(Combo Theory (IN-PROGRESS)) |
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{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; Regular launch (e.g. | ; 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) | ; Crouching recovery (e.g. CH FUFT.3) | ||
: | : cc f+3 df+4,3 df+2,1 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 d/f+4,3 | |||
}} | }} | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ Requires | |+ Requires df+4,3 | ||
| Launcher | | Launcher | ||
| Damage | | Damage | ||
|- | |- | ||
| | |db+2||21 | ||
|- | |- | ||
|(f+2),d+1,2||31(15+16) | |(f+2),d+1,2||31(15+16) | ||
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| Damage | | Damage | ||
|- | |- | ||
| | |uf+4||13 | ||
|- | |- | ||
|ws+1+2||20 | |ws+1+2||20 | ||
Line 99: | Line 105: | ||
|d+1+2||21 | |d+1+2||21 | ||
|- | |- | ||
| | |uf+1+2||25 | ||
|- | |- | ||
|(b+2),1+2||22 | |(b+2),1+2||22 | ||
|- | |- | ||
| | |uf,N,4||25 | ||
|- | |- | ||
|CD+1||20 | |CD+1||20 | ||
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|CH b+1||15 | |CH b+1||15 | ||
|- | |- | ||
|CH | |CH db+3||20 | ||
|- | |- | ||
|CH CD+4||25 | |CH CD+4||25 | ||
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|CH BT 3||21 | |CH BT 3||21 | ||
|- | |- | ||
|BT | |BT uf+4||18 | ||
|- | |- | ||
|FDFT 3||10 | |FDFT 3||10 | ||
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|Low Parry||- | |Low Parry||- | ||
|} | |} | ||
ub+1 | |||
cd+4 | cd+4 | ||
WR+3 | WR+3 | ||
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CH 4 | CH 4 | ||
CH | CH df+2,1 | ||
CH d+3+4,4,4,4 | CH d+3+4,4,4,4 | ||
Revision as of 08:32, 3 August 2022
King (Tekken 7) |
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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 fast 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 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 § 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)
- cc f+3 df+4,3 df+2,1 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 d/f+4,3
Mini-combos
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
- df+2
- combo for df+2 here
Rage
- df+2
- combo for df+2 with rage here
Wall
- Regular carry (30% scaling)
- combo here:
Float
- 1
- combo when you anti-air with jab here 1,2 b2,1 SW
Back-turned opponent
- df+2
- combo when you hit df+2 in the back
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 § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
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.
Launcher | Damage |
db+2 | 21 |
(f+2),d+1,2 | 31(15+16) |
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