Tekken 6 BR: King Combos and FAQ

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Snap
Where's the cheese?
Joined: Feb 2001
Posts: 3230
From: Australia
#21 “Quote” Edit Post
Unblockable - BT 1+4

LP juggle: iws+1, f+1, f+2,2,1, b+3

Pretty sure after right kick reversal, db+4 goes over them?

b+1+2:1+3, b+1,2 doesn't need their back to the wall.

I thought the neck throw to the back was u+1+2~B, not ub+1+2.

CH BT 3, df+4,3, b+2,1+2B!

Depending on range, CH cd+1+2, df+2,1, f+1, b+2,1+2 will whiff. f+2,2 is a much better option.

w! f+2,2,2B! GS_iSW

Mini combo: Wall on right side df+2,1, df+4,3, GS


CH [1,2],1 b+1,2 isn't guaranteed but jab strings or GS are.

No mention of cd+4? Sure it's techable but for a safe mid from CD, it's not half-bad.

Pretty sure you can't CH db+3, cc, df+4,3, 1, b+1,4
Edit: Sure you can. I'm such an idiot


On Craig + long legged (iirc) CH db+3, d+1, f+1, b+2,1+2



Dammit, I want King modship

Last edited by Snap on Jun 5th, 2009 at 10:34

Vinz
Dragon Lord
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#22 “Quote” Edit Post
Originally posted by twizzzted37
i really saw u/f+4, d/f+2,1, 1, b+2,1+2 B! (2),1, f+2,2, f+1, iSW in our arcade. i've really seen it and ive tried to do it, but it's so hard.


yeah I saw that juggle way back T6... my firend and another King player does that too... AFAIK it is tech-able... although they use f22 instead of df2,1...
Signature With the coming of man came the illusion of free will, with that illusion came chaos... With every choice we make, we literally create a world... History branches in two, creating one earth where we made the choice and a second, where we didn't... That's the secret of the universe, billions of people, making billions of choices; Creating infinite earths...
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MMT
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#23 “Quote” Edit Post
Originally posted by Snap
LP juggle: iws+1, f+1, f+2,2,1

Dammit, I want King modship


Hm, could never pull off that iWS+1..

Weren't you supposed to be mod when CK retired?
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Snap
Where's the cheese?
Joined: Feb 2001
Posts: 3230
From: Australia
#24 “Quote” Edit Post
Edits made to my first post.



Originally posted by MMT
Hm, could never pull off that iWS+1..

Weren't you supposed to be mod when CK retired?



I'm pretty sure LP, d+1, f+1 will work too. ws+1 is just more damaging.


I was recommended for the position by CK, but it never eventuated. I suppose you boys are so well-behaved, we don't need extra mods
tantrumz
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#25 “Quote” Edit Post
i thought snap was a mod?

anyway im too lazy ryt now to update, ill just do it later
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Dangerous King
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#26 “Quote” Edit Post
When you hit CH 3 when you're face down, feet towards, I'm 90% sure you can cc df+4,3, f+1, iSW ect
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Snap
Where's the cheese?
Joined: Feb 2001
Posts: 3230
From: Australia
#27 “Quote” Edit Post
Originally posted by tantrumz
i thought snap was a mod?

anyway im too lazy ryt now to update, ill just do it later


I'm only mod for Ak forum.

Originally posted by Dangerous King
When you hit CH 3 when you're face down, feet towards, I'm 90% sure you can cc df+4,3, f+1, iSW ect



I could be mistaken, but I think FC+1, f+1, b+2,1+2B! also works. Haven't tested tho.
tantrumz
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#28 “Quote” Edit Post
updated (gives snap lots of credit)

removed some stuff like b+2+4 reversal guarantees a db+4, snap was right it goes over opp, but if you roll them over 1st(1st GT attempt) you get it free. but im removing it anyway. in short i updated the list with Snap's knowledge

iirc i only listed ub+1+2 as an alternative way to input u+1+2, not ub+1+2 to throw to the back

also added Wall breaking moves. list incomplete

@Snap

so ur mod powers doesn't go outside of the AK forums? i would like to ask u 4 some input for King in tournaments, how he should be played and what to do and don't do, what to do underpressure and stuff. i remember creating a thread for tourney pressure in GD but sadly i couldn't find it anymore.

everybody would benefit from it especially me since I've registered for a tourney this Saturday

would also love for everyone to share, appreciate the help. really.

Last edited by tantrumz on Jun 6th, 2009 at 18:20

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MCP
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#29 “Quote” Edit Post
Thanks for the effort in this thread.

This is not king specific in the slightest. This is just what I have learned from competing in Tekken, Tae Kwon Do, and Judo.

To do well in tournaments you need to play a lot. Exercise your mental focus, your imagination, and your determination. Nothing can be substituted for consistently playing and trying to be better today, than you were yesterday. Use your imagination to find new things and keep an open mind. Tenaciously fight someone better than you. You will lose a lot, but you will get better.

Tournaments can surprise you and make you tense. You will go back to what you know best many times, whether the habits are good or bad is up to your training.

