"Tekken 5 Circus: Run Mishimas, Kazamas, Williams, everybody! -JAGUAR LOOSE!!" Tekken 5 King FAQ (for Arcade and PS2) Ver 4.1 by Jaguar_King (vf_1x@hotmail.com) Last Update: 06.16.07 From now on, you can find this file in the following sites: GameFAQs TekkenZaibatsu.com (under the Tekken 5 character FAQs section) http://www.geocities.com/vf_1x/t5king.txt Best viewed in Notepad/Wordpad, font Courier New, size 10 alignment check: 1234567890 ++++++++++ Legal Copyright: Tekken, Tekken 5, King, Armor King and all other related characters are registered trademarks and copyrighted (c) Namco. All rights reserved. This guide is copyrighted (c) Daniel Vega, 2005. All rights reserved. It's free for personal use, so don't rip it off, don't sell it for profit. I don't think I can take any legal action if you intend to break the law, but someone else might find that out... Current table of contents: -------------------------- * Version history * Intro to Tekken 5 King * Conventions * T5 King move list * T5 King's moves analysis * Top 10 moves * Tekken 5.0 -> 5.1 changes * King in a nutshell - Poking tools - CH catchers - Whiff punishers - High/mid block punishers - Low block punishers - Crushes - The guaranteed stuff * T5 King frame data * T5 King strategies - Command throw buffers & setups - Multithrows - The primary mixup - The CD mixup (secondary mixup) - FC mixup - b+1+2 followups - b+1+2,1+2 mixups - Low parry followups - Reversals - Okizeme - Tracking stuff * T5 King combos/juggles - Standard combos/juggles - Wall combos * Tech traps - Basic tech traps - 1+4 tech traps - Missed f+1+2 tech traps * Misc stuff * VS strats (still incomplete) * Credits +-----------------+ | Version History | +-----------------+ - 16/06/07: Version 4.1 - A few minor fixes here and there. Punishment Lists 99.99% complete now (cleared issue on Raven's b+1+2,2 and Devil Jin's f,f+3,1,3_4). - Added a few small juggles (nothing too fancy unfortunately) - 08/06/07: Version 4.0 - Wow, I've done such a huge mistake. The "Punishment Lists" should be all right now. OK, Devil Jin's f,f+3,1,4 move is not punishable on block at all, whereas f,f+3,1,3 IS. The 4 ender is safe, but the 3 (which is low) can be punished with a FC,df+2. I didn't notice it before because TZ had the data for f,f+3,1,3 in place of f,f+3,1,4, and viceversa, but should be fixed now. I know, I know I'm not perfect...I should have noticed it before, but I have my mind too busy at times. - Added "Multithrows", a fairly long section within T5 strategies. - 26/12/06: Version 3.5 - Better specified notations in Conventions section. It should help those utterly unfamiliarized with the game now, also makes it clear that the guide can be used for both PS2 and arcade versions of T5. - Added entry for Sidethrows on Moves analysis section, some more comments on d/b+4, redone comments for u/b+1 - Renamed "King in a nutshell" section, added Crushes in - Cleared comments on buffering Tombstone, added WS+4 and f+1,2 GS buffers - Corrected frame data for f,f+1+2 (source: inatekken web page) - Added "Ground damage decreased from 100% to 70%" in the "5.0 -> 5.1" changes section (I can't really believe I forgot to point that before) - 19/09/06: Version 3.3 - Redone analysis on 1,2>1 as an independent move - Fixed errors in movelist (FC+1 and FC+1,N+2 damage) - Added FC,d/f+2, ground throw combo (useful near walls) - 05/08/06: Version 3.2 - Added the URL of King's iSW thread in Tekken Zaibatsu forums. - Added Hop Rock Bottom buffer in the command throw buffers section - 14/07/06: Version 3.1 - Added u/f+4, f+1,2, f+1,2, f+2+4 juggle (beginner friendly, anyway) - Added u/f+4, 2,1, f+1+2, d+2+4 juggle (stylish, gives the option of ending into one of d+2+4 air multi's enders for more damage or end there and go straight into oki) - Added CH b+1, f,f+2,1, 1,2, iSW juggle on Marduk (thanks Dangerous King) - Added CH d/b+3, FC,d/b+(1+3)_(2+4) ground throw (can be broken but it's still dangerous around walls, EVEN IF OPPONENT BREAKS) - Added u/f+4, f+2,2, 1, f,f,N+1, f,f,N+1,2 (w!), SSR f,N,d~d/f+1+2 (from Tekken-five King's combo vid) - Added f+1,2, b+3 wall combo from u/f+4 and WS+1+2 wall splats - Changed layout for moves in move analysis - Added entries for air throws in move analysis - 18/06/06: Version 3.0 - Once again redone move analysis. All throws are in throws section, attacks under attacks' section. I also modified entries for several moves (WS+1+2, CD+1+2, f,f+2+3 and others) and added more info gathered from gameplay experience and other people's posts as well. - Added "Top 10 moves" section to make clear where's the good stuff and the "still-usable-but-not-as-good" moves. - Corrected frame data, and added data for JGS moves up to the 5th spin - Added 5.0 -> 5.1 changes section - Added Reversals within T5 King strats' section - Added CH BT 3, f,f+3, 1, f,f,N+1, iSW juggle (thanks to combot-killer) - Added WS+1+2, f+1+2, d/f+1,2, d+3+4,2 (classic from T4) and a few other juggles as well, revamped juggle section a bit - 25/05/06: Version 2.06 - Added CH u/f+1+2, f+3, 2, f,f,N,f+1,2, iSW 100 damage juggle on Marduk (thanks to Dangerous King from TZ) - Added b+1+2,1+2 mixups into Strategies section - 21/05/06: Version 2.05 - Added CH f,N,d,d/f+1+2, f+1+2, f+3, d+3+4,2 and f+1+2, d+2+4 juggles - Added f+2,2, f+1,2, f+2+4 juggle (on Marduk only) from WS+1+2 and u/f,N+4 - Cleared some issues about 1,2/1,2>1 - Added "anti-Law" into VS Strat section - Fixed little error in movelist (names for certain moves) - Several comments on move analysis section redone, added u/f+1+2* entry - Slight additions/corrections in Okizeme section - 14/05/06: Version 2.04 - Added u/f+1+2, d/f+2, d/f+1,2, d+3+4,2 juggle on Marduk - 01/05/06: Version 2.03 - Fixed movelist a bit, properties of FC,d/f+2 on side and back hit - Added b,f+1+2 backthrow into move analysis section - Added f+3, 1,2, f+2+4 juggle for CH b+1, CH u/f+1+2 and FC,d/f+2 juggle starters (for you begginers anyway) - 17/01/06: Version 2.02 - Added more CH b+1 juggles - Corrected error in movelist regarding Running Ali Kick. You cannot do the Extended Ali Kicks from this version, just either the upper or two more kicks. - 29/10/05: Version 2.01 - Corrected some minor mistakes - Added FC,d/f+1~D/F, WS+1, 1,2, b+3 juggle - Added FC,d/f+1~D/F, WS+1, d/f+1,2, d+3+4,2 juggle - 26/10/05: Version 2.0 - Movelist re-done, from Drake the Demon's movelist. Added ending stances for several moves, modified it a bit for format spacing (78 characters per line no more), corrected mistakes from earlier movelist regarding ground throws and some damage levels as well. - Move analysis section re-done (Primary and secondary moves); eliminated totally useless moves - Added entries for u/b+1, u/f+2+4 and f,f+2+3 in move analysis section. Modified some entries for several moves as well - Added "Shining