king

king

Edit

Quick overview

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

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)

Stances

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

Standing block punishment

−15 pushbackd1+2(-24) | ff4(-15) | 3+4,df4(-17) |
−151+2(-11 BT) | f2,d1,2(-15) | df4,3,4(-15 / -8 BT) | d3+4, ... , 2(-15) |
−14FC df2 |
−13b1,2 | uf4 | uf,n,4 | BT3(-13~-12) |
−12uf3+4 | ws2,2 |
-11 / -10f2(-11) | df1,2(-10) | d1,2(-11) | b3(-10) | ws1+2(-10) |

While standing block punishment

−15d3+4,4,4(-25, -25, -29) | BT d4(-14 grounded)
−14df4 | db3 |
−13f2,d1 | ff,n,2 |
−12d3 | FC df1
−11 / -10

String handling

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.

Other notes

Has a right punch, left kick, and right kick parry (one for each).
Chain throws with kicharge broken with 1.

Duckable highs

1+2,3(mix) | b1,2(mix, but fuzzy with no delay) | b2,1(mix) | b2,1+2(mix) | BT1+2(on reaction) |
df2,1 | f2,1(mix) | df4,3 |

Plus on block

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) |

Low minus

df1(-1) | 1,2(-3) | 2,1(-3) | 1+2,3(-3) | ub1(-3) | 1,2,1(-4) | df2,1(-4) | db2(-5c) | ff1(-5) |
cd1+2(-5c) | ss2(-5) |

Low hit advantage

d3(+1) |