King (Tekken 7): Difference between revisions

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{{KeyTechs|
{{KeyTechs|
{{KeyTech|Fast Giant Swing
{{KeyTech|Fast Giant Swing
|importance=5|dexterity=4|rhythm=0|value=5}}
|importance=5|dexterity=3|rhythm=0|value=5}}
{{KeyTech|Instant Shining Wizard
{{KeyTech|Instant Shining Wizard
|importance=5|dexterity=3|rhythm=1|value=5}}
|importance=5|dexterity=3|rhythm=1|value=5}}

Revision as of 01:39, 14 March 2022

King
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances CD – f,n,d,df
Fastest
Launch
  • i15 – uf+4
  • i15 – FC.df+2 (crouching)
CH launch
  • i12 – b+1 (high)
  • i14 – df+2,1 (mid)
Wall splat
  • i15 – f+2,1 (standing)
  • i14 – ws2,2 (crouching)
Archetypal moves
Mid check df+1
Hopkick uf+4
Shadow cutter db+3
Generic moves
Remapped (none)
Missing d+4 (i14)
External links
Lore King II
Twitter #{{{twitter}}}

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

King is one of the few characters whose throws are a true mixup, since both his Giant Swing (hcb,f+1) and chain throws (CD.1+3 and CD.2+4) look like 1+2 breaks but are broken with 1 or 2. As a tradeoff for this, his lows are quite weak, so he has to rely heavily on throws to break through defense.

Strengths
  • Fastest throw in the game (i10)
  • Loads of okizeme options and situations
  • Easy whiff punishment (f+2,1)
  • Lots of elbows and knees, good vs parries
Weaknesses
  • Fastest mid is i14 (df+1)
  • Slower than normal d+4 (i14)
  • His mixups are easier to sidestep (throws have worse tracking than lows)
Fast Giant Swing
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
☆☆☆☆☆
Instant Shining Wizard
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
★☆☆☆☆

External links