Things that can save King from sucking

Ok, lemme put it this way…

If you had to split the cast into these groups: Great, Good, Not-bad, and bad. Where would King be?

I know she’s not god-awful bad, but seriously… You yourself said she’s lower tier. I guess we just having different opinions on the meaning of “good”.

He’s saying that everyone is useable except kyosuke. which is true. Even dan is decent. But Kyosuke is just horrible.

Kyosuke is good too. I don’t see the problem.

good joke:lol:

I am serious. I think he is good. I’ve never played any game where a weapon/character is so shit, he can’t suceed at any level.

well your area probably has the worst CVS2 players in the US if u r able to consistently win with kyosuke.

Hm. It seems like maybe if you could revolve your game around getting a trap shot in, you could do some decent damage. This is just me talking out of mya ss though, cause I dont use king much. For example. J.rh, c.mk, hard trap shot. Does about 4200 or something, which is a pretty good amount. Trap shot isnt hard to land either, so perhaps jusjt trying to get combos like that in would be semi-effective…

Okay, i’m a dumbass. :lol:

Things that can REALLY save King:

RC Mirage Kick - I’ve been using this lately to great success. DON’T do it if they have meter… but if you know your opponent is going to start playing footsies, this goes through their pokes and sets up

Post-Mirage Kick options

against Quick Getup immediately superjump at them. If they use Quick Getup you can hit them with a sj.roundhouse while they are still recovering, and you get a FREE combo. If you are playing against a Quick Getup groove and you have METER, superjump and see if they do a Quick Getup, then activate, sj.roundhouse, sweep, blah blah blah (I still have to experiment myself… I landed this in a match but they were already in the corner).

against grooves without Quick Getup immediately do a Double Strike (use appropriate strength) for two free chips of block damage. By that point you should be pushing them far enough back to do another fireball to setup your anti-airs.

After playing around with King for a while, I came up with this combo. It’s against a 60 stun character where their only mistake (other than getting hit by the first combo) is doing a safe fall (Quick Getup). Against higher stun characters, you can superjump and activate after the Tornado Kick. It works best when the Tornado Kick hits relatively near the corner.

http://www.namonaki.com/games/combos/king.zip

wow, that’s pretty good. I’ll try that out later on

Hey Gunter.

What method do you use to RC?
I use double-tap with roll+button but I only get moderate success with that.

Quick frame data guide for King’s normals. Originally posted by WraithCo.

=-=-=-=-=-=-=-=-=-=
King Frame Data:
=-=-=-=-=-=-=-=-=-=

============
Normals:

Close Standing:
LP: 300 +3/+3, o/o/o
3/4/8
MP: 800 -5/-5, x/x/o
6/2/23
HP: 1100,900 -5/-5, x,x/o,x/o,o
4/9/20
LK: 500 +0/+0, x/o/o
4/6/9
MK: 900 -2/-2, x/o/o
3/6/15
RH: 600+700, +1/+1, x+x/x+x/x+x
8/4/5/6/17

Far standing:
LP: 200 +4/+4, o/o/o
3/4/7
MP: 800 -5/-5, x/x/o
6/2/23
HP: 1200 -1/-1, x/x/o
7/4/21
LK: 500 +1/+1, x/x/o
6/4/12
MK: 800 -7/-7, x/x/x
9/4/23
RH: 1200 -4/-4, x/x/o
6/4/24

Crouching:
LP: 200 +4/+4, o/o/o
3/3/8
MP: 700 +1/+1, x/o/o
4/8/11
HP: 1000 +0/+0, x/x/o
5/4/20
LK: 300 +4/+4, o/o/o
4/4/7
MK: 900 -3/-3, x/o/o
4/10/13
RH: 1200 down/-3, x/x/o
6/7/20

Jumping:
LP: 500
4/22
MP: 700
5/10
HP: 1200,1000
4/10
LK: 500
3/22
MK: 800
5/12
RH: 1100
5/6

Throws:
HP: 1800, 52 pixels
3/1/13
RH: 2000, 52 pixels
5/1/13

Command Move(s):
DF+RH: The slide
1100, down/-6, x/x/x, block low, parry low
19/10/20

[low jump]

King is actually nice in a lowjump groove. Best groove is probably N because of that, since she can also be used as a battery in that groove and has the ability to RC.

