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{{Navbox King}}
{{Navbox King}}
[[File:King portrait.png|thumb|King]]
{{Infobox fighter
|name=King
|heat={{Plainlist|
'''King''' is Tekken's iconic implementation of a grappler, having access to a wide variety of powerful, and annoying, throws.
* Certain throws restore the heat timer
* JGR becomes a power crush
* JGR 1 induces T! on grounded hit
}}
|heatSmash={{Plainlist|
*i17 mid, shifts to JGR on block (+12)
}}
|heatEngagers={{Plainlist|
* f+2,1 ''(Elbow Impact)''
* f+2+3 ''(Shoulder Tackle)''
* db+1+2,2 ''(Muscle Armor > Emerald Elbow)''
}}
|stances={{Plainlist|
* CD ''(Crouch Dash)'' – f,n,d,DF
* JGS ''(Jaguar Step)'' – 3+4
* JGR ''(Jaguar Sprint)'' – f+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+1,2 ''(high)''
* i13 – df+2,1 ''(mid)''}}
|midCheck=df+1
|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]]
|twitter=T8_King
|discord=[https://discord.com/invite/EYcqqfA King]
}}
{{See other}}
 
'''King''' is Tekken's iconic implementation of a grappler, having access to a wide variety of very strong and very useful throws.
 
King has great approach tools and great pokes, enabling him to get in on his opponents and stay in to make opponents hesitate to create openings for him to make use of his ambiguous throw mixup between Giant Swing and Shining Wizard (the latter of which is referred to as Tomahawk in-game). To discourage opponents from ducking his throws, he is also equipped with an arsenal of strong mids and very rewarding crouch throws for hard reads.
 
The introduction of King's new and repurposed powercrush moves are exceptionally powerful tools for dealing with pressure and stealing turns from the opponent, rewarding him with big damage and knockdowns, and mixups from his new stance.
 
King's new ''Jaguar Sprint'' (notated as JGR) gives him a mixup between an unbreakable heat engager throw, a homing mid that low crushes, a low-crushing dropkick, and an elbow mid that becomes an instant bound launcher during Heat.
 
{{BlueRed
{{BlueRed
|blue=
|blue=
* Throws with exact same startup animation, forcing the opponent to guess on the break.
* Strongest throw game among all characters, with all the mixup potential and damage one can ask for
* Extremely damaging chain throws.
* Devastating mids like uf+4, db+2, f+4, f+2,1, and f,F+1 compliment his throws
* Mental damage.
* Very abusable power crushing moves
* Great CH tools like b+1,2 and df+2,1
* Heat makes his JGR fully armored and JGR moves perform better, and his Heat Smash deals the most damage in the game
|red=
|red=
* Poor mobility compared to other characters.
* Large hurtbox with below average movement; one of 4 characters with particularly bad backdash cancels
* Large hitbox makes him susceptible to certain character specific combos.
* Wall combos are on the weaker side
* Panic moves are quite risky
* Whiff recovery is quite prominent
}}
}}
{{KeyTechs|
{{KeyTech|Giant Swing|importance=5|value=5|dexterity=2|rhythm=0}}
{{KeyTech|Instant Shining Wizard|importance=4|value=5|dexterity=2|rhythm=1}}
{{KeyTech|f+3:1+2|importance=4|value=5|dexterity=0|rhythm=2}}
}}
== External links ==
* [https://www.youtube.com/watch?v=bhvrJ9T5PeM TEKKEN 8 In Eight Minutes | King Guide] by TheMainManSWE
* [https://www.youtube.com/watch?v=wSqZwDLOggY Mastering King like a Champion | Tekken 8: Advanced King Strategy Guide] by Jesandy
* [https://www.youtube.com/watch?v=seNZV2umQ3w Tekken 8 KING GUIDE!] by Lil Majin
* [https://www.youtube.com/watch?v=UOpGEdVuq0c King Combo Guide | TEKKEN 8] by RyzingSol
{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__

Latest revision as of 05:17, 29 September 2024

King
Heat
  • Certain throws restore the heat timer
  • JGR becomes a power crush
  • JGR 1 induces T! on grounded hit
Heat Smash
  • i17 mid, shifts to JGR on block (+12)
Heat Engagers
  • f+2,1 (Elbow Impact)
  • f+2+3 (Shoulder Tackle)
  • db+1+2,2 (Muscle Armor > Emerald Elbow)
Stances
  • CD (Crouch Dash) – f,n,d,DF
  • JGS (Jaguar Step) – 3+4
  • JGR (Jaguar Sprint) – f+3+4
Fastest
Launch
  • i15 – uf+4
  • i15 – FC.df+2 (crouching)
CH launch
  • i12 – b+1,2 (high)
  • i13 – df+2,1 (mid)
Wall splat
  • i14 – b+2,1 (standing)
  • i14 – ws2,2 (crouching)
Archetypal moves
Mid check df+1
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
Twitter #T8_King
Discord King

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

King is Tekken's iconic implementation of a grappler, having access to a wide variety of very strong and very useful throws.

King has great approach tools and great pokes, enabling him to get in on his opponents and stay in to make opponents hesitate to create openings for him to make use of his ambiguous throw mixup between Giant Swing and Shining Wizard (the latter of which is referred to as Tomahawk in-game). To discourage opponents from ducking his throws, he is also equipped with an arsenal of strong mids and very rewarding crouch throws for hard reads.

The introduction of King's new and repurposed powercrush moves are exceptionally powerful tools for dealing with pressure and stealing turns from the opponent, rewarding him with big damage and knockdowns, and mixups from his new stance.

King's new Jaguar Sprint (notated as JGR) gives him a mixup between an unbreakable heat engager throw, a homing mid that low crushes, a low-crushing dropkick, and an elbow mid that becomes an instant bound launcher during Heat.

Strengths
  • Strongest throw game among all characters, with all the mixup potential and damage one can ask for
  • Devastating mids like uf+4, db+2, f+4, f+2,1, and f,F+1 compliment his throws
  • Very abusable power crushing moves
  • Great CH tools like b+1,2 and df+2,1
  • Heat makes his JGR fully armored and JGR moves perform better, and his Heat Smash deals the most damage in the game
Weaknesses
  • Large hurtbox with below average movement; one of 4 characters with particularly bad backdash cancels
  • Wall combos are on the weaker side
  • Panic moves are quite risky
  • Whiff recovery is quite prominent
Giant Swing
importance
★★★★★
value
★★★★★
dexterity
★★☆☆☆
rhythm
☆☆☆☆☆
Instant Shining Wizard
importance
★★★★☆
value
★★★★★
dexterity
★★☆☆☆
rhythm
★☆☆☆☆
f+3:1+2
importance
★★★★☆
value
★★★★★
dexterity
☆☆☆☆☆
rhythm
★★☆☆☆


External links