and have slow-ish start-up, his tick throw game isn’t quite what I thought it would be. If I have to predict my opponents next move, and then predict if they are blocking high or low, I believe that landing one of King’s command grabs should yield a bigger reward. As of this moment, King seems rather mediocre. He is one of the few Tekken chars without a reliable string/chain combo, his okizeme and footsie games are hampered by his sub-par normals, and his wake-up options are limited.

With all this said, his knee lift is still pretty cool.

I’m digging King/Jin, King/Law,King/Rufus as teams so far. He needs a good partner that can save the day if you cantget in. But damn Kng can end a match quickly

I find his low pokes best for hit confirms into his specials. I was looking for uses for his close F.MP and its a good way to tick into his command grabs. His wakeup options are very limited though so your blocking HAS to be on point if you wanna use him. i wish he had a a normal overhead though

Foling around online I was low poking alot to setup shining wizard. you gotta get in fast and put em to sleep. couldnt setup up knee juggles outside of landing a jump in. I dont advise finishing his knee ggles with his air grab though, pushes them too far away. i try to use a normal as finisher to setup a crossup or finish with QCB P. keep em close

but i was getting blown up by Cammy!! lol no wakeup options with King. well at least i havent figured it out yet…

i almost forgot, u can use the knee juggling if you are a psychic as an AA. but not sure how reliable it is.

This is fairly unreliable, has bad startup so it gets stuffed pretty consistently, no reason not to do cr. fr.

The Anti air counter is really nice. I haven’t been finding empty jumps as a bait for it a problem, since I don’t use it preemptively at all. I just watch my the opposition as they are in the air, wait for a frame of animation, and I stick it out. Have missed it yet, so it seems to work fine on reaction as oppose to a read. I am sure once people wise up to this, they will try trickier jumpins, like jumping in with a move with less startup so they can press it later (like a jab or short).

I have been devised some decent throw traps/mixups based on his high-low throw game, which I will try and do a writeup tomorrow or Wednesday on my findings. Some of it is pretty good, while some of it is situational. Wanna try a few more things first in any case.

Sorry for a noobish question but what is the AA counter?

forward plus two kicks

I don’t mind this version of king, but man I wish he had more of his grabs from Tekken. Would the tombstone piledriver, frankensteiner, and stunner work in this system? I dunno maybe but it would still be awesome to tombstone a Hugo player. Even the chain grabs would have been interesting to see in this system.

Yeah, especially since Nina got one of her chain grabs, I don’t see why King didn’t.

:f::p::p: is anti air counter, kicks is ground counter. The anti air counter is pretty god like. imo King’s got pretty easy hit confirms. Empty jag step has been working for me pretty well, he seems to recover pretty fast from it. Lariat seems fairly safe on block. The elbow drop isn’t, and I doubt the sweep is. Shoulder Tackle also seems safe on block as far as I can tell. It’s a shame that’s his only wall bounce move.

Regarding his super, if you don’t do the follow up they stay face down, which means they can’t roll (so I’ve been told), which means you can actually implement some kind of oki. If you do the follow up they are on their back, so they can roll.

Spoiler

The missing move is Moonsalt, which is :f::lp::mk: I’m pretty sure it’s an overhead, but it is really slow.

Edit: It’s not an overhead… because it’s fucking unblockable!

ahhh sorry only got a chance to play Saturday, my memory is lame.

Good eye on the super, kind of changes my opinion slightly on how useful it really it is now that you can get a good follow up on it. How much do you think the difference in damage is without the follow up?

what kind of bnb hit confirms are u guys using? like when he’s in? when tagging i just do some knee nonsense but when i’m starting a combo i have a lot of trouble.

I usually do cross up j mk, cr lp, cr mp xx ex jaguar kick, knee etc.
and also i saw the levelupyourgame stream suggesting to use the cross rush of cr lk, cr mk, hp but i dont really like the speed. Anyone else have a better option?

Raw super is 300 with no follow up, 338 with follow up.

Well I’ve been experimenting, I like the one you use. However I just discovered in training mode that if they are crouching when you hit them with the ex jail kick, you can’t get the knee, it whiffs. If you can it is super tight timing since I haven’t gotten it once with the dummy crouching. So you pretty much have to chain into cr.fierce since it forces stand. Which really sucks because chains do less damage. So cr.:lp:, cr.:mp: cr.:hp: xx EX jail kick is better since you can get knee follow up.

Edit: Alright, I just did j.:mk:, cr.:lp:, cr.:mp:~cr.:hp: xx EX Jail Kick, :uf::mk:x3, cr.:hp: xx :lp:air throw. 381.

You can link both cl.:mp and :f::mp: into cr.:lp:, however cl.:mp: whiffs on crouching, :f::mp: does not whiff on crouching though.

maybe this combo can help a few people for tag in, uses one meter, very basic and good damage to follow up :smiley:

J mk, cr lp, cr MP,cr HP, EX konvict kick , cr LP, cr MP, cr HP to tag followup ( you can loop EX konvict kick again as long you have the meter)

sorry if this was already posted

You can also hit confirm cr.:lp:, cr.:lp:, st.:mp: xx EX Jail Kick, etc.

I found that up to 2 :uf:+:mk: can be done off of a standard launcher, as long as you start with cr. :lp:early in the juggle. You can also do cl.:mp:, cl.:hp: xx Arm Slam

Can Anyone Give me the notations for a solo high damage combo i know king doesn’t do the best meter-less combos but i wanna know whats the best that people on SRK can come up with I’ve got a tournament tomorrow and i’d really help me out

Where Do You Guys Think King Is Gonna Be On The Tier List?

[media=youtube]5DsSkOaN6oE[/media]
Here is some King Gameplay as well hopefully this can help someone sorry the audio has an echo we forgot to do a sound test before :confused:

You can cancel normals into jaguar step. When you add that to your mixup game it can be effective at times. i.e c.mk , jag step, then go high or low or even neutral jump or go for crossup

He’s not a gimmick character but you gotta use a lot of gimmicks to get in on some characters. like 3S alex.

I’d be careful using the word gimmick. Gimmick implies that you can only use that technique only once or twice against someone and then you’re figured out.

It’s starting to sound like King is very deceptive in his playstyle. I’ll have to see for myself when I get my hands on the game.