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{{SFxTCharacterHeader|King|king| | {{SFxTCharacterHeader|King|king| | ||
Anchor | |||
| | | | ||
King has been a part of all three of Esuta’s EVO winning teams, being saved for what Esuta feels will be the deciding | |||
set of a tournament. This is mostly because King’s damage output is absurdly high and in order to make the most of | |||
all that damage, he needs to overwhelm opponents with his frame traps, throw mixups, and underrated buttons | |||
before they can make the adaptations they need to defend themselves. Unlike most grapplers, King does not rely | |||
heavily on his command throws as the opponent has to be either standing or crouching for them to connect | |||
depending on which one he chooses to do: the Giant Swing, hcf+P, only grabs standing opponents while the Shining | |||
Wizard, hcf+k, only connects with crouching opponents. In order to strike fear into his opponents long enough to put | |||
them in that kind of guessing game, King uses his potent Jaguar Step to pressure opponents up close where he can | |||
either go into a Step Ender or just do an empty step into whatever mixup so chooses. Furthermore, the first two hits | |||
of his f.mp target combo is 0 on block, forcing the opponent to guess between a high-low mixup or just a regular | |||
throw that kills their red health and puts them into an unfortunate hard knockdown situation. King’s primary | |||
weakness involves clearly gaps of distance quickly as he can be kept out fairly easily if he’s not already within striking | |||
distance. Furthermore, he can be blown up with aerial assaults as he lacks consistent anti-airs and his Parry | |||
(b+PPP) does not work on crouching opponents and makes him vulnerable to empty jump attacks or empty jump | |||
throws. Therefore, King should be the anchor of your team if you decide to recruit him, because once he gets a hot | |||
tag and has meter to play with for his EX Konvict Kick shenanigans, he can quickly put the opponent down for the | |||
three count. | |||
| | |||
+High damage output | |||
+cr.lp is a 4-frame normal that reaches far and can easily reach for a link into itself to confirm into Cross Rush | |||
+EX Konvict Kick (dp+KK) is completely safe on block unless a failed attempt to cancel into DDT (KK) is made. Furthermore, a successful hit can lead to a full juggle through linking his knee attack (uf+mk) | |||
+Jaguar Step is invulnerable from frames 7-27 and cancels into itself, allowing King to step through opponent’s | |||
attacks and counter with a 50/50 guessing game (follow-up attack or be thrown) | |||
+j.HP has a low angle that is difficult to anti-air thanks to King having a fairly fast jump | |||
+f.MP > MP blockstring is 0 on block and puts the opponent in another guessing game thanks to his throw/strike | |||
mixup. | |||
+Can fake f+MP>MP with cl.LP’s identical animation | |||
+Can tick light attacks canceled into command grabs on block | |||
| | |||
-Struggles against dealing with pressure as all of his reversals require meter and are vulnerable to neutral jumps | |||
-Throw game not as strong as other grapplers are neither of his standing command throws have an option that cover | |||
both standing and crouching opponents | |||
-Anti-air game is lacking as his LP Running Jaguar Bomb, his sole air-invincible attack, has very limited range | |||
compared to similar anti-air throws and are vulnerable to early-executed air attacks | |||
-His other anti-air option, his Parry attack, does not stop throws or low attacks, making him further vulnerable to | |||
empty jumps. | |||
-Has difficulty clearly large gaps of distance quickly | |||
-Limited mobility}} | |||
Revision as of 19:44, 26 September 2023


