King combos (Tekken 7): Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
No edit summary
m (RogerDodger moved page King combos to King combos (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
Tag: Script
ย 
(27 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{King}}
{{King}}
ย 
{{Navbox combos (Tekken 7)}}
== Overview ==
King has an incredibly straightforward and simple combo game. There is very little variety and knowing just a few combo routes will cover the vast majority of his launchers.
At the most basic level, King does not require any complicated inputs to perform effective combos. He requires no dashing, no manually timed inputs.
This makes King easy to pick up while still leaving room for optimization and mastery.


== Bread n' butter ==
== Bread n' butter ==
Line 12: Line 8:
{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. uf+4)
; Regular launch (e.g. uf+4)
: f+3 df+4,3 df+2,1 S! f,f,f+2+4
: f+3 df+4,3 df+2,1 S! f,f,F+2+4


; Crouching recovery (e.g. CH FUFT 3)
; Crouching recovery (e.g. CH FUFT.3)
: cc f+3 df+4,3 df+2,1 S! f,f,f+2+4
: ws2,2 S! f,f,F+2+4


; Low launch (e.g., db+2)
; Low launch (e.g., db+2)
: df+4,3 2 b+2,1 S! f,f,f+2+4
: df+4,3 2 b+2,1 S! f,f,F+2+4


; Instant screw (e.g., CH f,f+1)
; Instant screw (e.g., CH f,F+1)
: S! f,f+1 d/f+4,3
: S! f,F+1 df+4,3
}}
}}


Line 27: Line 23:


{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; CH f,f,n,1+2
: [43] b+3:1+2
: [37] f+2,1
; CH (1,2),1
: [37] 2,1
; CH db+4
; CH BT.d+4
: [44] d+2+3
; JAG.2
; JAG.2
: [23] d+2
: [23] d+2


; f,n,d,DF+4
; f,n,d,DF+4
: [38] d+3+4,4,4,2
: [38] d+3+4<ref>May whiff in the open</ref>,4,4,2


; ub+1
; ub+1
Line 39: Line 46:
; f,f,F+3
; f,f,F+3
: [45] f,F+4
: [45] f,F+4
; CH (df+4,3),d+4
: [40] FC.df+1
; CH df+2,1
: [45] d+3+4,4,2
; CH d+3+4,4,4,4
: [58+] FC.df+2 ...
; b+1+2,1+3
: [37] b+2,1
; b+1+2,2+4
: [17] dash d+3
; b+1+2,3+4
: [29] f,n,d,DF+1+2
: [19] d+3
; R.db+1+2
: [49] u+2
; CH FDFT.3
; CH FDFA.3
: [24] FC.df+4,4,2
}}
}}
<references/>


== Staples ==
== Staples ==
Line 47: Line 81:
{{Combolist|
{{Combolist|
; [13] uf+4
; [13] uf+4
; [18] CH u+4
; [18] BT.uf+4
; [20] ws1+2
; [20] ws1+2
: [+54] 4 f,f df+4,3 1,2 f,F+1<ref name="1,2 f,F+1">The trick is to buffer the f,n into recovery of 1,2 and press F+1 after that as soon as possible. See [https://www.youtube.com/watch?v=v0UldI0qHsk King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol]</ref> S! f,f,F+2+4
; [25] uf,n,4
: [+52] 4 f,f 1,2 b+2,1 S! f,f,F+2+4
: [+54] 4 dash df+4,3 1,2 f,F+1<ref name="1,2 f,F+1">The trick is to buffer the f,n into recovery of 1,2 and press F+1 after that as soon as possible. See [https://www.youtube.com/watch?v=v0UldI0qHsk King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol]</ref> S! f,f,F+2+4
: [+52] 4 dash 1,2 b+2,1 S! f,f,F+2+4
ย 
; CH b+1
: [67] ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4


; low parry
; low parry
: [54] f+1+4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [54] f+1+4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [50] f+1+4 df+4,3 1 f,F+1S! f,f,F+2+4
: [50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
: [47] f+3 df+4,3 df+2,1 S! f,f,F+2+4
: [47] f+3 df+4,3 df+2,1 S! f,f,F+2+4
; CH 4
: [71] b+2,4 b+2,1 S! f,f,F+2+4
; CH f,F+1
: [64] S! f,F+1 df+4,3 f,n,hcf+1<ref name="buffer GS">Motion input is bufferable.</ref>


