Wonderful Mexican Special King Guide

Wonderful Mexican Special King Guide

Postby Hyperbomb69 » Wed Mar 21, 2012 3:50 pm

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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
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Standing Normals

S. :punch-light:. 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. :punch-medium: . Damage: 60. Advantage on hit: +1, Advantage on block: -3.
Can be cancelled into a special.

S. :punch-hard: . Damage: 90. Advantage on hit +2, Advantage on block -3.
Not a very good poke, bad range and horrible startup. (15f)

S. :kick-light:. 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. :kick-medium: . Damage: 60. Advantage on hit +3. Advantage on block -1.
Pretty good poke, has great range and good startup (8f).

S. :kick-hard: . 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. :punch-light: . Damage: 30. Advantage on hit: +4, Advantage on block: 0 .

Cl. :punch-medium: . 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. :punch-hard: . 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. :kick-light: Damage: 30. Advantage on hit: +4. Advantage on block: 0.

CL. :kick-medium: . Damage 60. Advantage on hit: 0. Advantage on block: -4.
This can be cancelled into a special.

Cl. :kick-hard: . Damage:90. Advantage on hit: +2. Advantage on block: -3.
Ive used this as an anti Air before, very situational.


Crouching Normals

C. :punch-light:. Damage: 30. Advantage on block: +7. Advantage on Hit: +3.
Good Pressure tool, you can hit confirm into a combo.

C. :punch-medium: . Damage: 60. Advantage on hit +2. Advantage on block -2.

C. :punch-hard: . Damage: 90. Advantage on hit -3. Advantage on block -9.
It looks like an anti air but its a pretty bad one IMO.

C. :kick-light: . Damage: 30. Advantage on hit +3. Advantage on block -1.

C. :kick-medium: . Damage: 60. Advantage on hit 0. Advantage on block 0.

C. :kick-hard: . Damage: 90. Knockdown on hit. Advantage on block -14.
This sweep puts you in the air and has good range.


Launcher: :punch-hard: :plus: :kick-hard: . Damage 100.
Kings Launcher, you switch to your opponent on hit, and it is -34 on block.


Neutral Jump Normals


NJ. :punch-light: . Damage 40. advantage on hit +12. Advantage on block +4.

NJ. :punch-medium: . 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. :punch-hard: . 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. :kick-light: Damage 40. Advantage on hit +12. Advantage on block +4.

NJ. :kick-medium: Damage 70. Advantage on hit +16. Advantage on block +5.

NJ :kick-hard: Damage 100. Advantage on hit +20. Advantage on block +8.


Jumping Normals

J. :punch-light: Damage 40. Advantage on hit: +12. Advantage on block: +4.

J. :punch-medium: Damage 70. Advantage on hit: +16. Advantage on block: +5.

J. :punch-hard: Damage 100. Advantage on hit: +20. Advantage on block: +8.
Pretty good Air-to-Ground but a horrible Air-to-Air.

J. :kick-light: Damage 40. Advantage on hit: +12. Advantage on block: +4

J. :kick-medium: Damage 70. Advantage on hit: +16. Advantage on block: +5.

J. :kick-hard: 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 - :joystick-up-right: :plus: :kick-medium:
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 - :joystick-left: :plus: :kick-medium:
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 - :joystick-right: :plus: :kick-light: :punch-medium:
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 - :joystick-right: :plus: :punch-light: :kick-medium:
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 -
:joystick-right: :plus: :punch-medium: Damage 60. Advantage on hit +4. Advantage on block +1.
:joystick-right: :plus: :punch-medium: :plus: :punch-medium: Damage 60. Advantage of hit +3. Advantage on block 0
:joystick-right: :plus: :punch-medium: :plus: :punch-medium: :plus: :punch-medium: 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
:joystick-right: :plus: :punch-light: :kick-light:
Damage 130.


