Top 10 Moves

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pcmacro
Crackers for Trolls
Joined: Feb 2002
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#1 “Quote” Edit Post
Just wondering what would you consider his top ten move

b+1
d/b+3
u/f+4
f+4
SS+2
d/f+4,3
d,N,1,2
while rising 22
1212
b+3+4
MMT
Royal Pain
Joined: Mar 2005
Posts: 4894
From: Australia
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#2 “Quote” Edit Post
My favourite 10 movies in no order..
b+1,(2)
FC df+2
GS
Shining
df+1,(2)
Generic 1,2_2,1
df+4,3
f+3,1+2
f+4
WS+2,2
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Morninglord
Synthetic Insanity
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#3 “Quote” Edit Post
You use both hits of ws2,2? What's the first 2 like on hit and block?
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MMT
Royal Pain
Joined: Mar 2005
Posts: 4894
From: Australia
PSN: MMTheo
#4 “Quote” Edit Post
Some moves are worth committing to if you have the life to spare. If you're unsure you can always just use the first hit, but you're missing out on a bit of damage specially if you land the first hit. It tracks, a mid and slightly high crushes by the looks of it. Not very hard to land..
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Morninglord
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#5 “Quote” Edit Post
If Mr Safe tells me it's worth it I'll believe him.
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pcmacro
Crackers for Trolls
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#6 “Quote” Edit Post
d+1+2 is becoming more and more of a favorite.

kinda hard to just choose 10 move the more and more I think about it.

FC d/f+2 is pretty good too.
DEATH&#63722;
A Non-Bender
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#7 “Quote” Edit Post
b+1, 2
df+1, 2
df+2
GS/GS2
iSW
TS
hopknee
f+4
f+3: 1+2
FC df+2/d+1+2
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Jaguar King
Banned By Mod
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Posts: 3979
From: Chile
#8 “Quote” Edit Post
So none of you guys would think db+2 deserves to be here? I would add quite a bit more moves here, CD multis are good mixup with CD+4, also the random CD+1 (aka FC,df+1) for high crush purposes here and there. Also b+3+4 for evading purposes? meh.

My list would be like:
Obvious throws (GS, GS2, iSW, u+1+2, QCB+1+2)
1,2_2,1
b+1 for CH hunting
b+1,2 for punishing
df+2>1 for CH hunting at mid range
f+4
f+3:1+2
f+1+4
df+4,3
uf+4
WS+2,2
FC,df+2
CD+4_CD+1+4_CD+2+3
SS+2

some situationals:
db+3_CD+1 for high crush
d+1+2 (again for high crush, if you don't mind losing range but want a better juggle instead)
b+3+4 into JGS 1 or whatever

Last edited by Jaguar King on Sep 26th, 2012 at 23:49

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MMT
Royal Pain
Joined: Mar 2005
Posts: 4894
From: Australia
PSN: MMTheo
#9 “Quote” Edit Post
You're breaking the rules.. the challenge is putting in his top 10.
Each grab counts as a move, you can't cluster them..

I can list more if we're talking about King's top 20 moves..
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Jaguar King
Banned By Mod
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From: Chile
#10 “Quote” Edit Post
lol ok I shall stop cheating haha.

but what are your thoughts on db+2? is this any good? judging from data alone it looks pretty slow, albeit safe on block.
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DEATH&#63722;
A Non-Bender
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#11 “Quote” Edit Post
You only use db+2 on juggles... Too slow for a poke...
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devilsnap
Shihan
Joined: Sep 2012
Posts: 111
#12 “Quote” Edit Post
Any list without FC,df+2 is automatically invalid.
TheDinosaur
Hurm
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#13 “Quote” Edit Post
jabs
FC df+2
df+1>2
f+4
d+4
ws+4
b+1,2
hopkick
f+3:1+2
gs

db+2 is ok. it's a safe mid launcher. mostly alright in oki if you're pretty sure the other guy will duck- hits backroll as well, and is reasonably hard to punish if you miss it.
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Overall__
1st Dan
Joined: May 2012
Posts: 12
PSN: Overall_
#14 “Quote” Edit Post
In order

1. B 1,2 one of the best whiff punishers and12f punishers in tekken

2. Df 1,2 great spacing move and safe with delay

3. F3, 1+2 safe mid that gives good oki

4. Db2 most only use it to bound but safe on block nd half life on hit. The fact that its a slower move can cause your opponents to duck because they anticipate a grab.

