King (Tekken 7): Difference between revisions

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King is a unique grapple-based character with extremely powerful oki setups, crowd-pleasing comeback factor, an excellent counterhit & punishment game, and solid mid pokes to complement his grabs.
{{King}}


He's also one of the few characters to have an unreactable throw mixup.  
{{Infobox fighter (Tekken 7)
King can be slightly unwieldy with his overall linearity and below average sidestep, as well as stubby range on some of his pokes. However, he more than makes up for it in versatility and raw power.
|name=King
Similarly, while his lows are weak, his grabs fill the role nicely.
|stances={{Plainlist|
* CD ''(Crouch Dash)'' – f,n,d,DF
* JGS ''(Jaguar Step)'' – 3+4}}
|splat={{Plainlist|
* i14 – b+2,1 ''(standing)''
* i14 – ws2,2 ''(crouching)''}}
|launch={{Plainlist|
* i15 – uf+4
* i15 – FC.df+2 ''(crouching)''}}
|chLaunch={{Plainlist|
* i12 – b+1 ''(high)''
* i13 – df+2,1 ''(mid)''}}
|midCheck=df+2
|statureKick=d+3
|hopkick=uf+4
|snakeEdge=CD.DF+1
|shadowCutter=db+3
|slashKick={{Plainlist|
* f,f,F+3
* f,f,F+3+4}}
|missingGenerics=d+4 ''(i14)''
|lore=[[fandom:King II|King II]]
}}
{{See other}}
{{Archetype|King}}


Notable moves include '''DF2''', a very strong i13 mid counterhit tool, his i14 '''DF1''' which gets better frames when well-spaced, his deceptive throw '''Giant Swing''', and his '''FF1''', a mid homing CH launcher with miles of range and days of + frames when it connects. Only -5 on block, too.
'''King''' is one of the few characters whose [[throw]]s 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.
 
{{BlueRed
|blue=
* 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
|red=
* Slower than normal d+4 (i14)
* His [[mixup]]s are easier to [[sidestep]] (throws have worse [[tracking]] than lows)
}}
 
{{KeyTechs|
{{KeyTech|Fast Giant Swing
|importance=5|dexterity=3|rhythm=0|value=5}}
{{KeyTech|Instant Shining Wizard
|importance=5|dexterity=3|rhythm=1|value=5}}
}}
 
== External links ==
 
* Basics guide by Xiang [https://www.youtube.com/watch?v=61yw9FQQni4 Part 1], [https://www.youtube.com/watch?v=QSij1KQr3mQ Part 2], [https://www.youtube.com/watch?v=RhknrI9pVKs Part 3]
 
{{Navbox fighters (Tekken 7)}}

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