Suplex
:joystick-left: :plus: :punch-light: :kick-light:
Damage 130.
Last edited by Hyperbomb69 on Sun Apr 22, 2012 1:40 pm, edited 26 times in total.
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Re: Wonderful Mexican Special King Guide

Postby Hyperbomb69 » Wed Mar 21, 2012 3:50 pm

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Mid-Air Leg Screw
:joystick-right: :plus: :punch-2x:
Damage 170. Recovery 53.
This is Kings air Counter, it is one of my favorite Anti-Air, this counter will work from frame 1-17. This is a really good move if you are absolutely sure your opponent is going to jump in at you with a normal. Do not get too predictable with this, because your opponent can just empty jump and punish you. Once again this move could be used for conditioning, If you are absolutely sure your opponent will empty jump you can knee lift them into a big combo, especially if its a neutral jump.

Leg Screw
:joystick-right: :plus: :kick_2x:
Damage 170. Recovery 53.
This is Kings ground counter, it will not counter any low attacks but it does work against mid and high standing attacks. Use it if your opponent gets very predictable.



Running Jaguar Bomb
:joystick-right: :joystick-down: :joystick-down-right: :plus: :punch: ( :punch-2x: for EX version)
Damage: :punch-light: - 150. :punch-medium: - 160. :punch-hard: - 170. :punch-2x: - 200.
This is Kings air-throw, I haven't used it as an anti-air yet, But I use it alot as a combo finisher, I noticed that the light version has the shortest range while the Fierce version has the most, the EX version has good range and a faster startup. I recommend using the Fierce version in combos, especially after King's Jumping Knee Lifts.


Konvict Kick
:joystick-right: :joystick-down: :joystick-down-right: :plus: :kick: ( :kick_2x: for EX version)
Damage: :kick-light: - 50. :kick-medium: - 60. :kick-hard: - 70. :kick_2x: - 100. You can add a :kick: after any of these for an additional 90 damage)
This is Kings command normal, the follow-up with :kick: is a Hit throw and will end your combo, I rarely ever use the non EX version, you can combo a jumping knee lift after the EX version. The EX version gives you a +3 frame advantage on block. While the Short,forward and roundhouse versions give you a -2,-6,-9 frame disadvantage on block respectively.

Giant Swing
:joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: ( :punch-2x: for EX version)
Damage: :punch-light: - 250. :punch-medium: - 230. :punch-hard: - 210. :punch-2x: - 230.
This is one of Kings command throws, it will only work if your opponent is standing, it can be used to punish your opponent after a whiffed special. If you noticed that the light version does more damage than even the EX version, that is because it has the least range of them all. If you land this move King takes his sweet time spinning your opponent around, be careful that you have enough time because this move does take a while to do its damage.

Tomahawk
:joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick: ( :kick_2x: for EX version)
Damage: :kick-light: - 200. :kick-medium: - 180. :kick-hard: - 170. :kick_2x: - 180.
Another one of Kings command grabs. King will climb his opponent and knee the poor bastard right in the face. This move will only work if your opponent is holding down back. I found this move to be more useful than giant swing since there are so many people that l just love to hold down back.

Reverse Arm Slam Combo
:joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: ( :punch-2x: for EX version)
Damage: :punch: - 130 (20,110). :punch-2x: -170 (20,50,100)
This move does the same damage for any non-EX versions. King will hit his opponent and suplex him/her. In the EX version he adds a leg lock at the end. This move is pretty easy to land in combos. Its got a pretty cool hitbox, Ive hit opponents that were very high from the jumping knee lifts.


Jaguar step
:kick_2x:
Recovery: 33f
This move makes king hop forward with a little spin. He has full-body invincibility from frames 7-27.


Lariat (Jaguar step Follow up)
:punch-light: During Jaguar Step
Damage: 70. Advantage on hit: +7. Advantage on block: -9.
This is Kings fastest follow up and you can combo after it, you are also invincible from frames 1-8. This is a great follow up, if you think your opponent wants to punish you jaguar step throw this out, if you catch them you can continue a combo off of it. It comes out quick too. It has decent range too.


