Grappler |
Generally SSR. SSL: db3(or SWR), df3. |
SS both ways: ff2, ff,n,2, uf4, db2, f3(SWL at -3), b1, f2, uf3+4, ... |
It is possible to react to the JAG unbreakable throw. |
GS looks like 1+2 break but is a 1 break. |
Heat powers: JAG powered up. Jaguar sprint has armor, |
and JAG1 is a launcher, and JAG2 goes from +3 to +6 oB |
Note that the moves themselves do not have armor, and you can |
hit King out of them. (Some) throws restore heat |
Heat engagers: f2,1 | f2+3 | db1+2,2 | JAG3+4 |d1+4 crouch throw |
Heat smash: i17 mid (+12 / +12 JAG) |
Jaguar sprint (JAG). Transitions: uf3+4 (+25 oH) | HS(+12 oB) |
b1+2(+14 throw) | db1+2, 3+4 (armor into manual) | f3+4(manual) |
Improved in heat. Unbreakable i23 throw, i16 mid fastest move. |
Reacting with your own throw seems good vs manual transition. |
Jaguar step (JGS). Can be held (3+4*) for improved properties; |
1: -7 -> -1 1+4: (1 break) |
2: -9 -> -2 -> 0 2+3: (2 break) |
3: 5 -> -1 |
4: +8 -> +15 (guard break) |
df4: -16 -> +8~+10 |
−15 pushback | d1+2(-24) | ff4(-15) | 3+4,df4(-17) | | ||||||
−15 | 1+2(-11 BT) | f2,d1,2(-15) | df4,3,4(-15 / -8 BT) | d3+4, ... , 2(-15) | | ||||||
−14 | FC df2 | | ||||||
−13 | b1,2 | uf4 | uf,n,4 | BT3(-13~-12) | | ||||||
−12 | uf3+4 | ws2,2 | | ||||||
-11 / -10 | f2(-11) | df1,2(-10) | d1,2(-11) | b3(-10) | ws1+2(-10) | |
−15 | d3+4,4,4(-25, -25, -29) | BT d4(-14 grounded) | ||||||
−14 | df4 | db3 | | ||||||
−13 | f2,d1 | ff,n,2 | | ||||||
−12 | d3 | FC df1 | ||||||
−11 / -10 |
1+2,1: -16 on cancel. |
db1+2, 2/3+4: "Armor howl" into followup attack throw or jaguar sprint. The actual attack doesn't have armor, so it's really easy to just |
keep attacking and interrupt it, or step the attack throw after King has absorbed your initial attacks. TLDR; If you started a string, just |
finish it, if you did something with quick recovery, do more jabs or step, if King absorbed a really big move, you might eat the punish. |
Takes 30f to cancel, works very similar to T7 Gigas howl. |
3+4 (JGS): No lows, but chain throw starter, and a very dangerous mid in JGS2 (gives free unbreakable crouch throw heat engager). |
There is a 6f fuzzy between JGS2(i11) and the guard break high(i17), but chain throws are i12. Can also be done backwards, but then it |
can't be held for improved properties. |
f2,1 / d1: 4f fuzzy (good luck) |
1,2,1: SSR! The next hit of the 10-string will also whiff. The throw will track, but just break it with 2. |
Has a right punch, left kick, and right kick parry (one for each). |
Chain throws with kicharge broken with 1. |
wr3+4(+17~+23 grounded) | 3+4*,4(+15 guard break) | ff2(+7) | 3+4,4(+8~+9) | wr3(+3~+8) | |
JAG2(+3) | f1+4(+3) | b2,1+2(+2c) | b4(+2BT) | u1+2(+2c) | |
f1+2(+0) | ff,n,1+2(+0) | ff3+4(+0~+2) | |
d3(+1) | |