King
Ideal Team Position: Anchor
King has been a part of all three of Esuta’s EVO winning teams, being saved for what Esuta feels will be the deciding set of a tournament. This is mostly because King’s damage output is absurdly high and in order to make the most of all that damage, he needs to overwhelm opponents with his frame traps, throw mixups, and underrated buttons before they can make the adaptations they need to defend themselves. Unlike most grapplers, King does not rely heavily on his command throws as the opponent has to be either standing or crouching for them to connect depending on which one he chooses to do: the Giant Swing, hcf+P, only grabs standing opponents while the Shining Wizard, hcf+k, only connects with crouching opponents. In order to strike fear into his opponents long enough to put them in that kind of guessing game, King uses his potent Jaguar Step to pressure opponents up close where he can either go into a Step Ender or just do an empty step into whatever mixup so chooses. Furthermore, the first two hits of his f.mp target combo is 0 on block, forcing the opponent to guess between a high-low mixup or just a regular throw that kills their red health and puts them into an unfortunate hard knockdown situation. King’s primary weakness involves clearly gaps of distance quickly as he can be kept out fairly easily if he’s not already within striking distance. Furthermore, he can be blown up with aerial assaults as he lacks consistent anti-airs and his Parry (b+PPP) does not work on crouching opponents and makes him vulnerable to empty jump attacks or empty jump throws. Therefore, King should be the anchor of your team if you decide to recruit him, because once he gets a hot tag and has meter to play with for his EX Konvict Kick shenanigans, he can quickly put the opponent down for the three count.
Strengths | Weaknesses |
---|---|
+High damage output +cr.lp is a 4-frame normal that reaches far and can easily reach for a link into itself to confirm into Cross Rush +EX Konvict Kick (dp+KK) is completely safe on block unless a failed attempt to cancel into DDT (KK) is made. Furthermore, a successful hit can lead to a full juggle through linking his knee attack (uf+mk) +Jaguar Step is invulnerable from frames 7-27 and cancels into itself, allowing King to step through opponent’s attacks and counter with a 50/50 guessing game (follow-up attack or be thrown) +j.HP has a low angle that is difficult to anti-air thanks to King having a fairly fast jump +f.MP > MP blockstring is 0 on block and puts the opponent in another guessing game thanks to his throw/strike mixup. +Can fake f+MP>MP with cl.LP’s identical animation +Can tick light attacks canceled into command grabs on block |
-Struggles against dealing with pressure as all of his reversals require meter and are vulnerable to neutral jumps -Throw game not as strong as other grapplers are neither of his standing command throws have an option that cover both standing and crouching opponents -Anti-air game is lacking as his LP Running Jaguar Bomb, his sole air-invincible attack, has very limited range compared to similar anti-air throws and are vulnerable to early-executed air attacks -His other anti-air option, his Parry attack, does not stop throws or low attacks, making him further vulnerable to empty jumps. -Has difficulty clearly large gaps of distance quickly -Limited mobility |
Moves













rpdfire






















































crossup (corner)








crossup




crossup




crossup
Unique Attacks





















Throws









Special Moves














































Super Combo


(2 successful hits)



Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
- The Mid-Air Leg Screw and Leg Screw counter the opponents position, not the attack type. Meaning that Leg Screw can counter overhead standing attacks and mid standing attacks, without having to worry about high / low game. Conversely, this move cannot counter any crouching attack, even ones that do not hit low (such as crouching {{
}} .
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Hit Confirms
- [176] cr.jab, cr.jab, cr.short xx cr.forward xx cr.fierce xx launch
- [299] [-1] cr.jab, cr.jab, cr.short xx cr.forward xx cr.fierce xx ex.Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb
Most Damage
- [389] Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb
- [471] [-1] cr.fierce xx ex.Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb
- [504] [-2] Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Super
Combos from Unique Attacks
F.Short+Strong
- [446] (on counter) Jumping Knee Lift, Jumping Knee Lift, cr.fierce, Running Jaguar Bomb
- [561] [-2] (on counter) Jumping Knee Lift, Jumping Knee Lift, cr.fierce, super
- [331] (in the corner) cr.jab, st.fierece xx Running Jaguar Bomb
Jaguar Step
- [215] +jab, cr.strong xx cr.fierce xx launch
- [431] [-1] +jab, cr.strong xx cr.fierce xx ex.Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb
- [306] +Strong/Fierce, st.fierce xx Running Jaguar Bomb
Last Hit of f.Strong String
- [326] (counter-hit) st.fierce xx Running Jaguar Bomb
- [226] cr.strong xx cr.fierce xx launch
- [441] [-1] cr.strong xx cr.fierce xx ex.Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb
Disgraceful Kick
- [535] [-1] (counter-hit) nj.fierce, cr.fierce xx ex.Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb (note: if If you do the Disgraceful Kick at max range you have to do jump forward fierce instead of neutral jump fierce)
- [451] (counter-hit) Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb (note: only works up close)
Air-to-Air (Counter-Hit)
- [346] j.fierce, cr.jab, st.fierce xx Running Jaguar Bomb
- [478] [-2] j.fierce, cr.strong xx cr.fierce xx super
From Launch
- [409] Jumping Knee Lift, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb (note: doesn't work in the corner
- [359] launch, st.jab, Jumping Knee Lift, cr.fierce xx Running Jaguar Bomb
Edited by - Joshua 23:11, 27 December 2012 (UTC) (TheoryFighter)