King strategy

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Revision as of 12:57, 3 February 2024 by NACHO (talk | contribs) (→‎Key moves)

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1,2,1
2,1
b+1,2
f,f,n,2
d/f+2,1
f+1+4
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.
f,f,n,2
Good advancing low to open up defensive opponents and force mixups with heavy frame advantage.
d/f+2,1
Delayable and hit-confirmable counterhit tool to use against offense that evades high attacks.
Tracks left


Tracks both


Tracks right