

Welcome to my first character guide, I will cover one of the most technical characters in SFxT, King. King is a very effective fighter once you understand how he works. As a King player you have to keep yourself ready to react to your opponent and learn how to condition your opponent into falling for Kings mixups. King is extremely effective at close range, and he can deal good pressure and damage using his unique command grabs.
Stamina: 1000 (Average)
Alternate Costumes:
Spoiler: show

Standing Normals
S.
. Damage: 30. Advantage on hit: +6, Advantage on block: +2.An okay poke, you can start a combo with but there is a better option IMO.
S.
. Damage: 60. Advantage on hit: +1, Advantage on block: -3.Can be cancelled into a special.
S.
. Damage: 90. Advantage on hit +2, Advantage on block -3.Not a very good poke, bad range and horrible startup. (15f)
S.
. Damage: 30. Advantae on hit +2, Advantage on block -1.A great poke, fast startup good range and it hits low, can be ABC'd into a combo or a launcher.
S.
. Damage: 60. Advantage on hit +3. Advantage on block -1.Pretty good poke, has great range and good startup (8f).
S.
. Damage 90. Advantage on hit -4. Advantage on block -9.pretty good zoning tool, great range and it puts you in the air thus avoiding any low attacks.
Close Standing Normals
Cl.
. Damage: 30. Advantage on hit: +4, Advantage on block: 0 .Cl.
. Damage: 60. Advantage on hit: +5. Advantage on block: -1.This Can be used as an anti air, sometimes it stops crossups. Can be cancelled into a special.
Cl.
. Damage 90. Advantage on Hit: -3. Advantage on block: -8.King hits you with his chest, HIS CHEST! Can be cancelled into a special.
Cl.
Damage: 30. Advantage on hit: +4. Advantage on block: 0.CL.
. Damage 60. Advantage on hit: 0. Advantage on block: -4.This can be cancelled into a special.
Cl.
. Damage:90. Advantage on hit: +2. Advantage on block: -3.Ive used this as an anti Air before, very situational.
Crouching Normals
C.
. Damage: 30. Advantage on block: +7. Advantage on Hit: +3.Good Pressure tool, you can hit confirm into a combo.
C.
. Damage: 60. Advantage on hit +2. Advantage on block -2.C.
. Damage: 90. Advantage on hit -3. Advantage on block -9.It looks like an anti air but its a pretty bad one IMO.
C.
. Damage: 30. Advantage on hit +3. Advantage on block -1.C.
. Damage: 60. Advantage on hit 0. Advantage on block 0.C.
. Damage: 90. Knockdown on hit. Advantage on block -14.This sweep puts you in the air and has good range.
Launcher:
. Damage 100. Kings Launcher, you switch to your opponent on hit, and it is -34 on block.
Neutral Jump Normals
NJ.
. Damage 40. advantage on hit +12. Advantage on block +4.NJ.
. Damage 70. Advantage on hit +16. Advantage on block +5.This is a decent neutral jump normal. If your opponent is right under you.
NJ.
. Damage 100. Advantage on hit +20. Advantage on block +8.This has some interesting properties to it, Its a good move, I once anti-aired someone with it.
NJ.
Damage 40. Advantage on hit +12. Advantage on block +4.NJ.
Damage 70. Advantage on hit +16. Advantage on block +5.NJ
Damage 100. Advantage on hit +20. Advantage on block +8.Jumping Normals
J.
Damage 40. Advantage on hit: +12. Advantage on block: +4.J.
Damage 70. Advantage on hit: +16. Advantage on block: +5.J.
Damage 100. Advantage on hit: +20. Advantage on block: +8.Pretty good Air-to-Ground but a horrible Air-to-Air.
J.
Damage 40. Advantage on hit: +12. Advantage on block: +4J.
Damage 70. Advantage on hit: +16. Advantage on block: +5.J.
Damage 100. Advantage on hit: +20. Advantage on block: +8.This is probably King's best Air-to-Air. If you predict a jump.
Unique Attacks
Jumping Knee Lift -
Damage 80. If you hit your opponent with this they will be in a juggle state. Advantage on block -4.
One of Kings coolest normals, not to be used by itself since it has pretty bad range, but you can combo this off of a successful jump-in for big damage. This is Kings most important combo tool, get used to the input because it will help alot in combos. This move will whiff on crouching opponents (Except Kuma and possibly Hugo).
There is alot of possibilities for Team Synergy using this move. Experiment away!
Disgraceful Kick -
Damage 90 Advantage on Hit: -1. Advantage on block -6.
This move will cause a crumple on Counterhit, it is a pretty good normal at the right distance, it has a 15f startup and a 20f recovery. It can be useful against people that like to throw out random pokes.
Shoulder Tacke -
Damage 110. Will cause a hard knockdown on Hit. Advantage on block -6.
King moves forward and tackles his opponent with his shoulder and will send them flying to the other side of the screen. This move can absorb one hit and will cause a Wallbounce on counterhit. Its punishable on block so be careful when you use it.
Moonsault body press -
Damage 110. Will cause a hard Knockdown on hit and this move cannot be blocked.
This is probably the move I have never dared to use. Its is extremely slow (50f startup) and punishable on reaction. It IS unblockable though, If its not interrupted by your opponent. My advice would be to not use this move unless youre trying to troll your opponent.
Rolling Elbow Rush -
Damage 60. Advantage on hit +4. Advantage on block +1.
Damage 60. Advantage of hit +3. Advantage on block 0
Damage 80 Advantage on hit +9. Advantage on block -4.Rolling Elbow rush is a series of quick close range elbow hits that have the same speed and frame advantage as normal attacks. The first two hits will cause a knockdown on airborne opponents(i.e. catching them on backdash).The third hit is an overhead and will cause a ground bounce on counterhit, if you do land it and it is not a counterhit you can start a combo. However the third elbow is at -4 frame disadvantage on block and comes out a little late. This a pretty good move for conditioning but you have to be careful since you can get punished after the blocked overhead. If you do catch your opponent on counter-hit with it, it causes a groundbounce which you can combo off of. If you do the first two hits and your opponent knows the overhead is coming they may stand up, to which you can get them with a Giant Swing, if they just sit there get them with the overhead or with the knee smash.
Throws
Winding Nut
Damage 130.
Suplex
Damage 130.




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