King (Tekken 7): Difference between revisions

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* Loads of [[okizeme]] options and situations
* Loads of [[okizeme]] options and situations
* Easy whiff punishment (f+2,1)
* Easy whiff punishment (f+2,1)
* Homing mid check (df+1)
* Lots of elbows and knees, good vs parries
* Lots of elbows and knees, good vs parries
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* Fastest mid is i14 (df+1)
* Slower than normal d+4 (i14)
* Slower than normal d+4 (i14)
* His mixups are easier to [[sidestep]] (throws have worse [[tracking]] than lows)
* His [[mixup]]s are easier to [[sidestep]] (throws have worse [[tracking]] than lows)
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Revision as of 06:30, 20 July 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)
  • Homing mid check (df+1)
  • Lots of elbows and knees, good vs parries
Weaknesses
Fast Giant Swing
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
☆☆☆☆☆
Instant Shining Wizard
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
★☆☆☆☆

External links