A hint, play 'arcade' style. You have no way to test at home(such as on a playstation), so you have to test on the fly. If someone is abusing a move, find out if it's jab punishable, or launch punishable, or safe, and try to find a way to move around it or counter it. Just keep trying things so it's less and less likely to be abused. This will REALLY help you respond to someone who is using a move you're not used to or is using a move in a brand new way you have never seen before.

That's just a little bit, but more important than anything is to play consistently and use that time to make yourself better everytime. Keep a positive attitude: I will play my best, I will play hard, I will win.
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Snap
Where's the cheese?
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From: Australia
#30 “Quote” Edit Post
Tourny pressure does weird things to people, but there's a few things I keep in mind with King.


1) Know your punishments.
While this is a no-brainer, we take for granted exactly how much damage it gives us. Every launcher is punishable or duckable. Bone up on your rivals' chars.

King is great in that punishment is a strength for him. Both 1,2 and 2,1 do 22 which is reasonably high with great mixups afterwards, b+1,2 is extremely consistent at 31 damage (that's almost a throw!), b+3 will punish things many can't. Many things are even LAUNCH-punishable and there's simply no excuse for missing on those, especially in a tournament setting.

From crouch, FC,df+2 is deadly good, particularly since the juggle lost range-dependancy in 6.0. This means we can use it from afar, launching whiffed lows or the stuff where hopkick would miss because of range (max range HS for example).


You should also know what's duckable and what's not. In most cases, it'll net you a free juggle, or at least give you a ws+4 and relieve the pressure. This is just as important as punishment. Nina abusing df+3,2 strings? Duck and hopkick! Jack abusing f+1,2? Duck and hopkick!! Paul's trying to be cute with df+1,1? Duck and ws+4 his ass.

Punishing correctly and ducking the stuff you can prevents abuse. It also disrupts their game flow and gives you a huge psychological advantage.
Once your op has selected his char, your mind should be running through his movelist of what's punishable/duckable and mentally preparing to do so.

Send the clear message: "That shit don't work on me".


2) Break throws.
You can fill a whole thread on throw breaking. People can yak about arm animation, slight char twitching for command throws (and they are important), but I reckon prevention is the best medicine.
Spacing is extremly important. I can also swear by random ducking but that's a double-edged sword.
Bottom-line, throw breaking is down to 2 things: reflexes and opponent prediction.

Breaking from reflex has been discussed ad nauseum, but less-discussed is op prediction in that some chars use certain throws at certain:

-situations (like King GS or Paul df+1+3: DF at walls)

-buffers (Dj 1,1, f,hcf+1+2)

-and stances (Steve PAB 1+2 or Baek FLA f+2~3).


Whenever these situations arise, you should automatically be on guard for certain throws. Situations and buffers get tricky and really depend on you and your op. Stance throws are almost all 1+2 breaks so you really should be breaking those.

Throws are the scrub-killers. Are you a scrub? I didn't think so.


Oh, good players can also chicken, which I guess is a kind of throw break. Generally, you don't have to worry about them but it's always good habit to buffer chicken in everything you do, even against players without a reversal.

Be especially careful with Asukas who love to abuse reversals, being especially careful with punches around the wall which nets her a wall combo.

Then relish in your own unchickenable reversals



3) Play safe and stick with what you know.

Playing safe applies to every character really. Don't abuse the duckable stuff (df+2,1 is a gaping hole), abuse the safe stuff (ws+4, f,f,n+1+2). Keep your pokes short to avoid getting punished. Yada yada yada.


Also, tournaments are not the time for experimentation. Any uncertainty in your actions can mean reduced damage, or even worse, you getting launched.

If there's any uncertainty, err on the side of caution. Test if it's punishable with a single jab, and then work your way up.
If you're unconfident about your B! iSW then use f+2+3 or even air-multis. Alone, they both do less damage than a iSW, but the potential for damage is greater when oki is considered. There's no shame in that especially if it's like "Gee, they bounded pretty far".

I guess you can also take this as meaning "play safe".


4) Take your oki where you can.

King has bucketloads of free stuff, even if it's a simple ali. Learn everything.

Also, too often I see players knock their opponent around then back off for fear of a getup kick. Screw that, keep the pressure on. Run up and then sidewalk. Run up and iSW. Run up and f+4. Run up and hopkick. Run up and db+3. Run up then dash back and duck. Maybe you'll bait a whiffed getup kick you can FC,df+2. There's so much stuff you can do.

King has several mids that hit rolling ops on the ground like, df+1, f+3, uf+3. Special mention goes to uf+3. They stay down, they get hit. They stand and duck, they get hit. They stand and block, they're forced to block with minimal opportunity for retaliation. There's a 66% chance you'll snag damage off them. It's a round ender more than anything, but how many times have we lost by a sliver?


5) Be a turtle.
This is kind of related to playing safe. Simply not taking unneccessary risks important. Tourney play is characterised by extremely conservative game play, and watching for any mistakes to be capitalised upon. This means you have to turtle and keep spacing.

And by turtling, it's not just holding back. It means keep moving about (ss, dash, bd) while out of reach, occasionally trying your luck with a poke here and there. It's hard to explain, but whenever you get in tight matches, you see the players clam up. It's like that, but for the whole game.