; db+2
; db+2
: [68] df+4,3 2 f,f 1 b+2,1 S! f,f,F+2+4
: [68] df+4,3 2 dash 1 b+2,1 S! f,f,F+2+4
: [66] df+4,3 2 b+2,1 S! f,f,F+2+4
: [66] df+4,3 2 b+2,1 S! f,f,F+2+4
; d+1+2
: [78] UF,n,4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [76] UF,n,4 1,2 b+2,1 S! f,f,F+2+4


; [25] uf+1+2
; [25] uf+1+2
; [22] (b+2),1+2
; [22] (b+2),1+2
: [+50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
: [+50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
; CH db+3
: [74] ws1+2 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [72] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4


; ss2
; ss2
: [64] S! f,F+1 df+4,3 f,n,b,db,d,f,df+1<ref>Motion input is bufferable.</ref>
: [64] S! f,F+1 df+4,3 f,n,hcf+1<ref name="buffer GS" />
: [60] S! f,F+1 df+4,3 1 f+2,1
: [60] S! f,F+1 df+4,3 1 f+2,1
; CH f,n,d,DF+4
: [77] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
: [72] dash f+3 df+4,3 df+2,1 S! f,f,F+2+4
; CH f,n,d,DF+1+2
: [82] 4 dash df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [80] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
; d+1+2
: [78] UF,n,4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [76] UF,n,4 1,2 b+2,1 S! f,f,F+2+4


; FC.df+1
; FC.df+1
; CD.DF+1
: [74] ws4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [74] ws4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [65] ws2,2 S! f,f,F+2+4
: [65] ws2,2 S! f,f,F+2+4


; FC.df+2
; FC.df+2
: [73] ssr f,f f+3<ref>Can be inputted as f,F+3 as there is no move with that command.</ref> df+4,3 1 b+2,1 S! f,f,F+2+4
: [73] ssr dash f+3<ref>Can be inputted as f,F+3 as there is no move with that command.</ref> df+4,3 1 b+2,1 S! f,f,F+2+4


; JGS.1
; JGS.1
Line 85: Line 144:
; [16] (f+2,d+1),2
; [16] (f+2,d+1),2
: [+45] df+4,3 2 b+2,1 S! f,f,F+2+4
: [+45] df+4,3 2 b+2,1 S! f,f,F+2+4
; CH BT.3
: [73] f+3 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
; CH FUFT.3
; CH FUFA.3
: [64] dash f+3 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4
: [59] dash f+3 df+4,3 df+2,1 S! f,f,F+2+4
: [57] ws2,2 S! f,f,F+2+4
}}
}}
<references />


=== Rage ===
=== Rage ===
Line 92: Line 159:
{{Combolist|
{{Combolist|
; uf+4
; uf+4
: [76] 4 ff 1,2 b+2,1 S! R.db+1+2 d+2+3
: [76] 4 dash 1,2 b+2,1 S! R.db+1+2 d+2+3


; R.db+1+2
; R.db+1+2
: [85] ssl b,n 3+4~4 f,F+1 df+4,3 f,n,b,db,d,f,df+1
: [85] ssl b,n<ref>Sidestep cancel.</ref> 3+4~4 f,F+1 df+4,3 f,n,hcf+1<ref name="buffer GS" />
: [79] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
: [79] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
; CH f,f,n,1+2
: [74] f+1+2 R.db+1+2 u+2
}}
}}
<references />


== Wall ==
== Wall ==
Line 103: Line 174:
{{Combolist|
{{Combolist|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: combo here: ย 
: [52] 1 R.db+1+2 db+2+4<ref name="breakable throw">Throw is breakable</ref>
: [44] 1 R.db+1+2 u+2
: [31] 1,2 db+1+3<ref name="breakable throw"/>
: [21] ssl b+4 BT.1+4<ref name="BT.1+4">BT.1+4 catches any wake-up option.</ref>
: [17] 2,1 f+1+4<ref name="oki">Good oki.</ref>
: [16] df+4,3,d+4<ref name="df+4,3,d+4">Most reliable. Can be used on low splats.</ref>


