Street Fighter X Tekken/King

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

King

Sfxt king face.jpg

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
  • 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 his 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 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
  • 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
  • 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 clearing large gaps of distance quickly
  • Limited mobility


Moves

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Low.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Close Light Punch
(Near Opponent) Lp.png
Speccancel.png
rpdfire
Close Medium Punch
(Near Opponent) Mp.png
Speccancel.png
Close Hard Punch
(Near Opponent) Hp.png
Speccancel.png
Close Light Kick
(Near Opponent) Lk.png
Close Medium Kick
(Near Opponent) Mk.png
Speccancel.png
Close Hard Kick
(Near Opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Crossup (Corner)
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png
Crossup


Unique Attacks

Name
Command
Notes
Rolling Elbow Rush
F.png + Mp.png
Can be repeated 3 times.
High.png on 3rd Hit
Knockdown.png vs Airborne
Jumping Knee Lift
Uf.png + Mk.png
Knockdown.png
Disgraceful Kick
B.png + Mk.png
Chcrumple.png
Shoulder Tackle
F.png + Mp.png + Lk.png
Armored.png
Hardknockdown.png
Wallbounce.png on Counterhit.png
Moonsault Body Press
F.png + Lp.png + Mk.png
Unblockable.png

Throws

Name
Command
Notes
Winding Nut
F.png or N.png + Lp.png + Lk.png
Throw.png
Suplex
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Jaguar Step
K.png + K.png
    Lariat
Jaguar Step ---.png Lp.png
    High Elbow Drop
Jaguar Step ---.png Mp.png or Hp.png
High.png Groundbounce.png
Knockdown.png vs Airborne
    Water Surface Kick
Jaguar Step ---.png K.png
Low.png Hardknockdown.png
Knockdown.png vs Airborne
Mid-Air Leg Screw
F.png + P.png + P.png
Counters Airborne Attacks
Leg Screw
F.png + K.png + K.png
Counters Standing Attacks
Running Jaguar Bomb
Dp.png + P.png
Ex.png
Throw.png vs Airborne
Konvict Kick
Dp.png + K.png
Ex.png
Knockdown.png vs Airborne
    DDT
Konvict Kick ---.png K.png
Hardknockdown.png
Throw.png Follow-Up
Giant Swing
Hcf.png + P.png
Ex.png ; Standthrow.png
Tomahawk
Hcf.png + K.png
Ex.png ; Crouchthrow.png
Reverse Arm Slam Combo
Qcb.png + P.png
Ex.png Chrg.png
Hardknockdown.png

Super Combo

Name
Command
Notes
Wonderful Mexican Special Combo
Qcb.png + 3p.png
    Muscle Buster
Wonderful Mexican Special Combo
(2 successful hits) ---.png
Qcb.png + P.png

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 {{ Lp.png }}).

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)

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