King: Difference between revisions

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{{Infobox fighter
{{Infobox fighter
|name=King
|name=King
|heat={{Plainlist|
* Increased damage on certain grabs
* Certain grabs 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
|twitter=T8_King
|discord=[https://discord.com/invite/EYcqqfA]
|discord=[https://discord.com/invite/EYcqqfA]
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|blue=
|blue=
* A good set of pokes and homing moves to condition the opponent to sit still, setting up his throw mixups.
* An array of block and whiff punishers with a good balance of speed, range, and damage, which also set up his throw mixups.
* Throws with exact same startup animation, forcing the opponent to guess on the break.
* Throws with exact same startup animation, forcing the opponent to guess on the break.
* Extremely damaging chain throws that can be used against opponents who like to stand still and run away from King.
* Extremely damaging chain throws that can be used against opponents who like to stand still and run away from King.
* The presence of a skilled King player who can effectively set up and make use of his throw mixups will make opponents cower in fear and hesitate, working well in his favor.
|red=
|red=
* Poor mobility compared to other characters.
* Poor mobility compared to other characters, particularly a slow backdash.
* Large hitbox.
* Large hitbox.
* Lack of panic buttons aside from generics.
}}
}}

Revision as of 11:59, 7 February 2024

King
Heat
  • Increased damage on certain grabs
  • Certain grabs 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 [1]

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
  • A good set of pokes and homing moves to condition the opponent to sit still, setting up his throw mixups.
  • An array of block and whiff punishers with a good balance of speed, range, and damage, which also set up his throw mixups.
  • Throws with exact same startup animation, forcing the opponent to guess on the break.
  • Extremely damaging chain throws that can be used against opponents who like to stand still and run away from King.
Weaknesses
  • Poor mobility compared to other characters, particularly a slow backdash.
  • Large hitbox.
  • Lack of panic buttons aside from generics.
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links