King strategy: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
mNo edit summary
(Added more key moves)
Line 3: Line 3:


{{KeyMoves|
{{KeyMoves|
{{KeyMove|1,2,1|poke=core}}
{{KeyMove| 1,2,1 |poke=core }}
{{KeyMove|2,1|poke=core}}
{{KeyMove| 2,1 |poke=core }}
{{KeyMove|b+1,2|counter=core}}
{{KeyMove| d+3 |poke=core | mixup=secondary | oki=extra}}
{{KeyMove|f,f,n,2|mixup=core|counter=secondary}}
{{KeyMove| df+1,2 | poke=core | mixup=secondary|}}
{{KeyMove| d/f+2,1| counter=core}}
{{KeyMove| f+3:1+2| mixup=secondary | poke=core}}
{{KeyMove| d/f+1,2| poke=core|mixup=secondary|}}
{{KeyMove| df+2,1 | counter=core | poke=secondary}}
{{KeyMove|u/f+4|mixup=core|}}
{{KeyMove| b+1,2 |counter=core | keepout=secondary}}
{{KeyMove|f+1+4|poke=extra}}
{{KeyMove| 4 | keepout=core | counter=secondary}}
{{KeyMove|f, hcf+1| mixup=core}}
{{KeyMove| f,f,n,2 | approach=core | poke=extra | counter=secondary}}
{{KeyMove|f,f,F+2+4| mixup=core}}
{{KeyMove| f,f,n,1+2 | counter=core | approach=core}}
{{KeyMove| f,f,F+3 | approach=core}}
{{KeyMove| uf+4 | mixup=core | keepout=secondary}}
{{KeyMove| f+1+4 | mixup=core | poke=extra}}
{{KeyMove| f, hcf+1 | mixup=core}}
{{KeyMove| f, hcf+2 | mixup=core}}
{{KeyMove| f,f,F+2+4 | mixup=core | approach=extra}}
{{KeyMove| db+3| mixup=secondary | counter=core}}
}}
}}


====Up close: Poking====
; 1,2,1
; 1,2,1
: Very useuful h,h,m jab string to defend against mashers. The final hit gives +10 on CH, making 2,1 guaranteed for an extra 25 damage.
: Very useuful h,h,m jab string to defend against mashers. The final hit gives +10 on CH, making 2,1 guaranteed for an extra 25 damage.
Line 21: Line 29:
: h,m jab string that is King's best 10-frame punish and gives good frame advantage on hit. After it hits, any buffered throws or moves faster than 18 frames are uninterruptable.  
: h,m jab string that is King's best 10-frame punish and gives good frame advantage on hit. After it hits, any buffered throws or moves faster than 18 frames are uninterruptable.  


; f,f,n,2
;d/f+1,2
: Good advancing low to open up defensive opponents and force mixups with heavy frame advantage.
:Delayable double mid natural hit combo that works as an excellent poke for being an unparryable elbow on the first hit and works great as a move to use to discourage opponents from trying to duck King's throw mixups.


; d/f+2,1
; d/f+2,1
: Delayable and counterhit-confirmable counterhit tool to use against offense that evades high attacks.
: Delayable and counterhit-confirmable counterhit tool to use against offense that evades high attacks.


;d/f+1,2
====Up close: Mixups====
:Delayable double mid natural hit combo that works as an excellent poke for being an unparryable elbow on the first hit and works great as a move to use to discourage opponents from trying to duck King's throw mixups.
 
;u/f+4
:King's 15-frame launch punish from standing and another unparryable mid that can be used to capitalize on hard reads on opponents who like to duck throws. It also works as a low crushing move, but its hitbox can whiff against certain evasive lows.
 
