GiantDojoALPHAv0.01
King

King

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

grapplerdamage
9 / 9 combos

Combos

Starter

Most Important

  • uf+4f+1+4df+4,3b+1,2 T!(3+4),3f,f,f+2+4
  • easier alternativef+1+4df+4,3b+1,2 T!f,f,f+2+4
  • CH df+2then1df+4,3b+1,2 T!(3+4),3f+2+3
  • JGS 1 (powered)f,f,f+2+4

More Combos

  • FC df+1f,f,f+2+4
  • JAG 1(sidestep right) f+3df+4,3b+1,2 T!(3+4),3f,f,f+2+4
  • db+2df+4,3f,f+3b+1,2 T!(3+4),3f,f,f+2+4
  • CH fthennthendthenDF+1+2f+1+2df+4,3b+1,2 T!(3+4),3f,f,f+2+4
  • heat on f+2then1~Fb+2,42f+1+2df+4,3b+1,2 T!(3+4),3f,f,f+2+4

Key Moves

  • 1Fast attack to start offense and check situations.
  • df+1A mid poke to harass the opponent. It has a delayable (yet slightly unsafe) follow-up in df+2,1
  • fthenfthennthen2High crushing low attack that gives you great frame avantage on hit to pressure the opponent.
  • fthenf+1Long range homing attack with counterhit properties. Use this to stop opponents from sidestepping away your other approach tools in the midrange.
  • df+2then1A very fast mid counterhit confirmable launcher. Great to check opponents overextending ot attempting to sidestep away from your pressure.
  • db+1+2An armored stance you can use to deter approaching tools. Depending on what you absorb, it can allow you some guaranteed follow-ups.
  • ThrowsAs a grappler, incorporating his grabs is very important start with simple ones such a s f,f,f+2 +4 an d f,hcf +1 and then learn his chain throws and possible routes.

Heat Engagers

  • f+2then1Useful as a long range whiff and block punisher Can be used as a guaranteed follow-up after a counterhit f,f,n,1 +2 to activate heat.
  • f+2+3A safe mid heat engager that can be useful as an approach tool in the midrange
  • JGS 1+3 (or JGS 2+4)An inescapable high throw out of his Jaguar Sprint stance.
  • (db+1+2)then2Safe mid heat engager that can be used as a follow-up after absorbing an attack with King's Muscle Armor.
  • d+1+4Useful as a follow-up afte r f,f+2 on h it or even as a punish against moves that recover crouching.

Command Grabs

  • fthenbthendbthendthendfthenfthen11 escape
  • fthenbthendbthendthendfthenfthen22 escape
  • fthenfthenf+2+41+2 escape
  • dthendbthenbthen1+21+2 escape

Block Punishers

StartupStandingCrouching
102then1FC d+1
11WSthen4
12b+1then2
14b+2then1WSthen2then2
15uf+4 f+2then1 (range)uf+4 FC df+2
18WSthen1+2

Suggested Whiff Punishers

  • 2then1
  • b+1then2
  • f+2then1 (heat)

Guaranteed Follow-ups

  • CH (1then2)then12then1
  • CH fthenfthennthen1+2f+2then1 (heat)
  • (3+4)then4 (spin twice)f+2then1 (heat)
  • (guard break)f+2then1 (heat)
  • fthenf+2d+1+3 ― d+2+4
  • JAG 2d+1+4 (heat)
  • JGS 2 (powered)d+1+4 (heat)
  • f+1+2d+3+4
  • CH fthenf+1db+1+3 or db+2+4 (attempt)
  • CH db+4db+1+3 or db+2+4 (attempt)
  • CH (df+4then3)thend+4db+1+3 or db+2+4 (attempt)
  • CH (df+4then3)then4(dash) d+3+4then4then4then2
  • CH 4d+2+3
  • CH db+3db+1+3 or db+2+4 (attempt)
  • uf+1f+2+3
  • fthenfthenf+3uf+3+4 (okizeme)

Defensive Options

  • b+1+3Punch parry (right punches only)
  • b+2+4Kick parry
  • b+3Power crush
  • uf+3+4Power crush

Matchup Punishment

  • SlideWSthen4 float
  • Asuka's b+3...
  • Kazuya db+1,2...
  • Ling RDS f+3+4,3+4...
  • Ling AOP 3+4WSthen4 float
  • evade Leo's b+1,4ssl before 2nd hit
  • Paul's Deathfistb+3 ― f+1+2
  • Demoman (3rd hit)...
  • Alisa's b+3+4,(3+4)...
  • Claudio's f+2,2...
  • Kuma's f,f+2...
  • Heihachi's f,f+2f+1+2
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4FC d+3+4then4then4

Notes

  • Powers up his Jaguar Sprint stance Certain throws partially restore Heat meter
  • df+4,3,d+4