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three count. | 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<br> | |||
*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 his opponent’s attacks and counter with a 50/50 guessing game (follow-up attack or be thrown) | |||
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 block string is 0 on block and puts the opponent in another guessing game thanks to his strike/throw mixup | |||
*Can fake f+MP > MP with cl.LP’s identical animation | |||
mixup | *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 as neither of his standing command throws have an option that cover both standing and crouching opponents | |||
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 | |||
compared to similar anti-air throws and are vulnerable to early-executed air attacks | *Has difficulty clearing large gaps of distance quickly | ||
*Limited mobility}} | |||
empty jumps | |||
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{{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | ( | {{SFxTMoveListRow | Close Light Punch | (Near Opponent) {{lp}} | {{speccancel}} <br> rpdfire}} | ||
{{SFxTMoveListRow | Close Medium Punch | ( | {{SFxTMoveListRow | Close Medium Punch | (Near Opponent) {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Punch | ( | {{SFxTMoveListRow | Close Hard Punch | (Near Opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Kick | ( | {{SFxTMoveListRow | Close Light Kick | (Near Opponent) {{lk}} | }} | ||
{{SFxTMoveListRow | Close Medium Kick | ( | {{SFxTMoveListRow | Close Medium Kick | (Near Opponent) {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | ( | {{SFxTMoveListRow | Close Hard Kick | (Near Opponent) {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
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{{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} <br> | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} <br> Crossup (Corner) }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} <br> | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} <br> Crossup }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} <br> | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} <br> Crossup }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} <br> | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} <br> Crossup }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Rolling Elbow Rush | {{f}} + {{mp}} | Can be | {{SFxTMoveListRow | Rolling Elbow Rush | {{f}} + {{mp}} | Can be repeated 3 times.<br>{{high}} on 3rd Hit<br>{{knockdown}} vs Airborne }} | ||
{{SFxTMoveListRow | Jumping Knee Lift | {{uf}} + {{mk}} | {{knockdown}} }} | {{SFxTMoveListRow | Jumping Knee Lift | {{uf}} + {{mk}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Disgraceful Kick | {{b}} + {{mk}} | {{chcrumple}} }} | {{SFxTMoveListRow | Disgraceful Kick | {{b}} + {{mk}} | {{chcrumple}} }} |
Revision as of 02:54, 18 March 2024


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 he 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 clearing 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 |
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Moves













rpdfire






















































Crossup (Corner)








Crossup




Crossup




Crossup
Unique Attacks





















Throws









Special Moves














































Super Combo


(2 successful hits)



Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 5 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP | H | 70 | 6 | 3 | 17 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 100 | 15 | 2 | 21 | +2 | -3 | - | 3 | 1 | 1 | - | |
Far LK | L | 30 | 6 | 3 | 11 | +3 | -1 | - | 1 | 1 | 1 | - | |
Far MK | H | 70 | 8 | 3 | 15 | +3 | -1 | - | 2 | 1 | 1 | - | |
Far HK | H | 110 | 12 | 4 | 25 | -4 | -9 | - | 3 | 1 | 1 | Airborne on frames 5-22 | |
Close LP | H | 30 | 4 | 3 | 10 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close MP | H | 65 | 6 | 4 | 14 | +5 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | Forces standing | |
Close HP | H | 100 | 8 | 5 | 23 | -3 | -8 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Close LK | H | 30 | 5 | 3 | 10 | +4 | 0 | - | 1 | 1 | 1 | - | |
Close MK | H | 70 | 7 | 3 | 18 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 90 | 7 | 3 | 20 | +2 | -3 | - | 3 | 1 | 1 | - | |
Crouch LP | H | 30 | 4 | 2 | 8 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H | 60 | 6 | 3 | 13 | +5 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 90 | 7 | 6 | 18 | +2 | -4 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing; upper body crushes airborne attacks on frames 6-12 | |
Crouch LK | L | 30 | 5 | 3 | 11 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 7 | 3 | 18 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 12 | 3 | 31 | Hard Knockdown | -14 | - | 3 | 1 | - | Airborne on frames 6-16 | |
Jump Up LP | M | 40 | 4 | 6 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 6 | 4 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 7 | 4 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 40 | 5 | 9 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 7 | 10 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 100 | 7 | 2 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 40 | 5 | 7 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 6 | 14 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 100 | 8 | 8 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 5 | 7 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 6 | 4 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 7 | 12 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | Switch | -34 | - | 3 | - | - | Crushes crouching attacks on frames 1-14; launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 120 | 10 | 3 | 25 | Hard Knockdown | -6 | - | - | - | - | Invulnerability on frames 1-12; resembles Shoulder Tackle |
Winding Nut | LP+LK | throw | 150 | 5 | 2 | 20 | Hard Knockdown | - | - | - | - | - | - |
Suplex | b+LP+LK | throw | 150 | 5 | 2 | 20 | Hard Knockdown | - | - | - | - | - | - |
Jumping Knee Lift | uf+MK | H | 100 | 10 | 2 | 19 | Float | -4 | - | 2 | 2 | 0 | Airborne on frames 5-15 |
Disgraceful Kick | b+MK | H | 90 | 15 | 2 | 21 | -1 | -6 | - | 2 | 1 | 0 | Crumple on Counter Hit; Knockdown on airborne opponent |
Shoulder Tackle | f+LK+MP | H | 110 | 22 | 3 | 25 | Hard Knockdown | -6 | - | 2 | 1 | 0 | 1 point of armor during frames 1-24; Wall Bounce on Counter Hit |
Moonsault Body Press | f+LP+MK | Unblockable | 110 | 50 | 8 | 64 | Hard Knockdown | - | - | 3 | 1 | 0 | Airborne on frames 39-57; whiffs on airborne opponent |
- | f+MP | H | 60 | 4 | 2 | 15 | +4 | +1 | - | 1 | 1 | 0 | Knockdown on airborne opponent |
- | f+MP > MP | H | 60 | 6 | 2 | 16 | +3 | 0 | - | 1 | 1 | 0 | Knockdown on airborne opponent |
Rolling Elbow Rush | f+MP > MP > MP | M | 80 | 12 | 2 | 22 | +9 | -4 | - | 1 | 1 | 0 | Ground Bounce on Counter Hit; Knockdown on airborne opponent; 3rd hit does not combo from 2nd hit |
Mid-Air Leg Screw **LC | f+PP | Counter | 220 | 1 | 17 | 35 | Hard Knockdown | - | - | - | - | - | Counters airborne attacks |
Leg Screw **LC | f+KK | Counter | 220 | 1 | 17 | 35 | Hard Knockdown | - | - | - | - | - | Counters standing attacks |
Jaguar Step | KK | - | - | - | - | 33 | - | - | - | - | - | - | Invulnerability on frames 7-27; follow-ups available on frame 28 |
Lariat | LP during Jaguar Step | H | 100 | 15 | 3 | 23 | +7 | -9 | EX,SA | 3 | 3 | 0 | Invulnerability frames 1-8 |
High Elbow Drop | MP during Jaguar Step | M | 80 | 24 | 3 | 24 | Ground Bounce | -10 | - | 3 | 3 | 0 | Invulnerability on frames 1-10; airborne on frames 1-26 |
Water Surface Kick | K during Jaguar Step | L | 140 | 24 | 3 | 25 | Hard Knockdown | -11 | - | 3 | 3 | 0 | Invulnerability on frames 1-10 |
Konvict Kick LK | f,d,df+LK | H | 50 | 12 | 3 | 16 | +3 | -2 | - | 3 | 3 | 0 | - |
Konvict Kick MK | f,d,df+MK | H | 60 | 14 | 3 | 20 | -1 | -6 | - | 3 | 3 | 0 | - |
Konvict Kick HK | f,d,df+HK | H | 70 | 16 | 3 | 23 | -4 | -9 | - | 3 | 3 | 0 | - |
Konvict Kick EX | f,d,df+KK | H | 100 | 10 | 3 | 11 | +12 | +3 | - | 3 | 3 | 0 | - |
DDT | K during Konvict Kick | - | 120 | - | - | - | Hard Knockdown | - | - | 4 | - | - | K during the start up frames of Konvict Kick will prevent DDT from executing |