;f,hcf+1
;f,hcf+1
:Giant Swing, a major component of King's ambiguous throw mixups because it looks like a 1+2 throw, but can only be broken by pressing 1. Using it with your back close enough to the wall gives extra damage, but opponents will see this and try to break it in that scenario.
:Giant Swing, a major component of King's ambiguous throw mixups because it looks like a 1+2 throw, but can only be broken by pressing 1. Using it with your back close enough to the wall gives extra damage, but opponents will see this and try to break it in that scenario.
Line 38: Line 41:
;f,f,F+2+4
;f,f,F+2+4
:Shining Wizard (referred to as Tomahawk in-game) is the other essential component of King's ambiguous throw mixup game because it shares its animation with Giant Swing, but must be broken with 1+2. For opponents who are sharp enough to break Giant Swing when your back is to the wall, you can use this throw instead so you'll maintain the pure guessing game. This same input is also used at the end of King's combos as a high-damage ender (and combo extender on floor breaks or floor blast).
:Shining Wizard (referred to as Tomahawk in-game) is the other essential component of King's ambiguous throw mixup game because it shares its animation with Giant Swing, but must be broken with 1+2. For opponents who are sharp enough to break Giant Swing when your back is to the wall, you can use this throw instead so you'll maintain the pure guessing game. This same input is also used at the end of King's combos as a high-damage ender (and combo extender on floor breaks or floor blast).
;u/f+4
:King's 15-frame launch punish from standing and another unparryable mid that can be used to capitalize on hard reads on opponents who like to duck throws. It also works as a low crushing move, but its hitbox can whiff against certain evasive lows.
====Neutral: Approach====
; f,f,n,2
: Good advancing low to open up defensive opponents and force mixups with heavy frame advantage.
; f,f,n,1+2
: Fast mid check that is neutral on block. On counter hit, guarantees a f+2,1 for a heat engager or b+3:1+2 for damage.
; f,f,F+3
: Plus on block mid with chip damage while leaving King very close to the opponent, but susceptible to sidestep and interrupts. Knocks down on hit for a guaranteed f,f+4 or ground throw attempt.
====Neutral: Keepout====
; 4
: Generic magic 4 that knocks down on counter hit for a guaranteed ground throw attempt.
; b+1,2
: Fast high string that launches on counter hit. Very hard to counter hit confirm.


{{BlueOrange
{{BlueOrange

Revision as of 06:23, 7 February 2024

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1,2,1
2,1
d+3
df+1,2
f+3:1+2
df+2,1
b+1,2
4
f,f,n,2
f,f,n,1+2
f,f,F+3
uf+4
f+1+4
f, hcf+1
f, hcf+2
f,f,F+2+4
db+3

Up close: Poking

1,2,1
Very useuful h,h,m jab string to defend against mashers. The final hit gives +10 on CH, making 2,1 guaranteed for an extra 25 damage.
2,1
h,m jab string that is King's best 10-frame punish and gives good frame advantage on hit. After it hits, any buffered throws or moves faster than 18 frames are uninterruptable.
d/f+1,2
Delayable double mid natural hit combo that works as an excellent poke for being an unparryable elbow on the first hit and works great as a move to use to discourage opponents from trying to duck King's throw mixups.
d/f+2,1
Delayable and counterhit-confirmable counterhit tool to use against offense that evades high attacks.

Up close: Mixups

f,hcf+1
Giant Swing, a major component of King's ambiguous throw mixups because it looks like a 1+2 throw, but can only be broken by pressing 1. Using it with your back close enough to the wall gives extra damage, but opponents will see this and try to break it in that scenario.
f,f,F+2+4
Shining Wizard (referred to as Tomahawk in-game) is the other essential component of King's ambiguous throw mixup game because it shares its animation with Giant Swing, but must be broken with 1+2. For opponents who are sharp enough to break Giant Swing when your back is to the wall, you can use this throw instead so you'll maintain the pure guessing game. This same input is also used at the end of King's combos as a high-damage ender (and combo extender on floor breaks or floor blast).
u/f+4
King's 15-frame launch punish from standing and another unparryable mid that can be used to capitalize on hard reads on opponents who like to duck throws. It also works as a low crushing move, but its hitbox can whiff against certain evasive lows.

Neutral: Approach

f,f,n,2
Good advancing low to open up defensive opponents and force mixups with heavy frame advantage.
f,f,n,1+2
Fast mid check that is neutral on block. On counter hit, guarantees a f+2,1 for a heat engager or b+3:1+2 for damage.
f,f,F+3
Plus on block mid with chip damage while leaving King very close to the opponent, but susceptible to sidestep and interrupts. Knocks down on hit for a guaranteed f,f+4 or ground throw attempt.

Neutral: Keepout

4
Generic magic 4 that knocks down on counter hit for a guaranteed ground throw attempt.
b+1,2
Fast high string that launches on counter hit. Very hard to counter hit confirm.
Tracks left


Tracks both


Tracks right