Wizard" within Command throws buffers & setups section - Added some setups for Rock Bottom - Removed b+1 setups. These are within "The primary mixup" now. - Added followups for b+1+2~2+4 and b+1+2~3+4 - Re-done Okizeme section. Added King's oki options for each case - Added CH u/f+1+2, f+3, 1,2, GS juggle - New section: Tech traps, added 1+4 tech traps and missed f+1+2 techtraps from silencer017 - September '05: First version of this FAQ (unreleased) finished. +-------------------------------------------------+ | Intro to T5 King: "Not forced to throw anymore" | +-------------------------------------------------+ TTT/T4 King: Poker-grappler T5 King: Poker-grappler/CH hunter, random power striker In past Tekken games, King's juggles were weak, and his command throws were practically the only way to deal big damage with him. Thus, he had a hard time trying to win against top or higher tier characters. Although helped by his strong poking game, King's throws were still hard to setup and got horribly punished via WS launchers once an opponent ducked after guessing that the grab was coming. The fact that his u/f+4 juggles were weak turned him very throw reliant. King's poke game was always fast and safe, but still weak damage when compared to most characters' juggle starters. However, those days are gone. King has become more of a bi-dimensional char, able to survive even against the best top tiers. He has been given an actual interrupting ability, along with stronger combo damage, which make him pretty good at CH catching. While still retaining his trademark throw game, he's now able to deal about a halfbar combo damage on a potential ducker, and interrupt the opponent within setups with moves like his b+1. This gives him a double strategy: 1) interrupt the opponent for CH damage when opponent is aggressive and 2) play a mid-throw guessing game when opponent gets back into turtling. This is not to say his offense is perfect, though. King still has a major hole in his game: lack of mid-range launchers. He has poor offense at mid range as almost all of his mid-range moves are either slow, high or punishable. Namco also refused to give King users a Mishima-style type of wavedash to close the gaps while still keeping reasonable offense at hand. (The fact that backdash is toned down doesn't really help him at mid-range offense; just to return back to close range and attack from there with less risk of whiffing.) King still keeps his own wavedash in Tekken 5, but it's really hard to master and often players don't incorporate it into their games for this reason. Given that his offense is hampered at mid range (but not a lot of characters have such a great offense from mid range, either - plus you can overcome this weakness much easier than back in TTT days), he does better at close range offense AND TURTLING. This is true: King has good turtling ability, he can do decently at block-punishing, he gets a strong juggle after blocking lows with u/f,N+4, WS+1+2 and FC,d/f+2, he also gets juggle after a low parry in most cases, and has right punch and kick reversals, giving him an extra edge at defense. Where King fails at keeping them at bay, due to lack of mid range stuff - he will do better after sidestepping, due to more damaging hopkick juggles (SS, u/f+4 is now an actual way to go). King's strengths: - Good poking game - Good mid attacks. Strong mid/throw mixup especially at close range - Good throwing game - Good CH and interrupting game - GOOD juggles (finally!) - Decent SS game - Decent CD game - Unchickenable kick and right punch reversals. Good low parry followups King's weaknesses: - Lack of good lows (the ones he has are decent at best) - Lack of fast, damaging whiff punishers at mid range (unless opponent has back close to walls - b+3 if that's the case) and good mid/long range offense in general - The majority of King's most damaging combos are very hard to pull off. Specially the ones making use of iSW enders and ground throws by the wall +-------------+ | Conventions | +-------------+ This is the conventions' section (also known as the "you SHOULD know all this already" section). This is all common, standard Tekken notations used to make reference to specific character move. Basic commands: 1 = left punch 2 = right punch 3 = left kick 4 = right kick (In the PS2 console version, these are arranged by default on the PS2's controller pad as follows: Square: 1 (left punch) (L1, L2, R1 and R2 - no use) Triangle: 2 (right punch) X: 3 (left kick) Circle: 4 (right kick) However, you can reconfigure those buttons as well as the L1, L2, R1 and R2 wing buttons as you wish at the Options Menu - which is one of the reasons you won't see Tekken move notations involving the PS2 controller's buttons). f = forward u = up N = neutral (no joystick or pad tap) b = back d = down u/f = up/forward u/b = up/back d/f = down/forward d/b = down/back Capital letters in a command mean to hold down the joystick/pad in the required direction. HCB = half circle back = f,d/f,d,d/b,b HCF = half circle forward = b,d/b,d,d/f,f QCB = quarter circle back = d,d/b,b QCF = quarter circle forward = d,d/f,f CD = crouch dash motion = f,N,d,d/f + = Simultaneously (ex. f+4 means tap forward and press 4 at once) _ = Or (ex: 1+4_2+3 means either 1+4 or 2+3) * = Hold button(s) down. (ex: u/f+1+2* = tap up/forward while HOLDING 1+2) , = Followed by (ex. 1+2,2 means press 1+2, then press 2) ~ = INMEDIATELY followed by (ex. 4~3 press 4 and quickly press 3 afterwards) > = Next input is delayable (ex. 1>2 means either 1,2 or 1 *brief pause* 2) : = Just frame input; precise timing required (else the move won't execute) = = Possible next sequence after a prior command () = Group different possible commands (ex. (b_d/f)+1 means b+1 or d/f+1) [] = Group optional command(s) (ex. [d/f+1,]2,3 means 2,3 or d/f+1,2,3) {} = Missing hit(s) required (ex. 1,{2},3 means the 2 must miss the opponent) FC = In Full Crouch, duck/crouching state (after holding down, or after moves that put your character in crouch. Ex: FC+1 while crouching, press 1) WS = While Standing (rising from a crouch - achieve crouch state, then let the joystick/pad return to neutral. Ex: WS+2 means go into crouch, N+2 - let the stick or pad neutral while pressing 2) WR = While Running (after f,f,f or f,F if 3 steps or more away from opponent) BT = With your Back Turned to your opponent (e.g. BT 3 means with your back turned to the opp, press 3). SS = Side-Step either way (u~N into background or d~N into foreground) (Ex: SS+2 means while side-stepping, press 2; either u~N+2 or d~N+2). SSL = SS left (to your character's left side) SSR = SS right (to your character's right side) Hit levels: h = high (can be blocked standing, or ducked under; misses a crouching foe) m = mid (must be blocked standing; hits a crouching foe) sm = special mid (can be blocked either standing or crouching) l = low (must be blocked crouching; hits a standing foe) Capital letters (e.g. M, SM or L) mean the move also hits a grounded opponent. ! = unblockable = unblockable, but can be ducked (misses a crouching foe) [!] = unblockable which hits grounded opponents *!