5. Df 2,1 hit confirmable. I use it to fish for CH

6. B 3+4, backwards jaguar step. Great to avoid air tags and get free juggles

7. U 1+2 or GS at wall, 50/50 mixup

8. D 1+2, launch punishable but crushes all highs and some mids. Great to use against aggressive oponents. You should get more than half life

9. Ws 2,2 14f and can be used for homing or punishment

10. FF n 1+2, good damage. King still gets b3 and 1+2, 3 in most situations, crazy damage at the wall
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jaguar94
Virtuoso
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Posts: 228
From: Mexico
#15 “Quote” Edit Post
here is my top 10:

1. jabs and b+1 (the best one imo)
2. df+1,2 and df+2 (main mids)
3. ff n 1+2 (fast)
4. gs, isw and the other grabs
5. ws4 and 1+2,1_3
6. f+4 and f+3:1+2
7. uf+4
8. FC df+2
9. uf+3
10. d+4 and d+2

there are other moves that I use in certain situations:
FC df+1
d+1n2 and d+3+4 (to end the round)
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MMT
Royal Pain
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Posts: 4894
From: Australia
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#16 “Quote” Edit Post
All you Jaguars just break the rules..

Originally posted by Jaguar King
So none of you guys would think db+2 deserves to be here? I would add quite a bit more moves here, CD multis are good mixup with CD+4, also the random CD+1 (aka FC,df+1) for high crush purposes here and there. Also b+3+4 for evading purposes? meh.

My list would be like:
Obvious throws (GS, GS2, iSW, u+1+2, QCB+1+2)
1,2_2,1
b+1 for CH hunting
b+1,2 for punishing
df+2>1 for CH hunting at mid range
f+4
f+3:1+2
f+1+4
df+4,3
uf+4
WS+2,2
FC,df+2
CD+4_CD+1+4_CD+2+3
SS+2

some situationals:
db+3_CD+1 for high crush
d+1+2 (again for high crush, if you don't mind losing range but want a better juggle instead)
b+3+4 into JGS 1 or whatever


it's "Top 10 moves" for a reason..
Tricky because he has more than 10.

Thanks for the list though.. hehe..
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DFSnake
Deity
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#17 “Quote” Edit Post
nobody uses ss+3+4? is very good and counter hits changes an entire match
KingofBeasts
2nd Dan
Joined: Nov 2012
Posts: 27
From: United States
#18 “Quote” Edit Post
Originally posted by DFSnake
nobody uses ss+3+4? is very good and counter hits changes an entire match


People sleep on this move and while it is an excellent punisher for raw tags its VERY easy to block or duck. If you can get a feel for your opponent's movements use it. I love that move but think of it like this...If you had to pick ten moves that were garunteed to stay with King on the next Tekken that move wouldnt be one of them.
forest16
ForestTekkenVideos
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#19 “Quote” Edit Post
I think f+4 and db+4 look really similar in their animations, so these two moves, which are high mid and really safe, are in my top ten for sure. db+4 can be floated though, eyah, I know, though, but a float is still better than getting launched.

At the wall, though, the mid_low mixup from f+4_db+4 is almost cheap, since f+4 is a safe wallsplatting mid, and db+4 knocks them down in a position where, if you hit them again with a cc db+4, they can not ~Tag as their quick roll to quick Tag out, they will have to either get up somehow normally, or Tag crash. You can only Quick Tag Out in FUFT or FUFA postions, not in FDFT or FDFA positions.

I guess I should be using CD+1 more, too, since it is truly a safe low, but I do not think King gets a bind at the wall, just a cc df+4,3, 1+4.
Malkom
Sage
Joined: Sep 2012
Posts: 455
From: Germany
#20 “Quote” Edit Post
Originally posted by DFSnake
nobody uses ss+3+4? is very good and counter hits changes an entire match


Well I use it against enemys who mash the shit out of the buttons. So you have more than enough time to ss and 3+4. Usually works. But against faster mashers it must be a ss+2 because it's... well... faster...

I like the move too but good players will beat the shit out of you for it.

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