King (Tekken 7): Difference between revisions

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{{King}}
{{King}}


{{Infobox fighter
{{Infobox fighter (Tekken 7)
|name=King
|name=King
|stances={{Plainlist|
|stances={{Plainlist|
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|lore=[[fandom:King II|King II]]
|lore=[[fandom:King II|King II]]
}}
}}
{{See other}}
{{Archetype|King}}
{{Archetype|King}}



Latest revision as of 03:36, 4 February 2024

King
Stances
  • CD (Crouch Dash) – f,n,d,DF
  • JGS (Jaguar Step) – 3+4
Fastest launch
  • i15 – uf+4
  • i15 – FC.df+2 (crouching)
Fastest CH launch
  • i12 – b+1 (high)
  • i13 – df+2,1 (mid)
Fastest wall splat
  • i14 – b+2,1 (standing)
  • i14 – ws2,2 (crouching)
Archetypal moves
Mid check df+2
Hopkick uf+4
Stature kick d+3
Snake edge CD.DF+1
Shadow cutter db+3
Slash kick
  • f,f,F+3
  • f,f,F+3+4
Generic moves
Remapped (none)
Missing d+4 (i14)
External links
Lore King II

This page is for Tekken 7. For Tekken 8, see King.

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

King is one of the few characters whose throws are a true mixup, since both his Giant Swing (f,n,hcf+1) and chain throws (CD.DF+1+3 and CD.DF+2+4) look like 1+2 breaks but are broken with 1 or 2. As a tradeoff for this, his lows are quite weak, so he has to rely heavily on throws to break through defense.

Strengths
  • Fastest throw in the game (i10)
  • Loads of okizeme options and situations
  • Easy whiff punishment (f+2,1)
  • Mid check with good tracking (df+2)
  • Lots of elbows and knees, good vs parries
Weaknesses
Fast Giant Swing
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
☆☆☆☆☆
Instant Shining Wizard
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
★☆☆☆☆

External links