GiantDojoALPHAv0.01
King

King

King - grappler/damage. Tools include i15 launcher, CH-launch low.

grapplerdamage

Key Moves

df+2

i13 mid. -6 on block, +4s on hit.

b+1

i12 high. -8 on block, +3 on hit.

df+3+4

i28 low crush. -12~-18 on block, +18d/-7~0 on hit.

uf+4

i15 mid launcher, low crush. -13 on block, launches on hit.

f+1+4

i17 mid. +3 on block, +7s on hit.

d+3

i17 low. -12 on block, +1 on hit.

Overview

King is classified as grappler, damage. Their toolkit includes a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 15 frames.

Strengths

  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with df+2 as your quick mid check.
  2. Whiff-punish with uf+4 (i15 launcher).
  3. On block, recheck pressure with f+1+4 (+3 on block).
  4. Mix in d+3 low to keep them honest.

Defense

  • Parry: u+1+2 (Capital Punishment) catches a high or mid attack and turns the round around.
  • Panic launcher: d+1+2 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws3 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. King’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.