Been playing King since Tekken 3 so I decided to make this thread is for all the King players on SRK to put all the info, combos and general tactics/suggestions for King in this thread.
Here are combos from this thread on TZ:
King’s Combos
[details=Spoiler]# JUGGLES
uf+4
- df+2,1; 1; b+2,1+2 B!
- f+2,2; 1; b+2,1+2 B!
wall carry without B!
- ssr+1,2; f+2,2,1; d/f+4,3
- 4; ff d/f+4,3; 1; ff d/f+4,3
- df+2,1; 1; f+2,2,1
ws 1+2
- df+2,1; 1; b+2,1+2 B! (strict timing with df2,1)
- f+2,2,2 B!
FC df+2
- df+4,3; b+2,1+2 B!
- db+2 B!
— [2],1; f+2,2; GS
— [2],1; f+2,2,1; b+3_df+1,2_d+3+4,2_df+4,3
— df+4,3; 1; iSW_b+1,4 - df+4,3; f+2,2,2 B! (large chars only)
FC df+1
- ws+1; 1; b+2,1+2 B! (range dependent)
- d+1; f+1; b+2,1+2 B! (range dependent)
- ws+4; df+4,3; b+1,4
- f+3; df+4,3; GS
- cc df+4,3; 1; iSW
- d+1; f+1; f+2,2,2 B!
CH b+1
- f+2; 1; f+2,2,2 B!
- df+4,3; 1; b+2,1+2 B!
- f+2,2; 1; b+2,1+2 B! (inconsistent)
- f+1+2; df+4,3; f+1; iSW - (Credit: DK)
CH db+3
- ws+4; df+4,3; b+1,4
- ws+4; df+4,3; d+3+4, 2
- cc df+4,3; 1; iSW_b+1,4
- d+1; f+1; b+2,1+2 B! (Credit: Snap)
CH 4
- b+1,2
- b+1; df4,3; b+1,4
- b+1; d+3+4,2
- b+1; GS
CH BT 3
- u+2
- df+4,3; 1; b+1,4
- df+4,3; 1; iSW
- df+4,3; b+2,1+2 B!
- f+3; df+4,3; 1; iSW
CH CD+1+2
- df+2,1; 1; b+2,1+2 B!
- f+2,2; 1; b+2,1+2 B!
db+2_uf1+2_[b+2],1+2
- df+4,3; 1; iSW
- df+4,3; 2; b+1,4
KND Juggles
- FUFT CH 3; d+3+4,2
- FUFT CH 3; FC df+1
- FDFT 3; ws+4; df+4,3; b+1,4
- FDFA CH 3; FC df+1
Post B!
Damage
- iSW
- f+2+3
Oki
- d+1+2
- CD 1+2
- d+1+3_d+2+4
Wall Carry
- df+4,3
- df+2,1
- d+3+4,2
WALL COMBOS
Wall hit pre B!
- db+2_JGS 2 B! [2],1, GT
- db+2_JGS 2 B! [2],1, d+2, ws+4 (on mid and big sizes only)
- db+2_JGS 2 B! f+2,2,1
- db+2_ JGS 2 B! df+4,3,d+4
- f+2,2,2 B! [2],1, GT
- f+2,2,2 B! df+1,2
- f+2,2,2 B! GS
- db+2_f+2,2,2, iSW
Wall hit post B!
- f+2,2,1
- iSW_GS_JGS 1+4_JGS 2+3
- 1,2,d+2+4
On Kuma
- [2],1 GS
- High wall splat, f+1,2 GS
- df+4,3,4
Moves that give wallsplat
- b+3
- 1+2,1
- 1+2,3
- ff+1
- f+4
- b1+2
- CH f1+4
- JGS df+4
- JGS 4
- f+2+3
- ff+4
- cd+1+2
- u+1+2
- b+1+2
LOW PARRY COMBOS
- df+4,3; 1; b+1,4_iSW
- f+3; df+4,3; GS
- iws+1; f+1; f+2,2,1; b+3 (credit: snap)
MINI COMBOS/ GUARANTEED STUFF
BTW there’s already a Guaranteed List thread, but I’ll include those guaranteed stuff that i’ve tested myself first. Credit to everyone who provided info.