* = unblockable which hits big grounded opponents Throw types: Front = front throw (catches standing opponent, face towards King) Left = left side throw (catches standing opponent, left side towards King) Right = right side throw (catches standing opponent, right side towards King) Back = back throw (catches standing opponent, back towards King) Crouch = crouch throw (catches ducking opponent, face towards King) Air = air throw (catches opponent in mid-air, face up & feet towards King) Any = catches any position except airborne opponents Stances: RC = This move recovers in crouching position RCj = This move may recover in crouching BT = This move ends with back turned to opponent KND = This move recovers in the knockdown position (face up, feet towards) PLD = This move recovers in "play dead" position (face up, feet away) FCD = This move recovers in "face down" position (face down, feet towards) SLD = This move recovers in sliding position (face down, feet away) Moves' properties: CH = counter hit (hitting during your opponent's move execution) GB = move causes guard break (opponent recovers slower when blocked) BS = move causes block stun (to attacking character, when blocked) GC = guard crouch (opponent recovers in crouching position) OB = forces opponent's back to face your character OS = forces opponent's side to face your character KND = move puts opponent into knockdown position PLD = move puts opponent into "play dead" position FCD = move puts opponent into "face down" position SLD = move puts opponent into sliding position JG = juggles/launches into the air on hit BN = bounces on hit (opponent cannot techroll) SH = staggers on hit (opponent goes backwards and may fall to the ground) KS = kneeling stun (opponent will recover crouching on hit) MS = minor stun (usually no guaranteed followups) DS = double over stun (escaped with ~f - tap f quickly after being hit) FS = fall back stun (escaped with ~f) CS = crumple stun (not escapable) b = block modifier (ex. OSb: forces opponent's side to face you on block) c = counter hit modifier (ex. CSc: crumple stuns on CH; BNc: bounces on CH) co = crouch hit modifier (ex. KSco: knee stuns on crouching opponents) cl = clean hit modifier (ex. KNDcl: knocks down on clean hit) [#] = causes this property on # hit of a string (ex. OC[1]: first hit forces opponent to crouch; JG[2]: second hit will juggle) Crush types: TC = Technically Crouching during the move ("crushes" highs; this move can duck under the opponent's high moves for some, or all, of the animation's frames) TJ = Technically Jumping during the move ("crushes" lows, and some special mid moves, such as d+1; this move can jump over lows for some, or all, of the animation's frames) Notations related to Tekken 5 King only: JGS = Jaguar Step (on normal standing position, push and hold 3+4) iSW = Instant Shining Wizard (f~f,f+2+4 - convention used in combos) GS = Giant Swing (f,HCF+1 - convention used in combos) +-----------------------+ | T5.0 King's move list | +-----------------------+ Moves with name in capital letters are new in Tekken 5. Unlike Catlord's move list, I only capitalized the brand new T5 King moves and not the older ones whose command inputs have changed (e.g. King's u/f+3+4). SINGLE THROWS: Command Type Name (Stance) Damage Break Properties [f+]1+3 Front Winding Nut 35 1 [f+]2+4 Front Brainbuster Suplex 35 2 d/f+2+3 Front Coconut Crush 40 2 d/b+1+2 Front Figure Four Leg Lock 40 1+2 #1 f,HCF+1 Front Giant Swing 45,20 1 #2 d/b,f+2 Front Tombstone Pile Driver 58 2 QCB+1+2 Front Muscle Buster (BT) 50 1+2 (WR_f,f,f)+2+4 Front Shining Wizard 40 1+2 b+1+2 Front Irish Whip 0_5 1+2 OB #3 = ~1+3 = Turn Around Feint 0 1 = ~2+4 = Quick Slam 8 2 = 1+2 = Turn Around 0 1+2 OB = ~3+4 = Ground Smash 10 3+4 FC,d/b,d,d/b+1+2 Front Rock Bottom 45 1+2 (d_FC)+1+3 Crouch Jumping Powerbomb 45 1 (d_FC)+2+4 Crouch V DRIVER 45 2 Any Front throw Left Argentine Backbreaker 20,20 1 Any Front throw Right Knee Crusher 42 2 [f+]1+3 Back Half Boston Crab 60 None [f+]2+4 Back Cobra Twist 60 None b,f+1+2 Back Stretch Buster 75 None [f+]1+3 Air AERIAL LEG CROSS HOLD 15 None [f+]2+4 Air AERIAL LEG SCREW 15 None (f,HCF+1)_(f,f,f+2+4) Air RUNNING JAGUAR BOMB 22_30 None #4 #1 Right after King does damage, input :3+4 to reverse. Damage to King is 26. #2 Can be techrolled to reduce damage by 20. In Tekken 5.0, damage is 70 if opponent is thrown into a wall. #3 Must throw opponent into wall for damage (Tekken 5.0 only). Escape must be done just before the throw animation ends. #4 The f,f,f+2+4 version does 30 damage. MULTITHROWS: Command Type Name (Stance) Damage Break Props. QCF+1 Front Pile Driver 30 1 #1 = ~1+2 = Arm Lock Face Buster 35 2 #2 = 1+2,3,4,1+2 = Boston Crab 15 1+2 #2 f,N,d,d/f+1+4 Front Arm Breaker 20 1 = 1+2,1+2 = Triple Arm Breaker 12,18 1 = 1+2,4,2+4 = Head Jammer 20 2 = 4,3,4,3+4,1+2 = Arm Crucifixion 25 None = 2,1+2,1+2+3 = Chicken Wing Facelock 20 1+2 = 2,1,3,1+2+4,1+2+4 = Dragon Sleeper 30 1 = 1+3,3+4,2+4,1+2,1+2+3 = Rolling Death Cradle 70 2 f,N,d,d/f+2+3 Front Standing Heel Hold 25 2 #3 = 1,2,3,1+2 = Stepover Toehold Facelock 35 1 = 1+2,3,1,1+3 = Scorpion Death Lock 40 2 = 1+2,1,3,1+2 = Indian Death Lock 25 1+2 = 1,3,4,1+2,3+4 = King's Bridge 45 None d/f+1+2 Front Full Nelson Drop 25 1+2 SS+2+4[~B] Front Full Nelson Drop [Cancel RC] 25 1+2 #4 d/f,d/f+(1+3_2+4) Crouch Full Nelson Drop 25 1_2 #5 = 2,2,1+2 = Cannonball Buster 15 None = 1,2,3+4 = Powerbomb 22 1 = 2,1,3,4 = Giant Swing 25 1 = 3,1,2,3+4,1+2+3+4 = Muscle Buster (BT) 30 2 = 3+4,1+2,1+2+4 = Manhattan Drop 15 2 = 1,2,3+4,1+2 = Victory Bomb 18 None = 3,1,2,3+4,1+2+3+4 = Muscle Buster (BT) 30 1 = 2,1,3,4 = Giant Swing 25 2 f,d/f+(1+3_2+4) Front Reverse Arm Slam 22 1_2 #5 = 2,1,1+2 = Backdrop (PLD) 15 1_2 #5 = 3+4,1+2 = German Suplex 15 1 = 1,2,3+4 = Powerbomb 22 None = 2,1,3,4 = Giant Swing 25 1 = 3,1,2,3+4,1+2+3+4 = Muscle Buster (BT) 30 2 = 2,2,1+2 = Cannonball Buster 15 2 = 1,2,3+4 = Powerbomb 22 1 = 2,1,3,4 = Giant Swing 25 1 = 3,1,2,3+4,1+2+3+4 = Muscle Buster (BT) 30 2 = 3+4,1+2,1+2+4 = Manhattan Drop 15 2 = 1,2,3+4,1+2 = Victory Bomb 18 None = 3,1,2,3+4,1+2+3+4 = Muscle Buster (BT) 30 1 = 2,1,3,4 = Giant Swing 25 2 JGS (1+4_2+3) Front COBRA CLUTCH 20 1_2 #6 = 2+4,1+2,1+2 = FUNERAL SUPLEX 25 1 = 3+4,3+4,1+2 = PICKPOCKET SLEEPER 15 2 = 1,1,1+2 = TRIPLE TROUBLE 4,4,12 1 = 3,4,1+2,3+4 = STRETCH MUFFLER 23 2 = 1,4,2,3 = COBRA TWIST 12 None = 2,1,(1+3_2+4) = REVERSE DDT 13 1_2 #5 = 2,3,1,1+2 = SAMURAI LOCK 24 1+2 = 1+2,1,2,1+2+(3_4) = FULL NELSON DROP 16 1_2 #5 = 2,2,1+2 = CANNONBALL BUSTER 