Why lowjump ? Because ALL of her air kicks fuckin’ rule :tup:
lj.MK has great priority and beats a lot of things. Some characters can crouch it though. It’s perfect to get close with this one, free c.LK (+ combo) afterwards.
lj.HK has good priority also, and has GREAT range. Free c.MK (+ combo) afterwards.
lj.LK stays out very long and is a great tick.

So what exactly can she do after her lowjump kicks ?

  • lj.HK (hit) -> c.MK xx qcb HP (3266 damage, 27 stun)
  • lj.HK (hit) -> c.MK xx qcb HP, (corner) dp HK (4152 damage, 31 stun)
    => it’s tricky to link after lj.HK, but once you can do it it’s a great help, and quite damaging, watch the stun ! :karate:
  • lj.HK (hit) -> c.MK xx hcb HK (3400 damage, 34 stun)
    => HK tornado kick does actually more damage and stun than mirage kick (qcb HP), but beware because it whiffs when the opponent was crouching
  • lj.HK (blocked) -> c.MK xx hcb HK, (follow up)
    => if blocked the HK tornado leaves you at ±0 (first hit whiffs usually though), which is very safe, you can always get a throw after this or if the opponent perfectly times a throw himself you tech it

You can do a lot more when using lj.MK since it leaves you closer …

  • lj.MK (hit) -> c.LK xx hcb LK (2100 damage)
  • lj.MK (hit) -> c.MK xx hcb HK (3100 damage)
    => c.LK and c.MK both come out in 4 frames, so you can just use c.MK since it leads to more damage, but again, the tornado whiffs when the opponent was crouching
    => when you can score a deep hit, you can do this :
  • lj.MK (hit) -> (close) c.LK/s.LK xx rdp LK (2703/2903 damage, 11/13 stun)
  • lj.MK (hit) -> (close) c.LK/s.LK xx rdp LK, (corner) dp HK (3639/3839 damage, 15/17 stun)
  • lj.MK (hit) -> (close) c.LK/s.LK xx qcb x2 K (level 3) (6100/6300 damage)
    => connecting the super is not very practical because you usually can’t hit lj.MK deep enough to make the rising part of the super hit

Ok, how do u do lvl 2 qcb*2 + mk, rdp + hk in a combo? I swear I do it at the first possible instance but it still doesn’t connect…

nvm, I got it, you have to literally cancel the crouching animation.

Does Anyone Know Whats The Best Groove For Her ^^
Thanks ^
^

well you guys

she does have a decent bnb.

C. lk, standing lk, Lk Trap Shot.

and n is her supposed best groove from what i hear.

a groove is prolly second best i would guess, she can activate off of a tornado kick i think.

It’s not great. It’s good though (as you said ‘it’s decent’) and you should take what you can get. I find it hard to do during matches without screwing up and getting the trap shot blocked occasionally (due mostly to my sucky hitconfirming reaction). Hardly anyone knows King so they usually don’t figure out how punishable it is.

Secondly, the only time I’d really use this over c.lk*2 xx hk.Double-Strike would be in the corner, for two reasons:
Juggle after trap shot
FB’s in corner have no pushback so you’re very vulnerable even if it hits

Other than that, the double strike one is braindead and you don’t have to worry much about whether it’s blocked or not.

empty smal-jump into cr.lk*3 xx mk tornado is great to catch them blocking high, for nice style points and better positioning if it get’s blocked.

What’s her best follow up in the corner? Is surprise rose her only follow up in the corner? (Something tells me her supers would connect only partially at best)

Well surprise rose is the only thing that juggles (after trap shot, mirage kick and one-hit tornado kick) in the corner that doens’t use meter. None of her supers at any level juggle, but her CC does. AFAIK it’s the only thing that can juggle after a two hit tornado kick.

I’ve tried other juggles like after an AA RC_Venom-strike or 1-hit trade surprise rose (which is pretty FRIGGIN HARD to even setup in training mode), but I couldn’t get any of it to work. So I’m pretty sure you can’t juggle off those, but I could be wrong. Didn’t do those tests with CC though. I get the feeling CC’s can juggle off most anything that isn’t a throw, and even THAT rule has exceptions.

The slightly worse positioning is worth the extra damage, and I do pop_a_stock (n-groove) j.hk close.s.mk xx hk.trap-shot hk.mirage-kick as Dizzy combo instead of a lvl3.