The King Bible (WIP)

king

#1

I want to try and change King into a science exploring every option and counter, focusing less upon the theory behind the character.

Frame Data

Standing Attacks



Move  Type  Dmg  Startup  Active  Recovery  On Hit  On Block  Cancelable  Notes
st.LP  High  30  5        2      9        +6      +2        S,EX,SA,CA  -
st.MP  High  60  6        3      17        +1      -3        S,EX,SA,CA  -
st.HP  High  90  15      2      21        +2      -3        -          -
st.LK  Low  30  6        3      11        +3      -1        -          -
st.MK  High  60  8        3      15        +3      -1        -          -
st.HK  High  90  12      4      25        -4      -9        -          Airborne frames 5-22


Close Standing Attacks



Move    Type  Dmg  Startup  Active  Recovery  On Hit  On Block  Cancelable  Notes
cl.LP  High  30  4        3      10        +4      0        S,EX,SA,CA  -
cl.MP  High  60  6        4      14        +5      -1        S,EX,SA,CA  Forces standing on hit
cl.HP  High  90  8        5      23        -3      -8        S,EX,SA,CA  -
cl.LK  High  30  5        3      10        +4      0        -          -
cl.MK  High  60  7        3      18        0      -4        S,EX,SA,CA  -
cl.HK  High  90  7        3      20        +2      -3        -          -


Crouching Attacks



Move  Type  Dmg  Startup  Active  Recovery  On Hit    On Block  Cancelable  Notes
cr.LP  High  30  4        2      8        +7        +3        S,EX,SA,CA  -
cr.MP  High  60  6        3      16        +2        -2        S,EX,SA,CA  -
cr.HP  High  90  8        4      25        -3        -9        S,EX,SA,CA  Forces standing on hit
cr.LK  Low  30  6        3      11        +3        -1        S,EX,SA,CA  -
cr.MK  Low  60  8        3      18        0        -4        S,EX,SA,CA  -
cr.HK  Low  90  12      3      31        Sweep KD  -14      -          Airborne frames 6-16


Neutral Jumping Attacks



Move    Type  Dmg  Startup  Active  Recovery  On Hit  On Block  Cancelable  Notes
nj.LP  Mid  40  4        6      -        +12    +4        -          -
nj.MP  Mid  70  6        4      -        +16    +5        -          -
nj.HP  Mid  100  7        4      -        +20    +8        -          -
nj.LK  Mid  40  5        9      -        +12    +4        -          -
nj.MK  Mid  70  7        10      -        +16    +5        -          -
nj.HK  Mid  100  7        2      -        +20    +8        -          -


Diagonal Jumping Attacks



Move    Type  Dmg  Startup  Active  Recovery  On Hit  On Block  Cancelable  Notes
j.LP    Mid  40  5        7      -        +12    +4        -          -
j.MP    Mid  70  6        14      -        +16    +5        -          -
j.HP    Mid  100  8        8      -        +20    +8        -          -
j.LK    Mid  40  5        7      -        +12    +4        -          -
j.MK    Mid  70  6        4      -        +16    +5        -          -
j.HK    Mid  100  7        12      -        +20    +8        -          -


Unique Attacks & misc



Move          Type  Dmg  Startup  Active  Recovery  On Hit    On Block  Cancelable  Notes
u/f+MK        High  80  10      2      19        Floats    -4        -          Airborne frames 1-15
B+MK          High  90  15      2      21        -1        -6        -          Crumples on CH; KD on airborne foes
F+LK+MP      High  110  22      3      25        Hard KD  -6        -          Armor frames 1-24; wall bounce on CH
F+LP+MK      Unbl. 110  50      8      64        Hard KD  -        -          Airborne frames 39-57
Launcher      High  100  13      2      54        Switch    -34      -          Low-invincible
Alpha Counter High  120  10      3      25        Hard KD  -6        -          Full-body invincible frames 1-13