13 2 #7 = 3+4,1+2 = BACKDROP (PLD) 15 None = 1+2,4,1+2,1+2+3 = RISING SUN 12,15 1+2 = 1+2,3,4,(1+3_2+4) = BURNING HAMMER 18 1_2 #5 = 2+4,3+4,1+3,1+2+(3_4) = SPINNING SCREWDRIVER 32 1_2 #5 d+(1+3_2+4) Air DOUBLE HEEL HOLD 12 None = 1+2,1+2 = FLAP JACK 18 1 = 2,1,3,4 = MINI SWING 20,10 2 #8 FC+1+2 Any Ultimate Tackle 5 System #9 = 1+2 = Cross Arm Lock 25 System = 1+2 = Arm Twist 10 None = 3+4 = Cross Leg Lock 20 System = :1+2 = Ultimate S.T.F. 15,15 None = (1,2,1)_(2,1,2) = Mounted Punches 5,5,5 System = (1,2)_(2,1) = Mounted Punches 5,5 System = 1+2 = Cross Arm Lock 25 System = 1+2 = Arm Twist 10 None = 3+4 = Cross Leg Lock 20 System = :1+2 = Ultimate S.T.F. 15,15 None #1 Also press 1 during the throw animation to break. The Arm Lock Face Buster cancels the Pile Driver, therefore its damage doesn't add to Pile Driver. #2 Input the proper break during the Pile Driver animation. #3 If the opponent escapes any of the following links, King suffers 10 damage. #4 If King grabs the opponent's side or back, Cannonball Buster will be the first part of the multithrow. If King grabs the opponent's back, then the Cannonball Buster cannot be escaped. #5 Break is 1 if throw input was done with 1+3 and 2 if it was done with 2+4. #6 Break is 1 if throw input was done with 1+4 and 2 if it was done with 2+3. #7 Chains into Cannonball Buster links (from Full Nelson Drop series). #8 Can be techrolled to reduce damage by 10. In Tekken 5.0, damage is 35 on wall hit. #9 King can't do the Cross Arm Lock or Cross Leg Lock when tackling the back. Ultimate Tackle escapes: - Input 2 while being tackled to dodge the tackle. - Input 1+2 right when your back hits the floor to reverse the tackle; you can continue with your own tackle options afterwards - Input 1+2,2,2,2,2 after being tackled to escape Cross Arm Lock (King, Paul, Jin, Devil Jin, Nina & Marduk can reverse by tapping 2 once more) - Input 1+2,1,1,1,1 after being tackled to escape Cross Leg Lock (King, Nina & Marduk can reverse by tapping 1 once more) - Input 2 to block the first 1 (left Mounted Punch) or 1 to block the first 2 (right Mounted Punch). Paul can reverse the first Punch with 1,1,2. GROUND THROWS: Command Place Name Damage Break Notes (N_FC),D/B+1+3 KND Head Bomber 33 1 (N_FC),D/B+2+4 KND Figure Four Leg Lock 33 2 (N_FC),d/b+(1+3_2+4) KND Mini Swing 20,10 1_2 #1 #2 (N_FC),d/b+(1+3_2+4) KND left Turn Over 0 1_2 #2 (N_FC),d/b+(1+3_2+4) KND right Turn Over 0 1_2 #2 (N_FC),d/b+(1+3_2+4) PLD Shoulder Cracker 28 1_2 #2 (N_FC),d/b+(1+3_2+4) SLD Wing Tearer 32 1_2 #2 (N_FC),d/b+(1+3_2+4) FCD feet Half Boston Crab 30 1_2 #2 (N_FC),d/b+(1+3_2+4) FCD left Camel Clutch 35 1_2 #2 (N_FC),d/b+(1+3_2+4) FCD right Bow Break 37 1_2 #2 #1 Can be techrolled to reduce damage by 10. In Tekken 5.0, damage is 35 on wall hit. #2 Break is 1 if throw input was done with 1+3 and 2 if it was done with 2+4. THROW SHIFTS: Hit Level/ Break/ Command Name Damage Throw Type Properties CH f,f,N+2 Counter Hit Stomach Smash 6 L DS #1 = 1+2 = Hi-Jack Back Breaker 30 Front_Crouch Break 1+2 = 1+2,u,d,N+3+4 = Jaguar Driver 50 Front_Crouch Break 3+4 (WR_f)+3 FRONT KICK 18 m MSc = :1+2 = DDT 20 Front_Crouch #2 BT 3 Blind Kick 15 M MS CSc = :1+2 = Stunner 20 Front_Crouch #2 CH f,f+4 Konvict Kick DDT 28,20 m,Front CH #1 d/f+3+4 Frankensteiner 15,30 SM,Front #3 #1 This move must connect as a front CH for the throw(s) to happen. Stomach Smash causes Double Over Stun on CH; the stun can be escaped, but doing this will not prevent the throws from happening. #2 Throw comes out only if the previous kick is a front hit. #3 Throw part comes out on a standing opponent in close range from the front. BASIC ATTACKS: Command Name (Stance) Damage Level Properties 1 Jab 6 h f+1 Forward Jab 8 h (d_d/b)+1 Low Jab (RC) 5 sm FC+1 Crouch Jab (RC) 3 sm (WS_f,N,d,d/f,N)+1 Quick Upper 12 m 2 Straight 10 h (d_d/b)+2 Low Straight (RC) 8 sm FC+2 Crouch Straight (RC) 8 sm 3 Hook Kick 25 h KND d+3 Low Spin Kick (RC) 12 l FC+3 Crouch Spin Kick (RC) 12 l (WS_f,N,d,d/f,N)+3 Rising Spin Kick 28 h KND 4 Right Kick 20 h JGc d+4 Shin Kick (RC) 7 l FC+4 Crouch Shin Kick (RC) 10 l (WS_f,N,d,d/f,N)+4 Rising Mid Kick 20 m SPECIAL ATTACKS: Command Name (Stance) Damage Level Properties (N_f)+1,2 Palm Attack 6_8,15 hh = 2+4 = Head Jammer 30 F Break 2 = 2+4 = Argentine Backbreaker 20,20 L Break 1 = 2+4 = Knee Crusher 42 R Break 2 = 2+4 = Cobra Twist 60 B = d+2+4 = V DRIVER 45 C Break 2 (N_f)+1,2>1 Palm Attack, Palm Upper 6_8,15,10 hhm = 2+4 = Stall Suplex 40 F Break 2 = 2+4 = Argentine Backbreaker 20,20 L Break 1 = 2+4 = Knee Crusher 42 R Break 2 = 2+4 = Cobra Twist 60 B = d+2+4 = V DRIVER 45 C Break 2 (d_FC)+1,N+2 Low Jab, Upper 5_3,13 smm d/f+1>2 Elbow Sting, Side Swipe 15,12 mm OCb[1] OC[1] b+1 SPRINT HOOK 13 h CSc u/b+1 Water Parting Chop 30 h SH f,f+1 Jaguar Straight 23 h OSb KND FC,d/f+1 Leg Breaker (RC) 21 L JG 2,1 Straight, Palm Upper 10,12 hm f+2>2 ROARING ELBOW RUSH 14,16 hh = >2[~B] = ROLLING ELBOW [CANCEL] 21 m OCb KS SLDc d/f+2 Side Swipe 12 m b+2 Arrow Elbow 16 h OSb OC b+2* Arrow Straight 30 h MS KNDc = d+2+4 = V DRIVER 45 C Break 2 f,f+2 ROLLING ELBOW 20 m OCb OC = >1 = SHADOW LARIAT 25 h GB PLD f,f,N+2 Stomach Smash 6 L DSc FC,d/f+2 BODY BLOW 23 m CS JG #1 (WS_f,N,d,d/f,N)+2 Dynamite Upper 20 m KND SS+2 Side Uppercut 22 m SH 1+2 Head Spinner (BT) 18 m = 1 = Brutal Cyclone 21 m KND u/f+1+2 Capital Punishment 35 m OCb JG f+1+2 Shadow Lariat 25 h GB PLD d+1+2 People's Elbow 21 M GB KS (WS_f,N,d,d/f,N)+1+2 European Uppercut 18 m JG f,N,d,d/f+1+2 Black Bomb 28 m KND BNc f,f,N+1+2 Guard Breaker 0 m GB MSc f,f+1+2 Flying Cross Chop 15 h_L GB #2 f+1+4 BODY CHECK 21 m GB MS f+2+3 Shoulder Tackle 40 m OCb KND f,f+2+3 Flying Body Press (SLD) 30 M MSco PLDc #3 (u/b_u_u/f)+2+4 Atomic Elbow Drop (PLD) 35 M OCb KS SLDc u/f+3 FALLING HEEL KICK (KND) 25_18 M GB KND #4 (WR_f)+3 FRONT KICK 18 m MSc d/f+3 Rib Buster 17 m = 4 = Neck Cutter (FCD) 15 h KND #5 b+3 Toll Kick 23 h KND d/b+3 CROUCHING LOW (RC) 17 L KS JGc BT 3 Blind Kick 15 M MS CSc u/f+4 Hopkick 13 m JG u/f,N+4 Delayed Hopkick 25 m JG f+4 Rolling Sobat 23 m GB SH d/f+4 Knee Buster 15 l f,N,d,d/f+4 Jumping Dark Knee 25_37 m GB SH KNDcl f,f+4 Konvict Kick 24 m KND b+4 Disgraceful Kick (BT) 20_30 h GB KND d/b+4 Low Dropkick (RC) 16 L SLD #6 WR+4 Running Ali Kick (RC) 22 L = 2 = Spin Upper 10 m KND = 4,4 = Ali Kicks (RC) 7,7 LL MS 3+4 JAGUAR STEP -- - u/f+3+4 Neck Cutter Kick (FCD) 28 h GB KND f,f+3+4 Exploder 25 h GB KND #7 (d_FC)+3+4 Ali Kick (RC) 10_14 L #8 = 2 = Spin Upper 10 m KND = 4,2 = Ali Kick, Spin Upper 7,10 Lm KND = 4,4 = Ali Kicks (RC) 7,(7_5) LL MS = 2 = Spin Upper 10 m KND = 4 = Extended Ali Kicks (RC) 4,3 LL MS d/f+3+4 Frankensteiner (KND) 15 SM (WR_f,f,f)+3+4 Satellite Exploder (KND) 40 h_m GB KND #9 SS+3+4 Deadly Boomerang (SLD) 54 h GB KND b+1+3 ARM WHIP 12,18 - #10 b+2+4 Double Heel Hold varies - #11 b+2+4 Leg