King: Difference between revisions

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'''King''' is Tekken's iconic implementation of a grappler, having access to a wide variety of very strong and very useful throws. His ambiguous throw mixup game can keep opponents guessing after he gains frame advantage, and his powerful mids can discourage opponents from trying to duck his throw attempts.  
'''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 mixups. To discourage opponents from ducking his throws, he is also equipped with an arsenal of strong mids and very rewarding crouch throws.


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.
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.

Revision as of 05:18, 3 February 2024

King


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 mixups. To discourage opponents from ducking his throws, he is also equipped with an arsenal of strong mids and very rewarding crouch throws.

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 but also alternatively as JGSP) gives him a mixup between an unbreakable heat engager throw and a homing mid that low crushes, a low-crushing dropkick, and an elbow mid that becomes an instant bound launcher during Heat.


Strengths
  • Throws with exact same startup animation, forcing the opponent to guess on the break.
  • Extremely damaging chain throws.
  • Mental damage.
Weaknesses
  • Poor mobility compared to other characters.
  • Large hitbox.