m (It's frames 16-20, or a 5 frame link) |
No edit summary |
||
Line 55: | Line 55: | ||
|blue= | |blue= | ||
* | * 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 | ||
|red= | |red= | ||
* | * 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 | |||
}} | }} |
Latest revision as of 05:17, 29 September 2024
King |
---|
King | |
---|---|
Heat |
|
Heat Smash |
|
Heat Engagers |
|
Stances |
|
Fastest | |
Launch |
|
CH launch |
|
Wall splat |
|
Archetypal moves | |
Mid check | df+1 |
Hopkick | uf+4 |
Stature kick | d+3 |
Snake edge | CD.DF+1 |
Shadow cutter | db+3 |
Slash kick |
|
Generic moves | |
Remapped | (none) |
Missing | d+4 (i14) |
External links | |
Lore | King II |
#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.
- 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
- 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
External links
- TEKKEN 8 In Eight Minutes | King Guide by TheMainManSWE
- Mastering King like a Champion | Tekken 8: Advanced King Strategy Guide by Jesandy
- Tekken 8 KING GUIDE! by Lil Majin
- King Combo Guide | TEKKEN 8 by RyzingSol
Characters (Tekken 8) |
---|