Screw varies - #12 = :3+4 = Figure 4 Leg Lock 33 - Break 1+2 1+2+3+4 TAUNTING DANCE -- - = ~1+2+3+4 = CHARGING DANCE -- - #13 #1 This move causes CS on a front hit or JG if it hits from the side or back. #2 Hits high at the start of the move OR low at the end. GB if blocked high. #3 King recovers FCD if the move whiffs or is blocked or hits a grounded opponent. Causes MS if hits from side or back or on a crouching opponent. #4 Does 25 damage on a close hit or 18 damage on far or ground hit. #5 Rib Buster must make contact (hit or block) for this move to come out. #6 King will recover in FCD if the move is blocked or whiffs. #7 King will recover in KND if the move whiffs. #8 Ali Kick properties: - First Ali Kick can also be done as FC,d/f+4; damage is 10 when no second kick is buffered; the third Ali Kick will cause knockdown if it hits the opponent's back. - If the first Ali Kick is a CH, the third kick does 5 damage pts instead of 7 (irregardless of whether you choose to do Spin Upper, Extended Ali Kicks, or nothing); also in this case, the third kick causes a longer minor stun if hits (enough for King to get free FC/WS moves). - Spin Upper (after 2 or 3 Ali Kicks) and Extended Ali Kicks are possible only if the first Ali Kick was a CH. The last hit of the Extended Ali Kicks causes minor stun (long enough for King to get free FC/WS moves). #9 Hits high at the start or mid at the end. #10 Right punch reversal. Damage in Tekken 5.1 is standard reversal damage (damage of reversed move plus 25 points). #11 Left kick reversal, does standard reversal damage #12 Right kick reversal, does standard reversal damage #13 Dancing animation can't be cancelled, but King remains charged after the dance is over. JAGUAR STEP MOVES (Only done from Jaguar Step - when standing, 3+4) Command Name Damage Level Properties 3+4 JAGUAR STEP -- - = 3+4* = ADDITIONAL SPINS -- - #1 = (1+4_2+3) = COBRA CLUTCH 20 Front #2 = 2 = JAGUAR ELBOW 15_18_22 m OCb OC SLDc #3 = 4 = JAGUAR HIGH 35_42_52 h GB KND #3 = d/f+4 = JAGUAR MID 23_27_34 m OCb GB KND #3 #1 King will get dizzy and fall after 6 spins. #2 Chains into Cobra Clutch links, see Multithrows above. #3 Damage increases with each spin. JGS 4 is unblockable after 3 spins, JGS d/f+4 causes GB after 3 spins. UNBLOCKABLE ATTACKS: Command Name (Stance) Damage Level Properties f+1+2* Jaguar Impact 50 KND BT 1+2 Atomic Blaster 50 KND u/f+1+2* Burning Knuckle 45 [!] KND u/b~u~u/f+1+2 QUICK BURNING KNUCKLE 45 [!] KND 1+4 Twist Moonsault Body Press (FCD) 25 [!] PLD BT 1+4 Quick Moonsault Body Press (FCD) 30 [!] PLD JGS(3-5 spins) 4 JAGUAR HIGH 52 KND +---------------+ | Move analysis | +---------------+ If a move is not covered below, it means that move is useless and there are better moves to use, so you know what to assume about f,f,N+2, QCF+1 etc. This way, I'll save some file size... Throws & Multithrows -------------------- Name Command Hit level Break ---- ------- --------- ----- Winding Nut [f+]1+3 front throw 1 Brainbuster Suplex [f+]2+4 front throw 2 The basic throws, which are OK for a simple mixup. Both of them will leave the opponent in the PLD position (face up and feet towards), nothing is guaranteed but you have a good wakeup game. Sometimes 1+3 leaves King in BT if done near the wall (the exact circumstance for this to happen evades me at this moment), and 2+4 switches sides with your opponent. They are also the basic airthrows; this kills the old tactic of doing jumping moves to avoid being thrown. Name Command Hit level Break ---- ------- --------- ----- Giant Swing f,HCF+1 front throw 1 10 frames, long range and good damage (mad damage if King throws them into a wall) make this one the most dreaded of King's throws. A wall hit also leads to extra guaranteed followups if in range. Hands down, the best throw in the game, much to the displeasure of Julia's Mad Axes fans ;) Name Command Hit level Break ---- ------- --------- ----- Tombstone Pile Driver d/b,f+2 front throw 2 Does huge damage, but the range is kind of short. Still a good throw because it can be buffered much like the GS. It leaves them in PLD position at close distance, so good wakeup games afterwards. A d+4 is guaranteed on Jack-5 and Kuma/Panda (you can also try d+3). If you're quick, a d+3+4 might catch them just before they get up. Name Command Hit level Break ---- ------- --------- ----- Muscle Buster QCB+1+2 front throw 1+2 King's best 1+2-break throw, if you can get it. Looks cool, and you get some good oki after it, a free BT 3 on most characters (on male characters, wait a split second before hitting BT 3; the kick won't hit females, Roger or Wang). You can also get BT d+4, FC+3+4,2 for a mini-juggle if they try to move, or go for BT 1+4 if they stay there. This throw also tracks slightly both directions and switches sides with the enemy, being useful near walls. Its range is that of a basic throw. Name Command Hit level Break ---- ------- --------- ----- Shining Wizard (WR_f,f,f)+2+4 front throw 1+2 Another good throw to mix up with GS, great priority, 1+2-break and its range make it very good. Learn to use the iSW (instant Shining Wizard) to grab them often. WR+2+4 is very obvious so mix that up with WR+1+3/GS from time to time. It leaves them face up, side towards King, an f+3 is very likely to hit moving opponents (it seems to hit Kuma...even if he doesn't move?) Free df+4 on bigs. This throw also switches sides if the opponent breaks it. The command is hard to pull out, f,f,f+2+4 is not easy to execute when King is only a dash away from his opponent, so you may have to spend a lot of time practicing the iSW motion, but it's worth every bit of it. Name Command Hit level Break ---- ------- --------- ----- Irish Whip b+1+2 front throw 1+2 = Turn Around Feint = ~1+3 link 1 = Quick Slam = ~2+4 link 2 = Turn Around = 1+2 link 1+2 = Ground Smash = ~3+4 link 3+4 Not very damaging, but the best throw in terms of tracking. However, it does have slightly shorter range than basic throws, and comes out 1 frame slower as well. All options afterwards (including N, or b+1+2 by itself) have some guaranteed followups. A great throw against the wall, since it leads to wall splat. Note that b+1+2~3+4 leaves you BT'ed for a free shot on your back if escaped, so beware of abusing it. Name Command Hit level Break ---- ------- --------- ----- Figure Four Leg Lock d/b+1+2 front throw 1+2 Quick 1+2-break throw, 40 damage. Free d+4 on bigs. The JF "reversal" is still present, but it's an actual justframe, it takes mad timing to pull it out. Name Command Hit level Break ---- ------- --------- ----- Coconut Crush d/f+2+3 front throw 2 Quick but average 2-break throw, 40 damage. No guaranteed followups. Name Command Hit level Break ---- ------- --------- ----- Jumping Powerbomb d+1+3 crouch throw 1 V Driver d+2+4 crouch throw 2 These crouch throws can be used