King combos (Tekken 7): Difference between revisions

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(Combo Theory (IN-PROGRESS))
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{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. df+2)
; Regular launch (e.g. uf+4)
: combo here
: 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)
: combo here
: 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 d/f+4,3
|+ Requires df+4,3
| Launcher
| Launcher
| Damage  
| Damage  
|-
|-
|d/b+2||21
|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  
|-
|-
|u/f+4||13
|uf+4||13
|-
|-
|ws+1+2||20
|ws+1+2||20
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|d+1+2||21
|d+1+2||21
|-
|-
|u/f+1+2||25
|uf+1+2||25
|-
|-
|(b+2),1+2||22
|(b+2),1+2||22
|-
|-
|u/f,N,4||25
|uf,N,4||25
|-
|-
|CD+1||20
|CD+1||20
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|CH b+1||15
|CH b+1||15
|-
|-
|CH d/b+3||20
|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 u/f+4||18
|BT uf+4||18
|-  
|-  
|FDFT 3||10
|FDFT 3||10
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|Low Parry||-
|Low Parry||-
|}
|}
u/b+1
ub+1
cd+4
cd+4
WR+3
WR+3
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CH 4
CH 4
CH d/f+2,1
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

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.

Requires df+4,3
Launcher Damage
db+2 21
(f+2),d+1,2 31(15+16)
Allows Filler
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


Fillers

External links