The King Thread

Like I said, the air counter is pretty godly. I also find cl.:mp: to be decent if they are on top of your head.

As scary as this sounds, a lot of Tekken characters without good reversals have been resorting to a raw launcher during a gap in an opponent’s string when you’re getting pressured. Not pretty, but given King’s options right now, it’s something to consider.

I think that if you have meter, you could use Ex Running Jaguar Bomb and cl.mp

Depends. If I think there’s a jump in, Mid-air leg screw. If not, mixing it up on landing. EX RJB of course works, but it still is pretty slow and unreliable, as you pretty much have to use it the MOMENT they jump. Otherwise it’s my fs :mk: and Reverse Arm Slam Combo. Or the knee.

Sidenote: Does King get armor or any other benefits from charging his RASC?

I’m having some trouble switch cancelling King in n juggles, what kind of stuff are you guys doing after a switch cancel? Everything I’ve tried seems to come out too late. I’m doing it after Yoshimitu’s Gehosen if it helps.

Proper spacing on jaguar step makes it great at or just out of footsie range. Having a lot of fun using this tool to constantly apply pressure. If they block the mix up, you can confirm into a throw and start your pressure again.

What are people doing about roll techs? Right now I am standing at a spot where I can still get them with a far reaching normal, and try to either bait the throw or loc them down with normals on their wakeup. Once I get a sense of when I think the oppenent will roll, I change things up to go for crossups, meaty pressure, that ind of thing. But at the end of the day, this still involves an educated guess.

Does anyone have any solid tech to deal with rolls?

king needs to be patch.
i promise you all, king won’t make the cut for high level play.

even his command throw is really bad.

hugo & gief easily > king

I think its too early to say…although right now I am inclined to agree hugo and gief are better
But that could easily do with the fact there mix up game is something much more similar to what we are used to seeing with grapplers, and that kind of tech is always good in the early stages of a game. Once people learn how to deal with grapplers of the gief/hugo variation, I think things might change.

How about you guys block as a wake-up option, crazy I know it works wonders though.

blocking’s cheap

gief can 50/50 you with lariat or SPD.

keep blocking with king bro.

if a gief is standing right beside me on my wakeup, i am probably just going to roll and be okay.

i’m @ work right now so i can’t check, but doesn’t grab > roll? lol

On wakeup I’ve been using reversals to some success. Hit a few reversals to counter their pressure and people start letting you get up.

What are the properties of Jag Step? I know it goes through projectiles but I’ve seen it avoid other attacks too. I assume it avoids lows as well?

What do you guys think of f+mp, mp, mp string? After the first 2 hits, the third hit beats anything but standing block. If they block you can GS or normal throw.

No, rolls are completely invulernable/unthrowable with no vulnerable recovery, last I heard.

Besides, saying “Gief can 50/50 you on wakeup” is true for any character with bad/no reversals.

well, this is a problem with king…
i’m sorry, but this is a 2D sf engine…

he doesn’t have any 3frame normals or anti air.
his command throws have 18(wat?!?) frames of start up. normal throws easily beat king’s command throw. chun li footsie to throw would be better.
he has average health.

his most useful and best move is his jag step.
jaguar step is invincible for 20frames, but vulnerable for 6 frames on start up and recovery.
all the follow ups also have around 10 frames of complete invincibility.

good mix up.
but i dunno… we’ll see if king got it in this game…

but it just seems hugo and gief are waaay better than king.

How safe are the moves out of the Step?

Jag Step is total invulnerability after the startup. I’m not sure how long it lasts though.

And the F+mp,mp,mp is outstanding. Its one of his best pressure tools. Throw the first two out and then start the mixup.

No shit sherlock. We’re trying to see if better options exist.

Its too early to say if King is bad or not. But I know if you’re playing King like a grappler, you’re playing him wrong. I see king as more of a footsie/mixup character with really good damage.

Use the Shoulder (F.lp + MK) as an AA. one hit armor makes it a great AA

Speaking of that, how do you guys feel about Shoulder (F.lp+mk) and Disgraceful Kick (B.Mk) in footsies? I haven’t played against anybody yet (I train for days when I get a new game before I play anybody) but I feel like these moves will be excellent in footsies.

I have been using the cr.fr and the anti air counter for good, consistant anti airing purposes. The counter leads to great positioning for King, the cr. fr can be cancelled into step for added pressure/mixup.

I just think in the end, its not really fair to compare to hugo or gief, or at least for me, since I don’t really use him for how I would use a grappler traditionally.

I have been approaching the character more along the lines of somewhere between Abel and Honda, employing more ambiguous/safe mix ups that lead to a high damage combo as opposed to a throw.

I wait till I have on or two bars with my point, tag combo into knee loop, do a mixup which leads to a ex convict kick combo knee loop.
All of that is a ton of good damage with only one meter/one mixup. I only really use the throws if they are constently blocking my frame trap setups and I think they are sleeping.

I think he is meant to be played in outbursts of offense. Get him in with meter, do one or two combos based off a mixup, and get him back out before the opponent can properly collect themselves and space him out.

I do agree though, I really wish his throws had faster startup. Outside of EX, they are pretty ass for practical throw use.