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== Mini-combos == | == Mini-combos == | ||
{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}} | {{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage --> | ||
; JAG.2 | |||
: [23] d+2 | |||
; f,n,d,DF+4 | |||
: [38] d+3+4,4,4,2 | |||
; ub+1 | |||
: [42] f+2+3 | |||
: [41] f,F+4 | |||
; f,f,F+3 | |||
: [45] f,F+4 | |||
}} | |||
== Staples == | == Staples == | ||
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{{Combolist| | {{Combolist| | ||
; df+2 | ; [13] uf+4 | ||
: | ; [20] ws1+2 | ||
: [+54] 4 f,f df+4,3 1,2 f,F+1<ref name="1,2 f,F+1">The trick is to buffer the f,n into recovery of 1,2 and press F+1 after that as soon as possible. See [https://www.youtube.com/watch?v=v0UldI0qHsk King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol]</ref> S! f,f,F+2+4 | |||
: [+52] 4 f,f 1,2 b+2,1 S! f,f,F+2+4 | |||
; low parry | |||
: [54] f+1+4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4 | |||
: [50] f+1+4 df+4,3 1 f,F+1S! f,f,F+2+4 | |||
: [47] f+3 df+4,3 df+2,1 S! f,f,F+2+4 | |||
; db+2 | |||
: [68] df+4,3 2 f,f 1 b+2,1 S! f,f,F+2+4 | |||
: [66] df+4,3 2 b+2,1 S! f,f,F+2+4 | |||
; d+1+2 | |||
: [78] UF,n,4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4 | |||
: [76] UF,n,4 1,2 b+2,1 S! f,f,F+2+4 | |||
; [25] uf+1+2 | |||
; [22] (b+2),1+2 | |||
: [+50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4 | |||
; ss2 | |||
: [64] S! f,F+1 df+4,3 f,n,b,db,d,f,df+1<ref>Motion input is bufferable.</ref> | |||
: [60] S! f,F+1 df+4,3 1 f+2,1 | |||
; FC.df+1 | |||
: [74] ws4 df+4,3 1,2 f,F+1<ref name="1,2 f,F+1" /> S! f,f,F+2+4 | |||
: [65] ws2,2 S! f,f,F+2+4 | |||
; FC.df+2 | |||
: [73] ssr f,f f+3<ref>Can be inputted as f,F+3 as there is no move with that command.</ref> df+4,3 1 b+2,1 S! f,f,F+2+4 | |||
; JGS.1 | |||
: [73] ssr f+3 df+4,3 b+2,1 S! f,f,F+2+4 | |||
; [31] (f+2),d+1,2 | |||
; [16] (f+2,d+1),2 | |||
: [+45] df+4,3 2 b+2,1 S! f,f,F+2+4 | |||
}} | }} | ||
<references /> | |||
=== Rage === | === Rage === | ||
{{Combolist| | {{Combolist| | ||
; | ; uf+4 | ||
: | : [76] 4 ff 1,2 b+2,1 S! R.db+1+2 d+2+3 | ||
; R.db+1+2 | |||
: [85] ssl b,n 3+4~4 f,F+1 df+4,3 f,n,b,db,d,f,df+1 | |||
: [79] UF,n,4 1,2 b+2,1 S! f,f,F+2+4 | |||
}} | }} | ||
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{{Combolist| | {{Combolist| | ||
; | ; f+2,d+1,2<ref>Possible to connect after b+3:1+2 if opponent decides to stand up</ref> | ||
: | : [111] 2 b+2,1 S! uf+1+2* | ||
}} | }} | ||
<references /> | |||
== Stage break == | == Stage break == | ||
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== External links == | == External links == | ||
* [https://www.youtube.com/watch?v=8Ssl0nluge4 King Combo Guide (Season 4) by Ryzing Sol] | * [https://www.youtube.com/watch?v=8Ssl0nluge4 King Combo Guide (Season 4) by Ryzing Sol] | ||
* [https://www.youtube.com/watch?v=v0UldI0qHsk King's Jaguar Hook into Screw | TEKKEN 7 Tips by RyzingSol] |
Revision as of 21:10, 26 July 2023
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 vast 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
- JAG.2
- [23] d+2
- f,n,d,DF+4
- [38] d+3+4,4,4,2
- ub+1
- [42] f+2+3
- [41] f,F+4
- f,f,F+3
- [45] f,F+4
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
- [13] uf+4
- [20] ws1+2
- [+54] 4 f,f df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
- [+52] 4 f,f 1,2 b+2,1 S! f,f,F+2+4
- low parry
- [54] f+1+4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
- [50] f+1+4 df+4,3 1 f,F+1S! f,f,F+2+4
- [47] f+3 df+4,3 df+2,1 S! f,f,F+2+4
- db+2
- [68] df+4,3 2 f,f 1 b+2,1 S! f,f,F+2+4
- [66] df+4,3 2 b+2,1 S! f,f,F+2+4
- d+1+2
- [78] UF,n,4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
- [76] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
- [25] uf+1+2
- [22] (b+2),1+2
- [+50] f+1+4 df+4,3 1 f,F+1 S! f,f,F+2+4
- ss2
- [64] S! f,F+1 df+4,3 f,n,b,db,d,f,df+1[2]
- [60] S! f,F+1 df+4,3 1 f+2,1
- FC.df+1
- [74] ws4 df+4,3 1,2 f,F+1[1] S! f,f,F+2+4
- [65] ws2,2 S! f,f,F+2+4
- FC.df+2
- [73] ssr f,f f+3[3] df+4,3 1 b+2,1 S! f,f,F+2+4
- JGS.1
- [73] ssr f+3 df+4,3 b+2,1 S! f,f,F+2+4
- [31] (f+2),d+1,2
- [16] (f+2,d+1),2
- [+45] df+4,3 2 b+2,1 S! f,f,F+2+4
Rage
- uf+4
- [76] 4 ff 1,2 b+2,1 S! R.db+1+2 d+2+3
- R.db+1+2
- [85] ssl b,n 3+4~4 f,F+1 df+4,3 f,n,b,db,d,f,df+1
- [79] UF,n,4 1,2 b+2,1 S! f,f,F+2+4
Wall
- Regular carry (30% scaling)
- combo here:
Float
- 1
- 1,2 b2,1 SW
Back-turned opponent
- f+2,d+1,2[1]
- [111] 2 b+2,1 S! uf+1+2*
- ↑ Possible to connect after b+3:1+2 if opponent decides to stand up
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