; Regular splat
: [46] 1 R.db+1+2 u+2
: [44] 1 R.db+1+2 db+2+4<ref name="breakable throw"/>
: [44] ssl b+4 BT.1+4<ref name="BT.1+4"/>
: [36] f,n,hcf+1
: [35] 1,2 db+1+3<ref name="breakable throw"/>
: [22] 2,1 f+1+4<ref name="oki"/>
: [21] df+4,3,d+4<ref name="df+4,3,d+4"/>
}}
}}
<references/>


== Float ==
== Float ==
Line 111: Line 196:
{{Combolist|
{{Combolist|
; 1
; 1
: 1,2 b2,1 SW
: [49] df+4,3 df+2,1 S! f,f,F+2+4
: [42] 1,2 b+2,1 S! f,f,F+2+4
}}
}}


Line 134: Line 220:


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
== Combo Structure ==
King's combos can be broadly divided into two categories: launchers that require an immediate d/f+4,3 pickup and launchers that allow for a filler.
{| class="wikitable sortable"
|+ Requires df+4,3
| Launcher
| Damage
|-
|db+2||21
|-
|(f+2),d+1,2||31(15+16)
|}
{| class="wikitable sortable"
|+ Allows Filler
| Launcher
| Damage
|-
|uf+4||13
|-
|ws+1+2||20
|-
|FC d/f+2||21
|-
|d+1+2||21
|-
|uf+1+2||25
|-
|(b+2),1+2||22
|-
|uf,N,4||25
|-
|CD+1||20
|-
|JGS 1||21
|-
|CH b+1||15
|-
|CH db+3||20
|-
|CH CD+4||25
|-
|CH CD+1+2||28
|-
|CH BT 3||21
|-
|BT uf+4||18
|-
|FDFT 3||10
|-
|CH FUFT 3||12
|-
|CH FUFA 3||12
|-
|CH FDFA 3||12
|-
|Rage Drive||24
|-
|Low Parry||-
|}
ub+1
cd+4
WR+3
CH f,f+1
CH f,f,N,1+2
CH 4
CH df+2,1
CH d+3+4,4,4,4


<references />
<references />
=== Fillers ===


== External links ==
== External links ==
* [https://www.youtube.com/watch?v=8Ssl0nluge4 King Combo Guide (Season 4) by Ryzing Sol]
* [https://www.youtube.com/watch?v=8Ssl0nluge4 King Combo Guide (Season 4) by Ryzing Sol]
* [https://www.youtube.com/watch?v=v0UldI0qHsk King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol]
* [https://www.youtube.com/watch?v=v0UldI0qHsk King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol]

Latest revision as of 15:57, 25 January 2024

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to ยง Staples.

Regular launch (e.g. uf+4)
f+3 df+4,3 df+2,1 S! f,f,F+2+4
Crouching recovery (e.g. CH FUFT.3)
ws2,2 S! f,f,F+2+4
Low launch (e.g., db+2)
df+4,3 2 b+2,1 S! f,f,F+2+4
Instant screw (e.g., CH f,F+1)
S! f,F+1 df+4,3

Mini-combos

CH f,f,n,1+2
[43] b+3:1+2
[37] f+2,1
CH (1,2),1
[37] 2,1
CH db+4
CH BT.d+4
[44] d+2+3
JAG.2
[23] d+2
f,n,d,DF+4
[38] d+3+4[1],4,4,2
ub+1
[42] f+2+3
[41] f,F+4
f,f,F+3
[45] f,F+4
CH (df+4,3),d+4
[40] FC.df+1
CH df+2,1
[45] d+3+4,4,2
CH d+3+4,4,4,4
[58+] FC.df+2 ...
b+1+2,1+3
[37] b+2,1
b+1+2,2+4
[17] dash d+3
b+1+2,3+4
[29] f,n,d,DF+1+2
[19] d+3
R.db+1+2
[49] u+2
CH FDFT.3
CH FDFA.3
[24] FC.df+4,4,2
  1. โ†‘ May whiff in the open