High Elbow Drop (Jaguar Step Follow up)
:punch-medium: or :punch-hard: during Jaguar step
Damage 80. Advantage on block -10.
High Elbow drop is Kings overhead attack and it creates a ground bounce on Hit. The opponent will not bonce very high but you can combo after this move. This move is unsafe on block but it can be difficult to react to, but do not use this move too much.


Water Surface Kick (Jaguar Step Follow up)
:kick: during Jaguar step
Damage 140. Advantage on block -11.
This is one of the most damaging sweeps in the game, and can be safe at the right distance. you get a hard knockdown if it hits but it can be interrupted on startup. Use this as an alternative to High elbow drop.

Super Arts

Wonderful Mexican Special Combo
:joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-3x:
Damage: 300. Advantage on block -11.
This is King's Super art, It has 10 frames of invincibility at close range. Landing this super will cause 300 damage and a Hard knockdown.


Muscle Buster (Wonderful Mexican Special Combo, optional attack)
:joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: (After 2 hits of WMSC)
Damage: adds 38 points of Damage to WMSC.
If you want 38 extra points of damage you can input the command for this version of Kings Super Art, King will put his opponents neck on his shoulder and drop from the sky. Although this does add 38 points of Damage it puts your opponent further from you when its over. You dont have to be precise when you input the command for this, you can just sit there and hit QCB+P and King will do this instead of that leg lock at the end.


Cross Art
:joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :kick-medium:
Damage: 100. Advantage on block -10.
This is Kings Cross art and you can hit confirm this from c. :punch-light: >c. :punch-medium:. You are invincible from frames 1-9. On hit you switch to your opponent and you deal unrecoverable damage.
Last edited by Hyperbomb69 on Wed Apr 18, 2012 12:23 am, edited 11 times in total.
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Re: Wonderful Mexican Special King Guide

Postby Hyperbomb69 » Wed Mar 21, 2012 3:50 pm

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Under Construction

*Note: These are without the use of Gems.

My preferred BnB:

LMH chain, EX Konvict Kick, Jumping knee x4, HP Jaguar Bomb.

:kick-light: :kick-medium: :punch-hard: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick_2x: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-hard:

Damage: 370
Meter: 1 bar

For this combo I like to use Kings S. :kick-light: because of its range, Kings S. :punch-hard: will move you closer to your opponent so your EX Konvict Kick wll connect, After the EX KK you can easily link a Jumping Knee lift and start the juggles, in this combo you can juggle up to 4 of them before ending the combo.

Variations:
Spoiler: show
With jump-in :kick-hard: or :punch-hard:
Damage: 397
Meter: 1 bar

With EX Jaguar bomb
No jump-in
Damage: 376
Meter: 2 bars

with jump-in
Damage: 400
Meter: 2 bars

With Super Arts
No Jump-in
Damage: 425 (with muscle buster) 435 (without muscle buster)
Meter: All 3 bars

With Jump-in
Damage: 440 (With MB) 433 (without MB)
Meter: All 3 bars

Reverse arm slam combo
No jump-in
Damage: 364 (non EX), 370 (EX)
Meter: 1 bar, 2 bars

Using 3 Knee lifts, :punch-hard: ,into :punch-hard: RJB
Damage: 373
Meter: 1 bar


Highest Damage variation
Spoiler: show
With Jump-in
J. :punch-hard: or :kick-hard: , :punch-medium: :punch-hard: :joystick-right: :joystick-down: :joystick-down-right: :kick_2x: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :punch-hard: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-hard:
Damage 461 (458 with 4 knees and a RJB) (464 with 4 knees and an EX RJB)
Meter: 1,1,2



Simple combos:

Cr. MK, Reverse Arm slam combo.

cr. :kick-medium:, :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:

Im doing some experimenting with this combo, Im trying to see if I can buffer this while zoning. The cr. :kick-medium: has good range and can punish your opponent at a good distance. I've had this work Against Kazuya's mist step shenanigans.