Giant Swing LP | hcf+LP | Standing Throw | 280 | 18 | 2 | 33 | Hard Knockdown | - | - | - | - | - | - |
Giant Swing MP | hcf+MP | Standing Throw | 250 | 18 | 2 | 39 | Hard Knockdown | - | - | - | - | - | - |
Giant Swing HP | hcf+HP | Standing Throw | 230 | 18 | 2 | 39 | Hard Knockdown | - | - | - | - | - | - |
Giant Swing EX | hcf+PP | Standing Throw | 250 | 18 | 2 | 32 | Hard Knockdown | - | - | - | - | - | Strike invulnerability on frames 1-19 |
Tomahawk LK | hcf+LK | Crouching Throw | 250 | 18 | 2 | 24 | Hard Knockdown | - | - | - | - | - | - |
Tomahawk MK | hcf+MK | Crouching Throw | 230 | 18 | 2 | 27 | Hard Knockdown | - | - | - | - | - | - |
Tomahawk HK | hcf+HK | Crouching Throw | 210 | 18 | 2 | 30 | Hard Knockdown | - | - | - | - | - | - |
Tomahawk EX | hcf+KK | Crouching Throw | 230 | 18 | 2 | 23 | Hard Knockdown | - | - | - | - | - | Strike invulnerability on frames 1-19 |
Running Jaguar Bomb LP | f,d,df+LP | Air Throw | 150 | 6 | 2 | 27 | Hard Knockdown | - | - | 3 | 3 | - | Upper body crushes airborne attacks on frames 1-7 |
Running Jaguar Bomb MP | f,d,df+MP | Air Throw | 170 | 14 | 2 | 31 | Hard Knockdown | - | - | 3 | 3 | - | - |
Running Jaguar Bomb HP | f,d,df+HP | Air Throw | 180 | 16 | 2 | 39 | Hard Knockdown | - | - | 3 | 3 | - | - |
Running Jaguar Bomb EX | f,d,df+PP | Air Throw | 200 | 9 | 2 | 24 | Hard Knockdown | - | - | 3 | 3 | - | Strike invulnerability on frames 1-10 |
Reverse Arm Slam Combo **LC | qcb+P | H | 60,120 | 17 | 5 | 23 | Hard Knockdown | -11 | - | 3,3 | 0,4 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Reverse Arm Slam Combo EX **LC | qcb+PP | H | 60,40,120 | 12 | 5 | 23 | Hard Knockdown | -11 | - | 3,3,3 | 0,0,5 | 0 | Chargeable: 51F for Super Art; invulnerability on frames 2-11 |
Wonderful Mexican Special Combo **LC | qcb+PPP | H | 300 | 13/26 | 5 | 22 | Hard Knockdown | -10 | - | 3 | 0 | - | 63 frames of cinematic freeze before attack begins; invulnerability on frames 1-13 |
Muscle Buster | qcb+P after 2 hits of WMSC | - | 338 | - | - | - | Hard Knockdown | - | - | - | - | - | - |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 31 | Switch | -10 | - | 3 | - | - | 64 frames of cinematic freeze before attack begins; invulnerability on frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far MP | H | 49 | 6 | 3 | 21 | -3 | -7 | EX,SA,CA | - |
Far HP **LC | H | 70 | 15 | 2 | 31 | -8 | -13 | - | - |
Far MK | H | 49 | 8 | 3 | 24 | -6 | -10 | - | - |
Far HK **LC | H | 77 | 12 | 4 | 34 | -13 | -18 | - | Airborne on frames 5-22 |
Close MP | H | 45 | 6 | 4 | 22 | -3 | -9 | EX,SA,CA | Forces standing |
Close HP **LC | H | 70 | 8 | 5 | 31 | -11 | -16 | EX,SA,CA | - |
Close MK | H | 49 | 7 | 3 | 23 | -5 | -9 | EX,SA,CA | - |
Close HK | H | 63 | 7 | 3 | 31 | -9 | -14 | - | - |
Crouch MP | H | 42 | 6 | 3 | 23 | -5 | -9 | EX,SA,CA | - |
Crouch HP | H | 63 | 7 | 4 | 29 | -7 | -13 | EX,SA,CA | Forces standing; upper body crushes airborne attacks on frames 6-12 |
Crouch MK | L | 42 | 7 | 3 | 25 | -7 | -11 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 12 | 3 | 41 | Hard Knockdown | -24 | - | Airborne on frames 6-16 |
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 opponent's 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.LP, cr.LP, cr.LK xx cr.MK xx cr.HP xx Launch
- [299] [-1] cr.LP, cr.LP, cr.LK xx cr.MK xx cr.HP xx EX Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb
Most Damage
- [389] Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb
- [471] [-1] cr.HP xx EX Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb
- [504] [-2] Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Super
Combos from Unique Attacks
f+LK+MP
- [446] (CH) Jumping Knee Lift, Jumping Knee Lift, cr.HP, Running Jaguar Bomb
- [561] [-2] (CH) Jumping Knee Lift, Jumping Knee Lift, cr.HP, Super
- [331] (Corner) cr.LP, st.HP xx Running Jaguar Bomb
Jaguar Step
- [215] Jaguar Step ~ LP, cr.MP xx cr.HP xx Launch
- [431] [-1] Jaguar Step ~ LP, cr.MP xx cr.HP xx EX Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb
- [306] Jaguar Step ~ MP/HP, st.HP xx Running Jaguar Bomb
Last Hit of f+MP String
- [326] (CH) st.HP xx Running Jaguar Bomb
- [226] cr.MP xx cr.HP xx launch
- [441] [-1] cr.MP xx cr.HP xx EX Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb
Disgraceful Kick
- [535] [-1] (CH) nj.HP, cr.HP xx EX Konvict Kick, Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb (Note: If you do the Disgraceful Kick at max range, you have to do jump forward HP instead of neutral jump HP.)
- [451] (CH) Jumping Knee Lift, Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb (Note: Only works up close.)
Air-to-Air (Counter Hit)
- [346] j.HP, cr.LP, st.HP xx Running Jaguar Bomb
- [478] [-2] j.HP, cr.MP xx cr.HP xx super
From Launch
- [409] Jumping Knee Lift, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb (Note: Doesn't work in the corner.)
- [359] Launch, st.LP, Jumping Knee Lift, cr.HP xx Running Jaguar Bomb
Edited by - Joshua 23:11, 27 December 2012 (UTC) (TheoryFighter)