great video ScarGfx! I guess you can only JKL on a CH. tackle unless you’re closer to the corner? I tried it mid screen and ya it wouldn’t reach
care to explain this? i does not follow ;\
I have a lot of trouble connecting Knee strikes after the CH shoulder, the timing is pretty strict. Is there a trick for that? Right now I’m sticking with: Shoulder, j.hp, cr.mk xx running jaguar bomb but I know knee strikes do more damage so…
i think you have to be closer than half screen in order to land a JKL from a CH shoulder tackle
Actually I think I found a good trick to land it midscreen: You need to walk like half a step before going for the Knees. It’s a very small step but once you get the timing down it’s very easy to land consistently.
I guess I might as well contribute to this thread:
Shoulder Tackle CH > immediate j.hp, cr.mk xx RJB (404 damage)
ST CH > immediate j.hp tag cancel > partner BnB (430-460 damage)
ST CH > immediate j.hp, cr.mk xx Super (528 damage)
ST CH > walk, JKLx3, RJB (439 damage)
ST CH > walk, JKLx3, Super (554 damage)
ST CH > walk, JKLx2, ST (358 damage, sends opponent far away so you can safely tag)
ST CH > walk, JKLx2, ST tag cancel (400-510 damage)
Disgraceful Kick CH > (closer than sweep) JKLx3, st.hp xx RJB (451 damage)
DK CH > (closer than sweep) st.hp xx EX Konvict Kick, JKLx3, st.hp xx RJB (513 damage)
DK CH > (closer than sweep) JKLx3, cr.hp xx Super (561 damage)
DK CH > (sweep range and further) j.mk, st.hp xx M Konvict Kick, DDT (350 damage)
DK CH > (sweep range and further) dash, cr.hp xx EX Konvict Kick, JKLx3, st.hp xx RJB (513 damage)
j.hk (air-to-air CH) > (cr.lp) st.hp xx RJB (346-351 damage)
j.hk (air-to-air CH) > tag cancel > partner BnB (350-390 damage)
j.hp (air-to-air CH) > JKL, st.hp xx RJB (396 damage)
cr.hp (anti-air CH) > CADC, cr.lp, st.hp xx RJB / Super (333/457 damage)
cr.hp (anti-air CH) > tag cancel > partner BnB (300-370 damage)
Good stuff, Vulcan.
Just a small hint, from my experience it’s easier to do JKLx2 then st.hp or cr.hp instead of another knee after a CH ST as it does more damage for King.
For example ST CH > walk, JKLx2, st.hp/cr.hp, RJB (446 damage) does a little more than ST CH > walk, JKLx3, RJB (439 damage) and feels easier to do overall.
Well, I don’t know if it’s character specific but after a shoulder tackle CH + 2 JKL the dummy is always out of reach of st.hp and cr.hp…
I’m using Juri/Yoshi as dummies. I’ll have to test with other characters to see which version is more consistent.
edit: Ok, I got it now. You have to delay the cr.hp a little bit. st.hp is less consistent because more than half of the time the far version comes out and whiffs.
Why you make all my favorite characters so sexy? Reminds me I need to try out Yoshimitsu/Marduk.
While I"m working on ways to combo with King into Xiaoyu and vice versa, here’s a combo for on wakeup. Also doubles as a block string as it leaves you with -2 on block.
cr. LP, cr.LP, st.MP > LK Konvict Kick > DDT - 197
EDIT: Made a typo so it’s not really a block string per se.
I call this combo Sweet Chin Music. It costs 3 bars and does 400 damage, but it gets you hype for when you want to just style on someone.
cr. lp, cr.mp, cr.hp xx EX Convict Kick (SWEET) > EX Convict Kick (CHIN) > EX Convict Kick (MUSIC) > Jumping Knee Lift x 3 > cr.hp xx Running Jaguar Bomb
lol I just tried your Sweet Chin Music combo. The timing is stricter than I thought but it does look flashy.
That’s a very nice string. I don’t know where you got your numbers but the frame data I’m currently looking at says King is -2 on block and +3 on hit. So King is still safe but not enough to continue safe pressure.
On hit I don’t think going for the DDT is very smart. It just gives them an opportunity to get out of King’s pressure and DDT doesn’t do that much damage. After LK Konvict Kick on hit King is at +3 so it’s an ideal opportunity to follow up with either cr.lp, st.lk or a f.mp mixup. At least that’s what I’m planning to do from now on.
I just noticed that was a typo. Yeah, it’s supposed to be -2. But yeah, while it’s not the best thing for a block string, it does push you back enough when you’re waking up.
And thanks for reminding me about Konvict Kick’s frame advantage. I come from a knockdown heavy character so I value knockdowns more. But yeah, I’m going to try to apply that too, if I can just get my execution back in this game. I’ve been busy practicing Filia and Parasoul combos.
I think it’s a 1 or 2 frame link in between each EX Convict Kick.
This still has not been explained, and I would like it to be.
I think he is referring to when your point character alpha counters (1 bar) from blockstun, you can tag cancel (1 bar) into King to continue the combo.
:f:+:hp:+:hk: xx :mp:+:mk:, knee x2, cr.:hp: xx :dp:+:hp: = around 420 damage.
Hey. I’ve been looking through this thread and found some interesting/helpful combos. But I’m still struggling to grasp the playstyle of King and how he should be used? Rushdown/Offensive/Defensive?
After running Yoshimitsu/Rolento for a while now, I’ve been wanting to try practicing other characters as well, namely King. So I eventually decided Rolento/King, using Rolento mainly as a battery with King in mind as a power character. But after fighting around 7 matches with this team, I pretty much ****ed myself over whenever I had King in because I wasn’t sure how to open up oppurtunities or protect myself. All I’m aware of is his cross-up j.mk, block grab (leg screw?), elbow overhead and giant swing methods. I didn’t know what were safer openers because my opponent was always all over me. Would anyone mind lending some advice and other useful moves?
I’m sorry if this has already been mentioned somewhere, but this PC I’m using is mind-numbingly slow, but is even worse on this website for some reason. Thanks in advance.
x2 …
…sorry, what?
>> I want to know how to use king
Any king fans wanna help me make a combo vid to this track i did for King? http://tindeck.com/listen/nexr