King: Difference between revisions

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* '''Patron Saint of Throws:''' King has one of the best selection of throws in the game. Not only does he have an arsenal of traditional 1, 2, and 1+2 breaks, he also has the devastating Giant Swing/Shining Wizard mixup, where the two throws look nearly identical despite having completely different breaks. He even has a set of "gimmick" throws, including several throws that work on crouching or downed opponents.
* Strongest throw game among all characters, with all the mixup potential and damage one can ask for
* '''Prodigious Poking''': King has a good set of pokes and homing moves to condition the opponent to sit still, setting up his throw mixups. Opponents who duck must contend with his devastating mids, like uf4, db2, f4, and f2,1.
* Devastating mids like uf+4, db+2, f+4, f+2,1, and f,F+1 compliment his throws
* '''Neutral Control''': King is armed with array of block and whiff punishers with a good balance of speed, range, and damage, which also set up his throw mixups.
* Very abusable power crushing moves
* '''Knowledge Checker''': Aside from basic throw knowledge checks, King has extremely damaging chain throws that can be used against opponents. If the opponent doesn't know the proper breaks, they can end up eating a huge amount of damage with no way of stopping it.
* Great CH tools like b+1,2 and df+2,1
* '''Armored Aggression''': King has several excellent armored moves, like b3 and uf3+4, that allow him to control neutral by muscling through things. He can also use db1+2 to gain armor and punish brutal approaches.
* Heat makes his JGR fully armored and JGR moves perform better, and his Heat Smash deals the most damage in the game
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* '''Big Boy''': King's huge frame and poor backwards movement combines to make him very weak on defense. He must be very considerate of his opponent's offensive choices.
* 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
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{{KeyTech|Giant Swing|importance=5|value=5|dexterity=2|rhythm=0}}
{{KeyTech|Giant Swing|importance=5|value=5|dexterity=2|rhythm=0}}
{{KeyTech|Instant Shining Wizard|importance=4|value=5|dexterity=2|rhythm=1}}
{{KeyTech|Instant Shining Wizard|importance=4|value=5|dexterity=2|rhythm=1}}
{{KeyTech|f+3:1+2|importance=4|value=5|dexterity=0|rhythm=3}}
{{KeyTech|f+3:1+2|importance=4|value=5|dexterity=0|rhythm=2}}
}}
}}


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* [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=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=seNZV2umQ3w Tekken 8 KING GUIDE!] by Lil Majin
* [https://www.youtube.com/watch?v=UOpGEdVuq0c KING Combo Guide | TEKKEN 8] by RyzingSol
* [https://www.youtube.com/watch?v=UOpGEdVuq0c King Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
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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
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
Instant Shining Wizard
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜†โ˜†โ˜†โ˜†
f+3:1+2
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†


External links