King strategy

From Wavu Wiki, the 🌊 wavy Tekken wiki

This page is for Tekken 8. For Tekken 7, see King strategy (Tekken 7).

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

There are 2 main parts in King's approach, first is to condition the opponent to sit still. f,F+1 is an excellent move for this purpose. It is a homing, long ranged, counter hit knockdown, safe mid that hits low to the ground and gives +14g on hit, setting up a free mixup. Once the opponent is scared to move, King can then use f,f,F+2+4 (Shining Wizard) as an approaching throw, though this is quite telegraphed. Mix this with mids such as f,f,F+3 which is a plus on block knee that deals chip damage and knocks down for a guaranteed f,F+4 or ground throw attempt, and the previously mentioned f,F+1. King can also use f,f,n,2 as a relatively safe approaching low that high crushes, gives plus frames on hit to enforce a mixup, and leads to a high damage throw on counter hit. Another safe approach option is King's f,f,n,,1+2 which is a very fast mid that deals 0 damage, but guarantees a f+2,1 heat engager or b+3:1+2 on counter hit.

Whiff Punish

A skilled turtle can give King a hard time since most of his approach tools can be intercepted. Fortunately, King can also punish these keep out moves heavily if he is able to bait them out via movement. f+2,1 is King's easiest whiff punish tool because of its speed, range, and heat engager properties, though be careful as the second hit can be ducked. b+1,2 is another excellent whiff punisher as it is faster than f+2,1, but with a bit less range and a relatively high hitbox which makes it vulnerable against moves that go just a bit lower than head height. At the opposite end, b+3:1+2 is slower but has more range and damage than the previous two, with the added bonus of being able to absorb attacks should you press this too early. Lastly, King can also use his uf+4 hopkick to launch opponents reliably due to its good range and hitbox.

Keep Out

In previous Tekken games, King can effectively keep his oppponents out using b+1 as this initial hit is a fast i12 counter hit launcher, but in Tekken 8, he now has to fully commit to the full b+1,2 string to launch the opponent, which is very risky as the second hit is a -13 duckable high. Instead, he can now rely on his magic 4 to keep opponents out since this gives him a free ground throw attempt on counter hit. Either way, his ability to turtle has been weakened in Tekken 8 due to a weaker backdash and a now risky counter hit launcher.

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

Heat

External Links

TEKKEN 8 In Eight Minutes | King Guide