So I’m pretty sure most people know about ex konvict kick combos into 4 hop kicks then powerbomb but if the opponent is crouching when you hit the konvict kick it will wiff so does king have any moves that force a stand that can cancel into ex konvict because that would be sick.
Cool. I guess there’s no meterless (standing) stuff into hopkicks?
c.HP force stands.
Unless you are 100% sure they’ll be standing, if you have a meter, you should go jump in cr:hp: (which forces stand) xx EX Konvict into the knee juggles
Also, do a :hp: instead of a 4th Jaguar Knee and cancel into the RJB
Not that anyone’s found so far. Well, besides jump-in knees.
Counterhit Disgraceful Kick works if you’re just at that range which makes a jump in difficult; it lets you go straight into Knees.
Yeah, forgot about that thing. Have yet to see anyone land it though, lol. The CH DK that is.
Ogre/King Pandora Combo. Description on youtube page
[media=youtube]1vEAr2_lb5w[/media]
So does Pandora not reset the juggle counter for the character who gets the buffs? Having a speed gem just for Pandora also seems like you’re just setting yourself up to fail since you’ll most likely not even use it if you’re ahead.
I like this combo because its such a Tekken style setup. Just like the f+1,2, hcf1 setup from Tekken 3. Plus from what people said you can get a combo out of the overhead, but i’ll have to test it out. That and this isn’t the forum for setups.
Question: What is your generic meterless combo? say jaguar step+lp into a combo or close blocked fireball into combo. Currently I do cmp/mk,chp, EX KVK or gatling (magic series) into cross launch. I know one of the trials had a nice link that started with f+mp, anyone try using that?
Also what are some solid links he has?
P.S. its called ISW (Instant Shining Wizard) not RJB. And can we get a mod to clean this thread up and get 1 set of notations? Its hard to follow when we get people saying everything from dp forward to c. and cr. all that. This is my first capcom game so I’m new to it. We need something similar to:
in this game it’s called running jaguar bomb (it actually is in tekken too) iSW refers to throws that have the command f,f,f, 2+4. in t6 br lars got one too, and now jaycee has one in tag 2 (possibly more characters as well, but i’m not sure). the “instant” part refers to doing it at 0 range, or “instantly” so the name really has no application here
Its called the iSW in Tekken because RJB and iSW are the same input, just different situations. (RJB is on an air opponent after bound or mid combo, iSW is on a standing grounded opponent), but in SFxT they are two different notations. RJB is f,d,d/f+P, “SW” is hcf+K. So in order to keep it less confusing, its best to refer to them by the different names. Otherwise people are going to be trying the wrong inputs and wondering wtf they are doing wrong.
Also, Shining Wizard is just a nickname for Tomahawk throw. People just call it Shining Wizard because of this:
[media=youtube]TcY9XiMUibc[/media]
Its called “instant” because it can be buffered mid move. So, it comes out faster than it would if you just did it naked.
The only technigue that resets a juggle status is cross cancel. Sadly Pandora will not do so.
The main point of the speed gem I had on King was that the knee portion of the combo will whiff unless you’re very close to your opponent.
The knees will go through the character model and fail to connect if you’re not close enough. To make the timing easier on myself, I added a speed gem that allows King to walk slightly faster, so he has more time to land the knees once he gets close enough.
Also, speed gems with pandora are actually a good idea. Since most people will either turtle or run when they see it activated, a 20% speed bonus will help you catch them.
i thought it was implied, but yeah, that’s the only way you could do it at 0 range
Has nothing to do with range. Only speed.
i don’t know, i feel like we’re arguing the same point. i understand it’s about speed (really timing) and buffering. yeah, you can do iSW buffered out of jabs at full screen, but what’s the point? it’s really only useful at close range. iSW has also been taken up by pretty much all of the forums on TZ for characters with running grabs, air-born or not. all i was trying to say is that iSW really had no place in this forum.