Cr.MK, Konvict kick, DDT

cr. :kick-medium: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick: :plus: :kick:
Damage 192
No meter

I dont really like this combo since its a bit awkward to input the :kick: for the DDT. but it could work in your favor if you are in the corner and you manage to land this since it puts you on the other side if you land it.

Cross Assault Combos:

Tagging King out

You dont always want to get fancy with King, sometimes you need to just do some simple combo with decent damage with a cross assault.
Chain -> EX Konvict Kick -> chain with cross assault
:kick-light: -> :kick-medium: -> :punch-hard: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick_2x: , :kick-light: -> :kick-medium: -> :punch-hard: -> :punch-hard:
Damage: 271 (329 with jump-in :punch-hard: or :kick-hard:)
Meter: 1 bar.

Tagging King in
*these will be done with raw launchers*

knee lift x3 + RJB
Launcher, :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-hard:
Damage: 402
Meter: none (or 1 if you decide to use meter after launcher)
Okay so I would not recommend this combo since landing the knees is very inconsistent and it just feels like a hit or miss. However it is alot easier to land this combo if you press :punch-medium: :plus: :kick-medium: right after the launcher is landed since this will make King come in faster but it does cost one meter. You can only use up to 3 knee lifts.

Fierce into Fierce Running Jaguar bomb
:punch-hard: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-hard:
Damage: 326
Meter: none
Pretty simple combo.

Fierce into Reverse arm slam combo
:punch-hard: , :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:
Damage: 294
Meter: none
Another easy combo, if you land it you will move to the other side of your opponent so make sure you dont corner yourself.

crouching light punch, jumping knee lift, standing fierce, running jaguar bomb
c. :punch-light: , :joystick-up-right: :plus: :kick-medium: , :punch-hard: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-hard:
Damage:359
Meter: none
This one will take some practice since it is very awkward to go from the crouching light punch to a jumping knee lift, but the damage is good and its a pretty looking combo. you can only use up to 2 knee lifts.



Jump-in combo with cross arts:

J.HK or HP, Jumping knee lift x4, Cross art.

J. :kick-hard: or :punch-hard: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-up-right: :plus: :kick-medium: , :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :kick-medium:

Damage: 611~ (Damage varies depending on your partner)
Meter: All 3 meters

With super art instead
Damage: 537, 543(with muscle buster)
Meter: 2 bars

Jaguar Step Combo:

Jaguar Step, High Elbow Drop, cr.MP, Running jaguar bomb

:kick_2x: (followed up with :punch-medium: or :punch-hard: ), cr. :punch-medium: , :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch:
Damage: :punch-light: RJB: 260, :punch-medium: RJB: 268, :punch-hard: RJB: 276
Meter: no meter

With Reverse arm slam combo
Damage: 244, 276 (EX)
Meter: none, 1 bar.
Last edited by Hyperbomb69 on Wed Apr 18, 2012 12:25 am, edited 13 times in total.
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Re: Wonderful Mexican Special King Guide

Postby Hyperbomb69 » Wed Mar 21, 2012 3:51 pm

Image

Alex Colors:
Spoiler: show
If you are a big Alex fan like me, you may have picked up Kings alternate costume. Alex's original colors are great but there were those that we used in Third Strike and Tatsunoko, If you want King to sport those colors check out this Guide.

*Note: There are 16 colors available since the patch. I will be referring to these colors as numbers from left to right so Color 1 would be original 1, while color 16 will be the Neon turquoise.

