WWE King of The Ring Combo Thread

You can’t piano it; the DDT fails to come out if you press any button too early. Just wait until the flash and press it. It’s timing, based and going for the DDT on a block has no negative consequence, so just practice the timing. That said, it’s 13 damage over the RASC, so it’s not ESSENTIAL to his gameplan, but free damage shouldn’t be avoided if you can help it.

Note: if you’re doing a combo of 4 hits before the Konvict Kick, then you do gain more damage from the RASC because the DDT is counted a separate move. I don’t see when you’d ever do so however, but there are probably some tag combos where you have no meter and they are crouching, so it’s :hp: xx RASC?

Sweet, good to know. I will defo just suck it up and work out the timing (except online, will probably still stick to RASC due to lag and my shotty internet).

And that’s great to know about the 4 hit combo thing, I had no idea, but when I am fishing with close pressure with jabs/shorts, I tend to hit confirm in to a 4 hit combo. Same off a meterless jump in, I do cr jab ~ cr jab, then if they are still blocking, wizard in the face. If it connects, hit confirm into cr. strong xx RASC.

Thanks for the stellar infooooo

Setup I’ve been using to success

Clp>f+mp2x> ex Giant swing

This setup works because king can do 3 f+mps, but the third is an overhead. This baits people to stand preemptively and attempt to block the overhead. And since you are +3 the Giant swing starts up while they are in their hit stun but connects as they are coming out and if they are standing. 230 free damage

I’m having trouble landing the knee into the AA grab from player 1’s side. I can get it perfectly from player 2 side, but whenever I do the dp motion, his low suplex always comes out. Anyone else having this problem, and any advice?

Haven’t ran through all of the posts to see if this has already been said, so apologies in advance if its already been posted.

In reference to knee connecting after LMHH magic series launcher:
As was mentioned in the first few posts, if the person launching is close to the opponent, knees are easier to land/won’t whiff. But if you do a long string/standing combo that ends in LMHH, the range keeps King from landing knees.

I’ve been seeing a lot of people just do c.MK to running power bomb because of this and its sacraficing quite a bit of damage. Instead you can do c.LP, knee, knee/HP/c.HP, RPB. A little less than 3 knees/2 knees,HP, but you’ll land it far more consistantly and in the corner.

Thanks. For some reason I’m having trouble doing all DP motion moves from P1 side though. They always come out as quarter circles for some reason. The second combo you listed works wonders though. Thanks again.

Np.
As for your DP problem, just keep practicing your execution. Some people are better on one side than the other, myself included. Also, SF4 input shortcuts exist in this game so you can try those as well.

I didn’t realize the short cuts existed in this game. That makes it a lot easier. It’s weird though, because In marvel and in SF, I’ve never had this problem as often. I’m not saying I’m an execution god or anything, but even when I play Cole I get HCF instead of QCF. It feels like the execution is a lot more picky in this game. Oh well, back to the lab. Thanks for all your help.

Also, another quick question, is it possible to land after 2 knees and 4 knees in the corner? I want to say no, but I might just be missing it.

Depends on what you are doing before the knees. If you are doing a launcher to bring King in, you can do 3 knees before RJB, if you are doing a combo, say, EX Konvict Kick, you can get 4 knees before RJB.

Fun fact. Instead of doing 3/4 knees, drop the last one and do a HP or c.HP into RJB. Does a little more damage and much easier execution wise.

The knee whiffing was driving me nuts last night. My current team is Lili/King. I was trying to do a combo with Lili into her wallbounce tag cancel King in but the knee just keeps whiffing. I’ll see if it works mid-screen later today.

I just assumed that was common knowledge. But yeah, it’s much easier to use crouching fierce as the final juggle before the throw.

As for the knee whiffing, it’s been stated where you need to be in relation to the corners before it starts to fail. The problem is, no one has really specified which corner before midscreen. The knees work almost flawlessly if your point character is anywhere between the corner behind them and a just slightly beyond midscreen. After that, you have to replace one of the knees with a standing jab as the starter. If you pay attention to the tag in, your partner runs all the way from the corner that is behind you. So when you’re at the opposite end of the screen, they are taking much longer to reach the opponent for a juggle.

Also, in case it wasn’t already mentioned; if you get an air to air counter hit, you can land, juggle with fierce or whatever and then do the :f: :d: :df: grab. I don’t really do a lot of air to air attacks, and prefer to simply use his pretty brain dead counter to stop jump ins if I’m not doing a deep fierce or a cross up.

Have any of you guys tried to do King Pandora combos?

I’m sure you could get 4 or 5 ex konvict loops before time runs out. Someone should test it out, especially with that power gem that gives you 30% damage boost in pandora.

I assumed as much too, but a lot of videos I’m seeing of people playing, they aren’t finishing with c.HP RJB shrug. Just thought I’d put it out there.

Yeah, screen position is really important for King. Launcher exchanges in the corner aren’t going to let him get knees unless you do c.LP first. All the more reason I use that combo. Helps with consistancy everywhere on screen.

@Pandemic - It sounds good in theory, problem is keeping the opponent grounded long enough to activate Pandora and continueing the combo after the fact.

I always go for cr. lp at the moment as well/ I am too busy lately with work to put too much practice in (and focusing on learning a new point character, Poison my not be working).

Guaranteed damage is always better then a tad bit more but riskier damage, imo

FYI on that overhead from f.MP,MP,MP if you do c.LP,MP,HP, EX KVK (Konvict Kick), knee x3, c.HP, RJB. Its only 379 dmg.

But you can link a raw c.HP after the overhead so (f.MP,MP),MP > c.HP, EX KVK, knee x3, c.HP, RJB = 481 dmg.

102 dmg difference like a boss.

I always do cr mp cr hp ex KK when I do the overhead. Mostly because it’s easy and still nice damage.

as far as pandora stuff goes… perhaps someone with better execution may be able to get this to work, i only tried it a few times, and it seems like it SHOULD work, but

Poison on point and opponent in the corner: generic blah xx ex rekka > pandora > king does cr. mk xx super or convict kick loops. I haven’t ever gotten the cr. mk to hit as the opponent falls, but when they get up, the cr. mk is in range. this only works when they’re in the corner though, any other time you ex rekka > pandora king is pushed outside of cr. mk range.

so… i know full well i’m no execution monster, but perhaps some of you other poison+king heads might give it a try, because if it works, seems like it could be pretty beast.

main idea being clutch fireball punish with ex love me tender > magic series > ex rekkas > pandora > win

If the opponenet leaves the ground before the Pandora activate, KVK loops are out of the question. You need something with high hitstun that is going to keep the opponent grounded. Also, not sure why you included magic series because that shit is going to scale heavily. First hit of EX rekka is 0 on hit, 2nd hit is -10, 3rd hit ground bounces, 4th launches. You could do 3 EX rekka for bounce, activate, then do c.MK, c.HP, super maybe? Not sure how much of a window you have to do it after Pandora activates especially since 3rd hit of EX rekka has 43 frames of recovery.

Anyone found anything (other than launcher) that combos into uf+mk?

So I’m

EX konvict kick