I only really use iws+4 as a poke here.
tantrumz
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#31 “Quote” Edit Post
updated.

changed , to ; so moves can be separated when im listing juggles

@MCP and Snap

thank you very much 4 heeding my request i know posts like these will greatly help players and future players when their getting ready to compete in tournaments.

ill include those in the 1st/2nd post. others can also share what they have in mind regarding tourney stuff.

@to all

pls post in the top 10 moves thread so I can include here the top 10 most used moves of King

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zzy
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I su(k
7th Dan
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#33 “Quote” Edit Post
Lots of good info snap

Oh, good players can also chicken, which I guess is a kind of throw break. Generally, you don't have to worry about them but it's always good habit to buffer chicken in everything you do, even against players without a reversal.


this is good info too, but if you are playing king (this is a king thread) you can not be "chickened" so if you are doing lots of reversals you do not have to worry about that.

I think that doing reversals helps king a lot! like you said it can throw people's game off and make them double think or at worst hesitate and then they can be punished. His reversals are strong since they change them, being able to reverse kicks, right punches, and 1+2 attacks!

~Flower
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Snap
Where's the cheese?
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From: Australia
#34 “Quote” Edit Post
Originally posted by I su(k

I think that doing reversals helps king a lot! like you said it can throw people's game off and make them double think or at worst hesitate and then they can be punished. His reversals are strong since they change them, being able to reverse kicks, right punches, and 1+2 attacks!

~Flower


Well, that "throw people off" quote was more to do with punishing and ducking than reversals

Reversals are a useful tool, and King's being unchickenable is a huge advantage. Nevertheless, you shouldn't abuse them, especially King's.
Simple reason, it's not always that easy to predict a kick or a right punch. When Asuka abuses reversals, she doesn't care what she gets; she's just throwing it out. King doesn't have that luxury.

With King, you must be able to read strings or predict when the op will use a right punch (typically launchers).

More complicated reason is that good players will thrash you for reversal abuse in that they can not only chicken (n/a to king..), but also bait for whiffed reversals and launch you (VERY applicable to King).



@zzy: CH ws+2, df+4,3, 1, 1, iSW





Btw: Wall carry without B! - uf+4, df+2,1, f+1, f+2,2,1
Dangerous King
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#35 “Quote” Edit Post
Tantrumz, here's a few things you can update in the first post.

FC, df+2, df+4,3, f+2,2,2 b! iSW works on big/long legged characters (AKing, Steve, Miguel, Craig ect).

FC, df+1, d+1, f+1, f+2,2,2 b! iSW (same as above).

Also with FC, df+1 cc df+4,3, f+1, iSW, you can add another dash jab for more damage.

CH 4, b+1, GS as yip mentioned.

Snap, with uf+4, df+2,1, f+1, f+2,2,1, does that work consistantly on everyone? 'cause I've been using uf+4, f+2,2, f+1, ffn1 df+4,3 for wall carry, yours looks way more damaging though
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imbALLANce
Master
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#36 “Quote” Edit Post
hey tantrumz.. just wondering.
do you think the "tourney King" info is better if u removed it and posted it in the second post (reserved space)? just an opinion thats all.

@ dangerous king
uf+4, ssr+1,2, f+2,2,1; d/f+4,3 is awesome wall carry. mentioned by yip already.
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tantrumz
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#37 “Quote” Edit Post
updated.

added

- DK's combos
- incomplete list of ground breaking moves (fill me in with anything im missing)

@imballance

ill move the topic later, right now im just filling up the first post


woot, tourney is just a few days away. hope i don't choke again, like I've been doing for so many times in tourneys @_@
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Snap
Where's the cheese?
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From: Australia
#38 “Quote” Edit Post
Originally posted by Dangerous King

Snap, with uf+4, df+2,1, f+1, f+2,2,1, does that work consistantly on everyone? 'cause I've been using uf+4, f+2,2, f+1, ffn1 df+4,3 for wall carry, yours looks way more damaging though


Yep, it's about 80% with me on all sizes. As long as there's no funky angles and you do everything nice and quick, it'll land.


cd+4, uf+4, df+2,1, f+1, f+2,2,1 w! f+2,2,2B! iSW - is like ow
Vinz
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#39 “Quote” Edit Post
Originally posted by Snap
cd+4, uf+4, df+2,1, f+1, f+2,2,1 w! f+2,2,2B! iSW - is like ow


wait sir Snap... does this work on all sizes!? I seldom(to never) land the f+2,2,2 on that juggle...
Signature With the coming of man came the illusion of free will, with that illusion came chaos... With every choice we make, we literally create a world... History branches in two, creating one earth where we made the choice and a second, where we didn't... That's the secret of the universe, billions of people, making billions of choices; Creating infinite earths...
-[FHZ]Black Ghost
Snap
Where's the cheese?
Joined: Feb 2001
Posts: 3230
From: Australia
#40 “Quote” Edit Post
I admit that w!f+2,2,2B! is really dubious on smalls, but uf+4, df+2,1, f+1, f+2,2,1 works on all sizes

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