King strategy

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Revision as of 13:25, 7 February 2024 by FastAsLightning (talk | contribs)

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

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.
Tracks left


Tracks both


Tracks right


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, and when he guesses correctly, he can cash out on big damage or great okizeme.

Power Crush

King can utilize his multiple power crush moves to blow through the opponent's attacks. As most power crushes, his starts absorbing hits at frame ?, loses to throws and lows, and gets enhanced when King absorbs an attack.

db+1+2 (Muscle Armor)

King strikes a pose, absorbing all highs and mids for a short duration. Upon absorbing an attack, the 2 follow up Emerald Elbow is enhanced, dealing chip damage and increased pushback on block. King can also choose to not cancel into the follow up, instead using his regular moves right after absorbing hits, which can net him bigger damage instead of the +2 heat engager Emerald Elbow.

b+3:1+2 (Toll Kick > Guillotine Drop)

uf+3+4

Heat Burst (2+3)

Heat

External Links

TEKKEN 8 In Eight Minutes | King Guide