Target Combos



Move        Type  Dmg  Startup  Active  Recovery  On Hit  On Block  Cancelable  Notes
F+MP        High  60  4        2      15        +4      +1        -          KD on airborne foes
F+MP,MP    High  60  6        2      16        +3      0        -          KD on airborne foes
F+MP,MP,MP  Mid  80  12      2      22        +9      -4        -          Ground bounce on CH; KD on airborne foes


Throws



Move        Type  Dmg  Startup  Active  Recovery
F/N+LP+LK  Throw 130  7        2      20
B+LP+LK    Throw 130  7        2      20


Special moves



Move      Type        Dmg        Startup  Active  Recovery  On Hit    On Block  Cancelable  Notes
F+PP      Counter    170        -        -      53        Hard KD  -        -          Counters air attacks frames 1-17
F+KK      Counter    170        -        -      53        Hard KD  -        -          Counters high and Mid standing attacks frames 1-17
DP+LP    Air Throw  150        12      2      27        Hard KD  -        -          -
DP+MP    Air Throw  160        14      2      31        Hard KD  -        -          -
DP+HP    Air Throw  170        16      2      39        Hard KD  -        -          -
DP+PP    Air Throw  200        13      2      24        Hard KD  -        -          Upper-body strike invincible frames 1-14
DP+LK    High        50        12      3      16        +3        -2        -          Input K within 15 frames of hit to perform DDT
DP+MK    High        60        14      3      20        -1        -6        -          Input K within 15 frames of hit to perform DDT
DP+HK    High        70        16      3      23        -4        -9        -          Input K within 15 frames of hit to perform DDT
DP+KK    High        100        11      3      11        +12      +3        -          Input K within 15 frames of hit to perform DDT
DDT      -          90        -        -      -        Hard KD  -        -          -
HCF+LP    Hi Throw    250        18      2      33        Hard KD  -        -          -
HCF+MP    Hi Throw    230        18      2      39        Hard KD  -        -          -
HCF+HP    Hi Throw    210        18      2      39        Hard KD  -        -          -
HCF+PP    Hi Throw    230        19      2      32        Hard KD  -        -          Full-body strike invincible frames 1-20
HCF+LK    Lo Throw    200        18      2      24        Hard KD  -        -          -
HCF+MK    Lo Throw    180        18      2      27        Hard KD  -        -          -
HCF+HK    Lo Throw    170        18      2      30        Hard KD  -        -          -
HCF+KK    Lo Throw    180        19      2      23        Hard KD  -        -          Full-body strike invincible frames 1-20
QCB+P    High        20,110    17      5      23        Hard KD  -11      -          Super charge (51 frames for EX, 100 frames for SA)
QCB+PP    High        20,50,100  13      5      23        Hard KD  -11      -          Super charge (51 frames for SA), full-body invincible frames 3-12


Jaguar Step



Move      Type        Dmg        Startup  Active  Recovery  On Hit    On Block  Cancelable  Notes
KK        -          -          -        -      33        -        -        -          Full-body invincible frames 7-23; follow-up inputs taken frames 8-27; followup performed on frame 28
KK->LP    High        70        15      3      23        +7        -9        -          Full-body invincible frames 1-8
KK->MP    Mid        80        24      3      24        Gr.Bounce -10      -          Full-body invincible frames 1-10; airborne frames 1-26
KK->K    Low        140        24      3      25        Hard KD  -11      -          Full-body invincible frames 1-10


Super Art/Cross Art:



Move      Type    Dmg          Startup  Active  Recovery  On Hit    On Block  Notes
QCB+PPP  High    20,90,90,100 12/26    5      22        Hard KD  -10      Full body invincible on frame 1; up to 14 frames of running during startup; full-body invincible frames 1-10 of close proximity strike
-> QCB+P  -      138          -        -      -        Hard KD  -        Replaces last hit of Super Art
QCF+MP+MK High    100          9        2      31        Switch    -10      Full-body invincible frames 1-9


Combos

Most of these can be started off a jumping attack but that adds too many vairables to the combos due to distance and how deep you hit the jumping attack so i’m not going to cover jumping attacks at the start of combos. Also I’ve tried to keep the meter usage practical, like not spending 2 extra bars for 50 extra damage.

