King is not a strong attacking character, so you have to be inventive. They leave you open, and the gauge requirement and the risk are all there, so take careful aim to reap the benefits. weak Illusion Dance as psychic anti-air, strong Tornado Kick). In UM, King now has jump-checkers for all sorts of jumps, and somewhat safer anti-airs (e.g. Other unpleasant anti-sweep measures include the falling portion of Suprise Rose and whiffing st.CD (invincible to low hits). If you do it skillfully and can catch them, then the opponent will have to think twice about sweeping you next time. In this situation, use Trap Shot to your best ability. When you are using st.D and st.C, the opponent may come in trying to sweep. To actually touch the opponent, you would then use st.D. The hitbox isn’t very good, but it doesn’t leave you open either: this is just for show. The st.B probably won’t reach, but that’s okay. From those, you can zone with a (non-cancelled) Sliding Kick, then st.B. The basic zoning moves are st.C, st.CD, and the now-cancelable cr.B. You want to constantly maintain the distance such that the very tip of st.D will touch whenever you lose this spacing, you should return to it somehow. Rarely used, but keep this at the back of your mind anyway. (corner) cr.B or cl.B or cl.D (1 hit) > weak Surprise Rose (dp + A) > strong Tornado Kick (qcb + K).cl.B or (cr.B > cr.B) > hcb + A (only on a quick cancel) or Trap Shot (dp + K) or Silent Flash (qcb qcb + K).(Point blank) cl.D (2 hit) > qcb qcb + K.The Sliding Kick (df + d) will require a delayed cancel.jump D > cl.D (2 hit) > df + D > Mirage Kick (hcb + P) or weak Illusion Dance (qcf hcb + B).Mirage Kick (hcb + P) doesn’t leave you terribly open even without hit confirming, but try to do so anyway if it’s blocked, use Venom Strike (qcf + K). The hcb + A does the most damage but does not knockdown, hcb + D does a little more damage than hcb + P only if you are close enough for the 1st hit to connect, but is very unsafe on block. jump D > cl.D (2 hit) > Mirage Kick (hcb + P) or hcb + K or weak Illusion Dance (qcf hcb + B).It combos from weak moves, so use it for combos. The follow-up motions only activate when the first step hits, but it does not lock the opponent.The recovery for both weak and strong has been reduced, so it is now difficult to receive a severe counterattack. You can use it for anti-air and interruption. The move has full-body invincibility until the hitbox for the jumping portion comes forth. The startup for the strong version is extremely slow. The weak normal version now no longer has the rear roll, and now combos from strong attacks.The strong version can now do knockdown, and you can now use this in no-gauge combos.In the corner, only when the weak version hits from the first step, it is now possible to juggle off it.Kicks the opponent up, dispatching a multi-hit kick on the way down.Leaves you extremely open, but it has some invincibility, so you can use it for anti-air or interruption. In UM, it now leaves the opponent with a hitbox, so in the corner with a quick MAX, it is possible to juggle off it. Even if blocked, King will retreat, so it leaves you only slightly vulnerable.
The reach is now longer, and the afterimage effect portion also has a hitbox. The startup is now faster, and you can use it to combo from weak moves. A quickie Ranbu special with a high-priority low-hitting hitbox.If your opponent reads you, it is easy for you to get countered, so you can’t use this very much. Two Venom Strike projectiles in rapid succession.Generally useful for decreasing the vulnerability from a combo. Projectile with a fixed distance to travel.It combos from strong attacks it can only be cancelled when not cancelled into or by delaying the cancel. Low-hitting move if the very tip touches, you aren’t very open.The reach is long, so it’s okay to do this with rear jumps, too. j.D – acts as an overhead if you use it while ascending.j.CD – the hitbox wheels from upward to diagonally downward, so it shines in air-to-air.cr.A – longish reach, so you can use it in ground zoning.You should choose which one according to the situation. st.C, st.D, and st.B – powerful as jump checkers.cr.C – the hitbox faces upwards and has oddly good priority in that regard.