anyways, if people were confused about what iSW was after my post, hopefully they’re not now
Okay, working on some max damage setups for meterless, 1 bar, 2 bars, and 3 bars for certain situations
Jaguar Step :mp: or :hp:
0 Bar
:hp: xx RJB 306
1 Bar
Tag Cancel the overhead into whatever your partner can do. You can actually tag cancel it fairly late
Otherwise EX the RJB 330
Note you can also chain from cr:mk: into :hp: if you’re having trouble with the timing on the :hp: and it will give you the same damage
2 Bars
:hp: xx Super
Standard for 419
Muscle Buster for 437
3 Bars
:hp: xx Cross Assault
Depends on the partner, using a 300 damage super gives you 506
If anyone can find a better post-ground bounce combo I’d love it
Shoulder Tackle Counterhit
I’m having a hell of a time getting anything better than walk forward cr:lp: uf:mk: x2 RJB for 389. You can of course replace the RJB with an EX version for 407 damage, Super for 494/506, or Cross Art for 566. That said, this combo is a pain in the ass to do with any frequency, so I generally just go straight for walk forward :hp: xx into special/EX/super/cross art for 363/387/(476/494)/563
Rolling Shoulder Rush 3rd hit Counterhit
:hp: nor cr:hp: are tough to connect after the ground bounce, so you can do a cr:mk: xx RJB for 296. If you’re willing to test your reflexes, wait a moment and then do a :hp: xx RJB for 325 (You can hit right after the second bounce, so hit the button just before that. You can of course Super/Cross art this as well, but I can’t find a way to really juggle off it.
Note that if you tag cancel it on hit you can get a low to the ground combo off the tag in
On a normal hit you can just do a cr:hp: EX Konvict uf:mk: x3 :hp: then either RJB, EX RJB, or Super for 481/590/(563/559). You can also magic series into it, although the time to hit confirm is fairly large.
Disgraceful Kick: Nothing on normal hit, use of of the combos below on counterhit
Lariat: Link into either a light attack or medium attack that isn’t cr:mk:, magic series to cr:hp: then do one of the below combos starting from there
Also, just doing highest damage solo combos (no counterhit) for the hell of it, right now I’ve got
Meterless: j:hp: uf:mk:x3 hp xx RJB 439 if standing, j:hp: :hp: Launcher if crouching for 230
1 Bar: j:hp: cr:hp: xx EX Konvict uf:mk: x3 :hp: xx RJB at 501
2 Bars: j :hp: cr:hp: xx EX Konvict cr:hp: EX Konvict uf:mk: x3 :hp: xx RJB at 524 for crouchers, j:hp: uf:mk: x3 cr:hp: xx Super MUSCLE BUSTER at 549 for standing at 2 bars
3 Bars I’m not sure on yet, right now it’s j:hp: uf:mk: x3 cr:hp: xx Cross Art at 610 if standing, j:hp: cr:hp: xx EX Konvict uf:mk: x3 cr:hp: xx Super MUSCLE BUSTER at 579 if crouching
That’s all the odd situations and max damage I can think of off the top of my head; if anyone else can come up with something you can actually recognize (as opposed to a random hit getting a counterhit) I’d be glad to test it out
thanks for clarifying that too… i was kinda lost about the names lol.
Gotcha, in tekken we just called it ISW no matter what but that was in person, I never posted in the King forums. And from what I’ve seen of King so far, for juggles his bnb is just the knees into RJB variation. IMO the 2x knees into HP RJB is easiest/more dmg but if you wanna super it, easiest off the 3x knees. So any juggle we can get into the knees style bnb is best, even if its lp > knees.
That means this, can we go straight into knees off JS+lp or 3rd hit of f+mp,mp, mp? And can we connect a knee combo after JS+mp/hp even if its s.lp into knees?
Either way, juggle prorating goes against king’s favor. I never spend meter on a combo unless it has to do with KVK into knees or finishing a juggle with his super… but ONLY if its a short juggle.