Image

Skin 1: 4 | Skin 2: 1 or 5
Cloth 1: 4 | Cloth 2: 5
Cloth 3: 5 | Parts 1: 5
Parts 2: 5 | Parts 3: 3
Parts 4: 5 | Parts 5: 5

Image

Skin 1: 1 | Skin 2: 1
Cloth 1: 2 | Cloth 2: 6
Cloth 3: 10 | Parts 1: 10
Parts 2: 6 | Parts 3: 1
Parts 4: 6 | Parts 5: 6

Image

Skin 1: 1 | Skin 2: 3
Cloth 1: 4 | Cloth 2: 3
Cloth 3: 3 | Parts 1: 4
Parts 2: 3 | Parts 3: 1
Parts 4: 3 | Parts 5: 4


Jon Talbain by: Cheney
Spoiler: show
Image
King swap,
skin 1: 6 | skin 2: 4
cloth 1: 6 |cloth 2: 9
cloth 3: 12 | parts 1: 9
parts 2: 4 | parts 3: 10
parts 4: 4 |parts 5: 9


Trial Mode:
Spoiler: show
Coming soon


Matchups:

Street Fighter

Abel
Spoiler: show
-coming soon

Akuma
Spoiler: show
-coming soon

Balrog
Spoiler: show
-coming soon

Cammy
Spoiler: show
-coming soon

Chun-Li
Spoiler: show
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Dhalsim
Spoiler: show
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Guile
Spoiler: show
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Hugo
Spoiler: show
-coming soon

Ibuki
Spoiler: show
-coming soon

Juri
Spoiler: show
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Ken
Spoiler: show
-coming soon

M. Bison
Spoiler: show
-coming soon

Poison
Spoiler: show
-coming soon

Rolento
Spoiler: show
-In some instances you can jump in on Rolentoo with j.HP.

Rufus
Spoiler: show
-catch dive kicks with Kings counter or s.MP

Ryu
Spoiler: show
-coming soon

Sagat
Spoiler: show
-coming soon

Vega
Spoiler: show
-coming soon

Zangief
Spoiler: show
-coming soon


Tekken
Asuka
Spoiler: show
-coming soon

Bob
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Heihachi
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Hwoarang
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Jin
Spoiler: show
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Julia
Spoiler: show
-coming soon

Kazuya
Spoiler: show
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King
Spoiler: show
-coming soon

Kuma
Spoiler: show
-coming soon

Law
Spoiler: show
-coming soon

Lili
Spoiler: show
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Marduk
Spoiler: show
-coming soon

Nina
Spoiler: show
-coming soon

Ogre
Spoiler: show
-coming soon

Paul
Spoiler: show
-coming soon

Raven
Spoiler: show
-coming soon

Steve
Spoiler: show
-coming soon

Xiaoyu
Spoiler: show
-coming soon

Yoshimitsu
Spoiler: show
-coming soon
Last edited by Hyperbomb69 on Wed May 16, 2012 4:13 pm, edited 12 times in total.
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Re: Wonderful Mexican Special King Guide

Postby Zalgo_Cometh » Wed Mar 21, 2012 9:46 pm

awesome. off to a great start. been looking for a King guide to follow once i get the game. hope to see lots of useful information from you.
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Re: Wonderful Mexican Special King Guide

Postby Legacy Virus » Thu Mar 22, 2012 11:21 pm

Thank you hyperbomb69! 8-)
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Re: Wonderful Mexican Special King Guide

Postby Sulfur » Fri Mar 23, 2012 12:23 pm

are those images scans from the guide?
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Re: Wonderful Mexican Special King Guide

Postby Hyperbomb69 » Fri Mar 23, 2012 1:54 pm

Not anymore.
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Re: Wonderful Mexican Special King Guide

Postby FatMus2 » Fri Mar 23, 2012 1:58 pm

For the move Tomahawk, does it work only on down back, or on crouching opponents in general?
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FatMus2
 
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Re: Wonderful Mexican Special King Guide

Postby Hyperbomb69 » Fri Mar 23, 2012 2:42 pm

FatMus2 wrote:For the move Tomahawk, does it work only on down back, or on crouching opponents in general?


crouching works. it will whiff if they are standing..
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Hyperbomb69
 
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