-
df+2,1
— cd+1+2_FC df+1_d+3+4,4,2
— df+4,3; d+3+4,2 (mid to large sized chars only) -
CH [1],[2],1
— 2,1 and other jab strings
— GS -
CH ff,n+1+2
— b+3
— b+1,2 -
Knee breaker (Side grab)
— d+1+2
— db+4
— GT -
Back breaker (Side grab)
— uf+2
— GT
— FC,df+1 -
b+2+4 reversal
— 2 GT attempts
— d+1+2 -
b+1+2, 1+3
— b+1,2 (opp back to wall) -
b+1+2, 2+4
— uf+2
— 2 GT attempts
— FC df+1 -
b+1+2, 3+4
— FC df+1
— 2 GT attempts
NC MOVES
- 1,2
- 2,1
- b+1,2
- df+1,2
- 1+2,1
- 1+2,3
- f+3, 1+2
FACTS ABOUT KING
King’s counters (b+1+3 and b+2+4) cannot be chickened
Even if opp ducks 2nd hit of df+4,3,4_d+4 and tries to launch you he won’t get a full juggle or he won’t be able to follow up as long as you complete the string. (Only steve can juggle due to ws1,2 b!)
King’s elbows at knees cannot be countered or parried aside from df+2. (unlike lee’s uf+4 which is a knee)
King can punish long range whiffs with b+3 if b+1,2 fails to reach. a good example of this is paul’s demolition man(d+4, 2,1+2)
ffn+2 on CH guarantees an uf+4[/details]
A couple more useful links:
King changes from T5:DR to T6:BR (From TZ)
MYK’s Understanding Frame Data Guide
Snap and MCP’s advice from a TZ thread
[details=Spoiler]
THE TOURNAMENT KING
By: Snap
Tourny pressure does weird things to people, but there’s a few things I keep in mind with King.
- Know your punishments.
While this is a no-brainer, we take for granted exactly how much damage it gives us. Every launcher is punishable or duckable. Bone up on your rivals’ chars.
Edit: Almost every non-CH launcher is punishable or duckable. There are exceptions
King is great in that punishment is a strength for him. Both 1,2 and 2,1 do 22 which is reasonably high with great mixups afterwards, b+1,2 is extremely consistent at 31 damage (that’s almost a throw!), b+3 will punish things many can’t. Many things are even LAUNCH-punishable and there’s simply no excuse for missing on those, especially in a tournament setting.
From crouch, FC,df+2 is deadly good, particularly since the juggle lost range-dependancy in 6.0. This means we can use it from afar, launching whiffed lows or the stuff where hopkick would miss because of range (max range HS for example).
You should also know what’s duckable and what’s not. In most cases, it’ll net you a free juggle, or at least give you a ws+4 and relieve the pressure. This is just as important as punishment. Nina abusing df+3,2 strings? Duck and hopkick! Jack abusing f+1,2? Duck and hopkick!! Paul’s trying to be cute with df+1,1? Duck and ws+4 his ass.
Punishing correctly and ducking the stuff you can prevents abuse. It also disrupts their game flow and gives you a huge psychological advantage.
Once your op has selected his char, your mind should be running through his movelist of what’s punishable/duckable and mentally preparing to do so.
Send the clear message: “That shit don’t work on me”.
- Break throws.
You can fill a whole thread on throw breaking. People can yak about arm animation, slight char twitching for command throws (and they are important), but I reckon prevention is the best medicine.
Spacing is extremly important. I can also swear by random ducking but that’s a double-edged sword.
Bottom-line, throw breaking is down to 2 things: reflexes and opponent prediction.
Breaking from reflex has been discussed ad nauseum, but less-discussed is op prediction in that some chars use certain throws at certain:
-situations (like King GS or Paul df+1+3: DF at walls)
-buffers (Dj 1,1, f,hcf+1+2)
-and stances (Steve PAB 1+2 or Baek FLA f+2~3).
