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==Defense== | ==Defense== | ||
On defense, King really struggles against opponents who can continuously keep him locked down. His backdash is slower than the rest of the cast, so passively backdashing to create space during the opponent's offense is not as effective. He needs to rely on generic tools and hard reads to get out of a sticky situation, | On defense, King really struggles against opponents who can continuously keep him locked down. His backdash is slower than the rest of the cast, so passively backdashing to create space during the opponent's offense is not as effective. He needs to rely on generic tools and hard reads to get out of a sticky situation, but when he does guess correctly, he can cash out on big damage or great okizeme. | ||
===Power Crush=== | ===Power Crush Moves=== | ||
King can utilize his multiple power crush moves to blow through the opponent's attacks | King can utilize his multiple power crush moves to blow through the opponent's attacks, his most notable one being '''db+1+2''' ''(Muscle Armor)'' for its utility. This starts absorbing hits at frame 6, one frame earlier than his other power crush moves, and only takes 50% damage upon absorbing hits. King can then perform ''Emerald Elbow'' from this stance by pressing '''2''' for a safe mid heat engager, or he can cancel out of the stance and do his regular standing moves. This allows King to tank through hits, not suffer any blockstun, and retaliate with either a launcher, a fast poke, or a damaging throw. Get creative with using this move and make your opponents hesitate during their blockstrings. Aside from his ''Muscle Armor'', King has '''B+3:1+2''' that is fast (i16), deals high damage, and provides okizeme after the throw on hit. Be careful though as this is a high and can be ducked, even after absorbing an attack. To avoid this, King can instead use '''uf+3+4''' which is a -14 mid power crush that transitions into JGR mixups on hit. | ||
===Reversals=== | |||
; '''b+1+3''' right punch parry, floor breaks, guaranteed ali kick | |||
; '''b+2+4''' kick parry, guaranteed ground throw attempts | |||
; low parry | |||
===Panic Buttons=== | |||
; d+1 high crush, mix between throw or ws4 on hit | |||
; ch d+1,2 damage | |||
; | |||
==Heat== | ==Heat== | ||
==External Links== | ==External Links== | ||
[https://www.youtube.com/watch?v=bhvrJ9T5PeM TEKKEN 8 In Eight Minutes | King Guide] | [https://www.youtube.com/watch?v=bhvrJ9T5PeM TEKKEN 8 In Eight Minutes | King Guide] |
Revision as of 12:30, 8 February 2024
King |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see King strategy (Tekken 7).
Key moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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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 |
Pokes
- 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.
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.
Approach Tools
- 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.
Keepout Moves
- 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.
Neutral
King's main objective in the neutral is to control space, condition his opponent to sit still, and open them up with his multiple approach tools that set up his amazing throw game.
Approach
Whiff Punish
Keep Out
Offense
Pokes
Throw Mixups
Mid Mixups
Lows
Okizeme
Jaguar Sprint
Chain Throws
Defense
On defense, King really struggles against opponents who can continuously keep him locked down. His backdash is slower than the rest of the cast, so passively backdashing to create space during the opponent's offense is not as effective. He needs to rely on generic tools and hard reads to get out of a sticky situation, but when he does guess correctly, he can cash out on big damage or great okizeme.
Power Crush Moves
King can utilize his multiple power crush moves to blow through the opponent's attacks, his most notable one being db+1+2 (Muscle Armor) for its utility. This starts absorbing hits at frame 6, one frame earlier than his other power crush moves, and only takes 50% damage upon absorbing hits. King can then perform Emerald Elbow from this stance by pressing 2 for a safe mid heat engager, or he can cancel out of the stance and do his regular standing moves. This allows King to tank through hits, not suffer any blockstun, and retaliate with either a launcher, a fast poke, or a damaging throw. Get creative with using this move and make your opponents hesitate during their blockstrings. Aside from his Muscle Armor, King has B+3:1+2 that is fast (i16), deals high damage, and provides okizeme after the throw on hit. Be careful though as this is a high and can be ducked, even after absorbing an attack. To avoid this, King can instead use uf+3+4 which is a -14 mid power crush that transitions into JGR mixups on hit.
Reversals
- b+1+3 right punch parry, floor breaks, guaranteed ali kick
- b+2+4 kick parry, guaranteed ground throw attempts
- low parry
Panic Buttons
- d+1 high crush, mix between throw or ws4 on hit
- ch d+1,2 damage