Few notes on things I've picked up so far / reiterating some basic information:
-EX Tornado Kick is projectile invincible
-EX Trap Shot is fully invincible, great reversal / last resort AA
-CH air-to-air j.CD combos into B Double Strike (more consistent than D), dash Trap Shot, dash D Tornado Kick
-Early (meaty) df+D can be timed to punish certain jump-ins for a full combo, as King's hurtbox drops very low to the ground during activation
-cr.Bx2, st.B -> Normal forward jump -> j.D functions as a simple cross-up set-up. (works well once you've conditioned your opponent to block st.B, df+D, Venom Strike blockstrings) You can mix this up with empty jump throws/lows.