after low parry, if the hopkick doesn't reach. But aside from that, both of them are useless for the most part, as they will miss if the opponent does any move (unless it's a TC move, which can be crouch thrown out of if you have enough time, or a TJ move, because they will become the air multithrow starter). Overall, any solid mid attack like d/f+1>2 is way better than crouch throws, because not only it does hit any ducking opponent, but it also hits them out of FC and WS moves, and it still hits them when they are ducking while side or back turned; both things that the crouch throws just can't do. Name Command Hit level Break ---- ------- --------- ----- Argentine Backbreaker any throw (at opp's left) side throw 1 Knee Crusher any throw (at opp's right) side throw 2 I just mention these because they do decent damage and give really great oki. After the left sidethrow, King has a guaranteed u/f+2+4, and after the right one, there is a free ground throw mixup or d/b+3 or d/b+4 or u/f+3. But don't expect to nail many of these - sidethrows are probably the most broken throws in Tekken. They always have the same escape, depending on the side which is thrown, no matter what throw you used. If you find yourself at your opponent's side, it's better to hit u/f+4 and start a sidejuggle. Name Command Hit level Break ---- ------- --------- ----- Stretch Buster (behind opponent) b,f+1+2 back throw none Major props if you can get this one against a skilled opponent. There are some setups for this move, such as the b+1+2,1+2 Irish Whip (which will turn their back while keeping them close to you), but it's far from guaranteed as long as your enemy can duck before it comes out. However, it does come to my attention that when doing the b,f+1+2 on the backturned opponent, if he/she turns around before being thrown, the grab will become the Muscle Buster! This is very good indeed, since King still does great damage, if the opponent doesn't escape (I don't know if it's escapable under this circumstance, I guess it probably is, but I never had it broken in the few, rare ocassion I landed it) and means the throw was positively improved from earlier games (because if you attempt this same thing in Tekken 3, Tag or 4, King's hands would go through the opponent, leaving him completely open to an enemy blow). Name Command Hit level Break ---- ------- --------- ----- Aerial Leg Screw (opponent airborne) [f+]2+4 air throw none Out of the basic airthrows, this is the one you will land the most, since it's easier for King's right hand to make contact with the opponent's left foot. He basically does the same animation of his right kick reversal, switching sides with the opponent and leaving him/her in standard knockdown position. However, there's nothing for free afterwards, although you're able to catch a back roll with u/f+1+2 or try f,f+2+3 if they lay there, or attempt a CD or maybe a JGS mixup if they quickrise. It's not really a bad airthrow, but given enough time and practice, you can always replace this with air f,HCF+1 or f,f,f+2+4. Name Command Hit level Break ---- ------- --------- ----- Running Jaguar Bomb (opponent airborne) f,HCF+1 air throw none Running Jaguar Bomb (opponent airborne) f,f,f+2+4 air throw none This move is responsible for King's new great damage juggles. Not only it does huge damage for a juggle ender - it will also make King run forwards quite a distance (carrying them towards walls nicely) and leaving them at your mercy in standard KND position right at your feet, once again nothing is guaranteed, but you can go into your average wakeup games from there (d/f+1,2 or even f+3 pickup if they quickrise, or ground throw if they stay on ground). The air GS version is much easier to land, it does a bit less damage, but allows for the same wakeup games. Furthermore, in some juggles such as u/f+4, f+1+2, f+3, GS, it's the only option for an airthrow at this point, since an iSW requires more time and room to execute and hence it's less practical. The iSW airthrow is one of those advanced tools able to turn the match's tide in your favor whenever you land it, so be prepared to sit down and spend a few weeks (or months) in Practice Mode in order to make your King truly dreaded! Name Command Hit level Break ---- ------- --------- ----- Double Heel Hold (opponent airborne) d+(1+3_2+4) air throw none = Flap Jack = 1+2,1+2 link 1 = Mini Swing = 2,1,3,4 link 2 King's air multi can be used to finish some juggles, and as an air hit it can connect pretty low to the ground, provided that they're close enough. It also hits on a grounded character rolling forwards or backwards (easier to land if they're rolling forwards, as the range on d+2+4 is very short). Basically, it is an airthrow which hits lower than regular airthrows, and leaves you with the option of ending there for decent wakeups, or choose one of the two links available afterwards for extra damage. Name Command Hit level Break ---- ------- --------- ----- Arm Breaker f,N,d,d/f+1+4 front throw 1 = Triple Arm Breaker = 1+2,1+2 link 1 = Head Jammer = 1+2,4,2+4 link 2 = Arm Crucifixion = 4,3,4,3+4,1+2 link none = Chicken Wing Facelock = 2,1+2,1+2+3 link 1+2 = Dragon Sleeper = 2,1,3,1+2+4,1+2+4 link 1 = Rolling Death Cradle = 1+3,3+4,2+4,1+2,1+2+3 link 2 Standing Heel Hold f,N,d,d/f+2+3 front throw 2 = S.T.F = 1,2,3,1+2 link 1 = Scorpion Death Lock = 1+2,3,1,1+3 link 2 = Indian Death Lock = 1+2,1,3,1+2 link 1+2 = King's Bridge = 1,3,4,1+2,3+4 link none Use these as part of King's CD game: mix both CD+1+4 and CD+2+3 with CD to mid hits like CD~WS+1+2, CD,u/f+4, etc. The CD multithrows are much faster now, so they're more likely to throw them. Also, unlike other throws, both CD+1+4 and CD+2+3 share the same grab animation (i.e. there's no visual difference before King makes contact; in both grabs, King's hands are extending equally far). Be warned that a CD doesn't cover that much ground and is mostly used to go under the opponent's high attacks. Name Command Hit level Break ---- ------- --------- ----- SS Full Nelson Drop [cancel] SS+2+4[~B] front throw 1+2 The SS+2+4~B can be used as emergency maneuver to evade most things in a hurry (Obviously, King's big sliding SS will be nullified if there was a wall at the side you were sidestepping to, so keep that in mind). The cancel recovers too slow to go for a FC or WS move before they attack, and the actual multithrow gets escaped (if not ducked) often, so it's wise to just keep it short. Name Command Hit level Break ---- ------- --------- ----- Cobra Clutch JGS 1+4 front throw 1 Cobra Clutch JGS 2+3 front throw 2 Not as useful as the CD multithrow starters. It's much harder to setup and get it to land because you can't cancel the JGS inmediately into a standing guard, and the fact that a random jab can juggle you doesn't help either. In the rare event