Another original Tekken character from the first Tekken (1994), although this King is different from the one introduced in the first installment. King is a Wrestler with devastating grapples and plenty of mixups. Much like his mentor, Armor King, King has very similar moves such as the iconic giant swing throw and shining wizard. Where king differs is in his throw game with a huge arsenal of chain grabs, King easily has the best throws in the game. Each throw can be broken with either 1, 2, or 1+2. However, it depends on which throw he does and where in the sequence you have to press it; making King a real threat for opponents who aren't too keen on throw breaking. He offers strong damage and tools to control the pace of a match.
1. A solid tool to poke with that can be delayed. Although the first hit is safe on block but the second hit is -10 on block.
2. Another delayable string that can allow a small combo if executed correctly. The second hit can be ducked so it's important to delay it; the move also induces the tailspin property.
3. A great, safe mid tool that can be extended with a just frame input to give more damage.
4. Similar to Armor King's d+3, this move is good low to chip away health.
5. This push is really great because it's a safe mid and allows for certain follow ups if the push lands counter hit. The character stumbles backwards on normal push but freezes when landed on counter hit.
6. One of his best and deadliest throw known as "Giant Swing", he can change the tide of a match with this throw and deals massive damage if thrown into a wall. It also has an airborne extension that grabs them from the air. If "2" is pressed in place of "1" then he does a completely different throw that keeps the opponent close.
7. Another great throw known as "Shining Wizard", this is a command that has to be done while running or can be done instantly (as shown) with tighter execution. Animation is changed if performed on an ariborne opponent.
8. King's main 12 frame punisher that deals quite a bit of damage and allows for a combo if only the first hit lands counter hit.
9. A solid 15 frame While Standing launcher that has tremendous range.
10. A good move that's long range, catches stepping opponents, and allows for a combo on counter hit. This move can also hit Xiaoyu out of her AOP stance and Eddy's relax stance.
Player | Country |
---|---|
Lil Majin | United States |
Puma | South Korea |
Taiheiyo | Japan |
Hakaioh | Japan |
MBC | South Korea |