Whenever these situations arise, you should automatically be on guard for certain throws. Situations and buffers get tricky and really depend on you and your op. Stance throws are almost all 1+2 breaks so you really should be breaking those.
Throws are the scrub-killers. Are you a scrub? I didn’t think so.
Oh, good players can also chicken, which I guess is a kind of throw break. Generally, you don’t have to worry about them but it’s always good habit to buffer chicken in everything you do, even against players without a reversal.
Be especially careful with Asukas who love to abuse reversals, being especially careful with punches around the wall which nets her a wall combo.
Then relish in your own unchickenable reversals
- Play safe and stick with what you know.
Playing safe applies to every character really. Don’t abuse the duckable stuff (df+2,1 is a gaping hole), abuse the safe stuff (ws+4, f,f,n+1+2). Keep your pokes short to avoid getting punished. Yada yada yada.
Also, tournaments are not the time for experimentation. Any uncertainty in your actions can mean reduced damage, or even worse, you getting launched.
If there’s any uncertainty, err on the side of caution. Test if it’s punishable with a single jab, and then work your way up.
If you’re unconfident about your B! iSW then use f+2+3 or even air-multis. Alone, they both do less damage than a iSW, but the potential for damage is greater when oki is considered. There’s no shame in that especially if it’s like “Gee, they bounded pretty far”.
I guess you can also take this as meaning “play safe”.
- Take your oki where you can.
King has bucketloads of free stuff, even if it’s a simple ali. Learn everything.
Also, too often I see players knock their opponent around then back off for fear of a getup kick. Screw that, keep the pressure on. Run up and then sidewalk. Run up and iSW. Run up and f+4. Run up and hopkick. Run up and db+3. Run up then dash back and duck. Maybe you’ll bait a whiffed getup kick you can FC,df+2. There’s so much stuff you can do.
King has several mids that hit rolling ops on the ground like, df+1, f+3, uf+3. Special mention goes to uf+3. They stay down, they get hit. They stand and duck, they get hit. They stand and block, they’re forced to block with minimal opportunity for retaliation. There’s a 66% chance you’ll snag damage off them. It’s a round ender more than anything, but how many times have we lost by a sliver?
- Be a turtle.
This is kind of related to playing safe. Simply not taking unneccessary risks important. Tourney play is characterised by extremely conservative game play, and watching for any mistakes to be capitalised upon. This means you have to turtle and keep spacing.
And by turtling, it’s not just holding back. It means keep moving about (ss, dash, bd) while out of reach, occasionally trying your luck with a poke here and there. It’s hard to explain, but whenever you get in tight matches, you see the players clam up. It’s like that, but for the whole game.
I only really use iws+4 as a poke here.
By: MCP
This is not king specific in the slightest. This is just what I have learned from competing in Tekken, Tae Kwon Do, and Judo.
To do well in tournaments you need to play a lot. Exercise your mental focus, your imagination, and your determination. Nothing can be substituted for consistently playing and trying to be better today, than you were yesterday. Use your imagination to find new things and keep an open mind. Tenaciously fight someone better than you. You will lose a lot, but you will get better.
Tournaments can surprise you and make you tense. You will go back to what you know best many times, whether the habits are good or bad is up to your training.
A hint, play ‘arcade’ style. You have no way to test at home(such as on a playstation), so you have to test on the fly. If someone is abusing a move, find out if it’s jab punishable, or launch punishable, or safe, and try to find a way to move around it or counter it. Just keep trying things so it’s less and less likely to be abused. This will REALLY help you respond to someone who is using a move you’re not used to or is using a move in a brand new way you have never seen before.
That’s just a little bit, but more important than anything is to play consistently and use that time to make yourself better everytime. Keep a positive attitude: I will play my best, I will play hard, I will win.[/details]
I have only played BR a handful of times here in Hawaii and in Japan but from what I have played I can say I like his new d/b+2 because it’s safe and bounds. Slow to startup and I think it is linear, but I still like it.
b+1,2 is a pretty damn good punisher, pretty quick IMO
u/b+1 tracks really well
That’s all I can think of at the moment, feel free to add what you can