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[13] uf+4
[18] CH u+4
[18] BT.uf+4
[20] ws1+2
[25] uf,n,4
[+54] 4 dash df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[+52] 4 dash 1,2 b+2,1 S! f,f,F+2+4
CH b+1
[67] ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
low parry
[54] f+1+4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
[47] f+3 df+4,3 df+2,1 S! f,f,F+2+4
CH 4
[71] b+2,4 b+2,1 S! f,f,F+2+4
CH f,F+1
[64] S! f,F+1 df+4,3 f,n,hcf+1[2]
db+2
[68] df+4,3 2 dash 1 b+2,1 S! f,f,F+2+4
[66] df+4,3 2 b+2,1 S! f,f,F+2+4
[25] uf+1+2
[22] (b+2),1+2
[+50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
CH db+3
[74] ws1+2 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[72] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
ss2
[64] S! f,F+1 df+4,3 f,n,hcf+1[2]
[60] S! f,F+1 df+4,3 1 f+2,1
CH f,n,d,DF+4
[77] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
[72] dash f+3 df+4,3 df+2,1 S! f,f,F+2+4
CH f,n,d,DF+1+2
[82] 4 dash df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[80] dash ssr f+3 df+4,3 1 b+2,1 S! f,f,F+2+4
d+1+2
[78] UF,n,4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[76] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
FC.df+1
CD.DF+1
[74] ws4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[65] ws2,2 S! f,f,F+2+4
FC.df+2
[73] ssr dash f+3[3] df+4,3 1 b+2,1 S! f,f,F+2+4
JGS.1
[73] ssr f+3 df+4,3 b+2,1 S! f,f,F+2+4
[31] (f+2),d+1,2
[16] (f+2,d+1),2
[+45] df+4,3 2 b+2,1 S! f,f,F+2+4
CH BT.3
[73] f+3 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
CH FUFT.3
CH FUFA.3
[64] dash f+3 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
[59] dash f+3 df+4,3 df+2,1 S! f,f,F+2+4
[57] ws2,2 S! f,f,F+2+4

Rage

uf+4
[76] 4 dash 1,2 b+2,1 S! R.db+1+2 d+2+3
R.db+1+2
[85] ssl b,n[4] 3+4~4 f,F+1 df+4,3 f,n,hcf+1[2]
[79] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
CH f,f,n,1+2
[74] f+1+2 R.db+1+2 u+2
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 The trick is to buffer the f,n into recovery of 1,2 and press F+1 after that as soon as possible. See King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol
  2. โ†‘ 2.0 2.1 2.2 Motion input is bufferable.
  3. โ†‘ Can be inputted as f,F+3 as there is no move with that command.
  4. โ†‘ Sidestep cancel.

Wall

Regular carry (30% scaling)
[52] 1 R.db+1+2 db+2+4[1]
[44] 1 R.db+1+2 u+2
[31] 1,2 db+1+3[1]
[21] ssl b+4 BT.1+4[2]
[17] 2,1 f+1+4[3]
[16] df+4,3,d+4[4]
Regular splat
[46] 1 R.db+1+2 u+2
[44] 1 R.db+1+2 db+2+4[1]
[44] ssl b+4 BT.1+4[2]
[36] f,n,hcf+1
[35] 1,2 db+1+3[1]
[22] 2,1 f+1+4[3]
[21] df+4,3,d+4[4]
  1. โ†‘ 1.0 1.1 1.2 1.3 Throw is breakable
  2. โ†‘ 2.0 2.1 BT.1+4 catches any wake-up option.
  3. โ†‘ 3.0 3.1 Good oki.
  4. โ†‘ 4.0 4.1 Most reliable. Can be used on low splats.

Float

1
[49] df+4,3 df+2,1 S! f,f,F+2+4
[42] 1,2 b+2,1 S! f,f,F+2+4

Back-turned opponent

f+2,d+1,2[1]
[111] 2 b+2,1 S! uf+1+2*
  1. โ†‘ Possible to connect after b+3:1+2 if opponent decides to stand up

Stage break

Howard Estate
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.


External links