Hit Confirms

Most Damage

Combos from Unique Attacks

Air-to-Air (Counter-Hit)

From Launch

http://www.youtube.com/watch?v=-wUYSJh-MR8

Next, frametraps & mixups.

If i’ve got anything wrong please correct me.


#2

reserved


#3

reserved


#4

reserved


#5

Hopefully we can get this nice and fleshed out so we can have all the King stuff compiled into one thread.

A few little nitpicky things:

  • A lot of unnecessary space being used, I personally like the way the Paul Combo Thread is done. It’s more space efficient and you can easily find your optimal punish for your situation (counter, 1 bar, etc.). You could just parenthesize the damage and meter and display it that way to save space or something.

  • You have your abbreviations mixed and matched. For example, you’ll say EX Konvict Kick, JKL, JKL, JKL, cr.fierce xx RJB. I’d prefer if you stuck to either abbreviating everything or expanding everything.

  • The note for Disgraceful Kick says “Note: *If you do the Disgraceful Kick at max range you have to jump forward instead fierce of neutral jump fierce.”. *Are you saying you have to jump diagonally toward and do jump fierce, or that I should be doing j.forward?

  • The note on Air-to-Air (Counter-Hit) says “Note: you can go straight into j.fierce but its height dependent and for the extra damage its not worth the risk as its quite hard to tell if its possible or not.”. I believe you mean s.fierce.


#6

I’ve expanded all of the abreviations and fixed the errors in the notes. I’ll work on the formatting, i basically just formatted it the same as my notebook but i can see how there is too much space used.

Thanks for all the help!


#7

I did some work on his comboable special moves and max damage combos you can use as you please; probably can do better on the counter hit shoulder, but I simply can’t get an initial knee lift to hit for the life of me

What setups do we have for tick throw setups on canceled crouching moves to Shining Wizard? I can do some work in the lab later, but I’d assume someone has them written down


#8

I am finding one or two cr. jabs is best.
Standing jabs and work really well also.

However something I have been noticing is people getting better at countering ex, being able to react to the ex flash.


#9

If cancel a blocked cr.jab into shining wizard they can’t jab you out of it (i haven’t extensively tested this), what is normal practice is to go cr.jab, cr.jab, cr.short/shining wizard. Its better to go into the cr.short instead of the standing command throw as you can get more damage off it.


#10

SFxT has throw guard, so you can’t throw someone until they’ve the 4th frame after blockstun ends. As I believe everyone has a 4 frame or less jab/short, you have to EX the Shining Wizard for it to be guaranteed. That said, there’s 2 active frames on the Shining Wizard, which means you need a move which has less than or equal to 15 frames of blockstun for a normal and less than or equal to 16 frames for an EX and is also cancelable. If we’re looking at all moves then

:lp: :mp: cl:lp: cl:mp: (only works for Giant Swing or on Hugo), cl:hp: (EX only), cl:mk: cr:lp: cr:mp: cr:hp: (EX only), cr:lk: cr:mk:

Sadly King can’t do a walk jab at all due to it being neutral on block up close and 5 frames along with +2 far, so that’s out. This is all off the frame data in the guide; I swear some of these simply do not work in game. I’ll hit the lab, and would welcome some help in testing this as well.


#11

I tested that with a friend so it might of just been human error that lead us to believe that.

cr.jab is +3 on block and 4 frame start up, but i’m not sure if this is one of the games where crouching takes a certain amount of frames, if it isn’t then that is probably more effective as a frame trap, although its still pretty bad.

If they do have a 4 or more frame jab you can go from cr.jab to the first hit of rolling elbow rush which is 4frames starup and +1 on block then back into cr.jab. That’s all theory though i haven’t tested it.


#12

Can somebody sticky this?

Sent from my SPH-M910 using Tapatalk


#13

Goddamn it SRk, why’d you have to change the format?