of landing the JGS multi starter, 1,4,2,3 is the obvious choice, then it gets easy, VERY EASY to break. Although you may be able to kill your opponent by taking the longest path, most of the links will do little damage, and more links mean more break points, so this doesn't have an extremely good payoff. Name Command Hit level Break ---- ------- --------- ----- Full Nelson Drop d/f,d/f+1+3 crouch throw 1 Full Nelson Drop d/f,d/f+2+4 crouch throw 2 New to T5 King, d/f,d/f+1+3 is the same as d/f,d/f+2+4 but with 1 as break, so you can now mix these two up to prevent escapes. As with the standard crouch throws, they can be used after low parry (the low parry will act as the first d/f in the input sequence). Besides that, they have the same flaws of regular crouch throws which I already explained in depth before. Name Command Hit level Break ---- ------- --------- ----- Head Bomber (opp KND) (N_FC),D/B+1+3 ground throw 1 Figure Four Leg Lock (opp KND) (N_FC),D/B+2+4 ground throw 2 Use these for the ground throw mixup; d/b+(1+3_2+4) is sort of weak, as they can tech afterwards (unless you toss them into a wall). Also, notice that they can be done out of FC in T5, plus you can also mix them up to make them harder to escape, no matter what their grounded position is (other grounded positions will give you different ground throws, but they're a mixup and there's not an unique break depending on the position anymore). Oh, and definitely use these after wall combos; if they break them, you get a free b+3 for more wall combos or a well timed f,f,f+2+4 (iSW) for a backthrow. The ground throw attempt is hard to get at this point, but it's guaranteed as long as you do it right. More on this further in the combo/juggle section. Attacks ------- Name Command Hit level Properties ---- ------- --------- ---------- Left Jab [f+]1 h 1 is 9 frames, +2 on block, which makes 1 (blocked), 1,2 uninterruptable. The f+1 is 10 frames but does more damage, and gives the same advantage on block. 1 alone is of King's best pressuring tools, specially when it comes to beat 8 framers. Name Command Hit level Properties ---- ------- --------- ---------- Palm Attack [f+]1,2 h,h = Head Jammer = 2+4 front throw Break 2 = V Driver = d+2+4 crouch throw Break 2 1,2 is 9 frames, -1 on block. It's a good jail string combo, but has a bit of disadvantage on guard, meaning you can't keep the pressure well with the 1,2 alone. However, this is the start of the 1,2>1 strings. Those throws aren't really worth the effort (even though you can consider using 1,2,2+4 once in a while, assuming you have mixed with 1,2, GS and 1,2 into mids properly) Furthermore, if the 1,2 is blocked and you are sure they will beat you with their move, you can also backdash, do a reversal, SS, etc. You don't have to play offense all the time. Name Command Hit level Properties ---- ------- --------- ---------- Palm Attack, Upper [f+]1,2>1 h,h,m = Stall Suplex = 2+4 front throw Break 2 = V Driver = d+2+4 crouch throw Break 2 Here is where things become interesting. As the command implies, the last hit of 1,2>1 can be delayed. This can be tempting, because if the last 1 is a CH, you have a guaranteed 2,1 (unless the opponent was way too far, or if they eat the 1,2 before the last 1 hit; if that's the case, they often get pushed back) If the last 1 is blocked, you remain completely safe; no move can punish you. If you fear the range problem, you can go for the 4th and 5th hits of his ten hit string (1,2>1,1,2); as in the above case, if the 3rd hit is a CH, then the rest is guaranteed, however this comes at the sacrifice of safety - you can be punished after the 5th hit on block by 10 frame moves. Furthermore, if you are greedy, you can replace those 4th and 5th hits with the canned 2+4 (since they cannot duck in this case, just break it) or a very fast GS (very hard to do it fast before they can duck, but possible) for a good 50/50 guessing game where you're rewarded with 40+ damage if they guess wrong. 1,2>1 can be used for pressure, since if they try to attack after the 2, the last 1 will CH them, so you can hit 2,1 for free. Consider 1,2>1 an equivalent of Nina's 1,2>3 or Bryan's 1,2>1 (although has arguably a much weaker payoff), and mix it up with other options after 1,2. Name Command Hit level Properties ---- ------- --------- ---------- Elbow Sting, Side Swipe d/f+1>2 m,m OCb[1] OC[1] Two mid-hit combo. This is what you mixup your throws with. Learn to always delay SLIGHTLY the 2 for better frames (i.e. advantage) on hit and block. It is good for punishing certain moves on block (Julia's 1~1,1 etc.) and duckers in general. It becomes unsafe if not delayed and blocked by the wall. Still, this is King's best mid move because of its good speed, decent range, damage and safety. Name Command Hit level Properties ---- ------- --------- ---------- Low Jab, Upper (d_FC)+1,N+2 sm,m Very short range high crusher. Fast, kills jabs and high stuff up close, but barely safe on block. It whiffs often, if you're not careful about the range. Don't be surprised if you see d+1 interrupting a TC move and the N+2 missing completely. Also, watch out if the d+1 whiffs, because the weak push-back on the N+2 will vanish completely, which means you'll eat jabs on block. Be very careful when using this move, or better yet - don't use it at all. I advice to use d+2 instead of d+1,N+2 (despite being 1 frame slower) because it does more damage (than a d+1 alone I mean), it has better frames on block and hit, it has longer reach (also slightly longer than standing jabs, surprisingly) while still keeping the TC properties of d+1. You may disagree with this, but it's far better to sacrifice those 8-10 extra points of damage if that means decreasing the probabilities of whiffing your move to an acceptably low level. This move was once a great lifesaver for King in earlier Tekkens, but in its current form, it has been weakened so much that it's near to useless. Name Command Hit level Properties ---- ------- --------- ---------- Sprint Hook b+1 h CSc Arguably King's best new move. It has sheer speed, good reach and stuns on CH. A normal hit gives you good frame advantage, thus you can also buffer throws from here. Safe on block - overall it works much like a mid range magic 4. It also has a secondary role of punishing your opponent's moves when you're too far for jab strings to reach. It's one of his best moves, just don't abuse it, or they will start ducking. Name Command Hit level Properties ---- ------- --------- ---------- Water Parting Chop u/b+1 h SH It's a wrestling slap, fairly strong on hit but slow, easily ducked and also jab punishable if blocked at close range, but it's actually VERY HANDY against certain characters. It's the best cure against Baek's triple SSL; it covers a pretty wide area from King's front to his left side, thus it's useful for the purpose of tracking. If that's not good enough, King also does a small SSL as he does the move, you can perform it during a SSL for increased evasion effect and even better tracking to your left side. On hit, it deals a good chunk of damage and causes a brief stagger giving King the initiative. Aside from that, there's little reason to attempt this move, as it comes out slowly and leaves you vulnerable if blocked, despite the fact that most of the time King seems to end a bit off-axis on block and therefore he might not eat some jab strings in it's totality (f+1,2 for most characters still should work). Name Command Hit level Properties ---- ------- --------- ---------- Jaguar Straight f,f+1 h OSb KND High strike, slow but safe on block. On hit gives free oki - d+3+4 or FC,df+3. The positioning after it hits is really sweet, you can also pickup with f,f+3. If blocked, it turns their right side towards King, and you can evade ANY move the opponent tries with a simple SSL. This can be used sometimes as a punisher for whiffs, but f+1+2 is still better, basically due to longer range, slightly more damage and gives better oki on a far hit. The only real advantages that f,f+1 has over f+1+2 is that it can be done out of CD, and is a bit better on block, however those plusses don't quite make up for all the other advantages that f+1+2 has. Name Command Hit level Properties ---- ------- --------- ---------- Leg Breaker FC,d/f+1 L JG Very slow and lowparriable on reaction. On the good side, it does crush highs consistently and juggles on hit. That being said, it's better to save this for oki or post low block stun. It's good to learn those f,f+3 juggles, as this is one of the few launchers that can ALWAYS hit after blocking Roger Jr's SS+4, Law's d/b+4, etc. On block, this move is good bait for King's reversals...but that's if they block it. Name Command Hit level Properties ---- ------- --------- ---------- Straight, Upper 2,1 h,m 10-frame jab combo, 0 on block. Good to poke, annoy and set up throws. However it's not a jail string, meaning they might reverse or punch parry the 1 after blocking the 2, but this happens very sparingly, if it does (it's very hard to do, but it's possible). Good advantage on hit, plus it doesn't push them away on hit as much as other moves, which is why you see King players buffering throws a lot from 2,1 since day. Name Command Hit level Properties ---- ------- --------- ---------- Roaring Elbow Rush f+2>2 h,h = Rolling Elbow [Cancel] = >2 [B] m OCb KS SLDc f+2 has decent reach, hits high but it's safe, hence is an OK poke sometimes. f+2,2 (no delay between hits) is a natural combo, but cannot be used to poke that often because they can block the first hit and duck the second. It's more useful for punishing some moves that push away on block (like Mishimas' WS+4,4 tsunami kicks) or juggle filler. If for some act of God you get the third hit on CH, the d+3+4 is free. The full string can be used an as easy juggle ender, but it's better to stick with iSW airthrow for that purpose. Name Command Hit level Properties ---- ------- --------- ---------- Side Swipe d/f+2 m King's fastest mid. It lost range from previous games, though. It tracks well, so use it mainly to hit sidesteppers up close. Can be used to set up a throw. Name Command Hit level Properties ---- ------- --------- ---------- Rolling Elbow f,f+2 m OCb OC = Shadow Lariat = >1 h GB PLD f,f+2~1 is pretty good to punish backrollers up close, as f,f+2 picks them off ground and the 1 lands in mid air, and then you can continue juggling (a bonus is that you're safe from wakeup kicks if you whiff the whole thing). It's also used in wall combos, right after wall stun, but usually unreliable and/or hard to land. A f,f+2 alone is better to force mixups on a techroller. This string combos on CH, even if the 1 is delayed a lot, but due to the slow speed on the first hit, the CH will never happen. Name Command Hit level Properties ---- ------- --------- ---------- Body Blow FC,d/f+2 m CS JG This looks different compared to his old FC,d/f+2 launcher, but it's the same move in the end. Strictly used to punish blocked sweeps (post low block stun), since it recovers horribly on block. f+3 hits afterwards for some nasty juggle damage. Side note, if you do the move after blocking a sweep from max range, it hits but then you're out of range to juggle. In these cases, the FC,d/f+1 gives you much better positioning. FC,d/f+2 does slightly less damage (21 pts to be exact) in the 5.1 version of the game. On a side or back hit, this move will launch instead of causing the usual crumple stun on a front hit, after a back hit if you're not too far you can still juggle with f+1, f+2,2,2. Name Command Hit level Properties ---- ------- --------- ---------- Side Uppercut SS+2 m SH Decent SS poke, fast enough to punish after SS'ing an enemy attack. If you do the sidestep to their weakest side (which you should be always doing), you'll have even more chances to hit them. This is safe on block for the most part if spaced out right (few characters can really punish on block), unless of course it was blocked near walls, and even then only jabs or fast 4s can punish. On a hit, SS+2 makes them stagger for a few frames, which is usually good for iSW setup or maybe CD mixups. Name Command Hit level Properties ---- ------- --------- ---------- Head Spinner, Brutal Cyclone 1+2,1 m,m KND A slow two mid-hit combo. It does solid damage by itself, and knocks down for momentum or wall splat, allows for decent wall combos. It's barely unsafe on block, a few characters in the game can launch King after blocking this (Bryan being one of them), the rest of the cast gets maybe some fast long poke. This does work better from a SS since it's slow and linear, hence they might easily interrupt it with just about anything. It's also useful after parrying a low kick (if their back is to the wall or if the hopkick doesn't reach them) or as punisher after some moves on block (again, if u/f+4 doesn't reach). Name Command Hit level Properties ---- ------- --------- ---------- Shadow Lariat f+1+2 h GB PLD One of King's weak whiff punishers. It's not as fast as it looks, but it does have a lot of range. You can use this to punish some moves that have good push back on block, like Baek's CD+3 or Julia's SS+3+4. On hit, it gives free BT 3 (must delay it a little to get it guaranteed), or d/b+3_d/b+4_u/f+3 or even a ground throw attempt, depending of your positioning afterwards (if you did it from far range, or after a push back move, the opponent usually falls right in front of King). It can also be used to close mid gaps, and tracks slightly an opponent's SSR. Very safe move, unless it gets ducked. Name Command Hit level Properties ---- ------- --------- ---------- People's Elbow d+1+2 M GB KS Slow oki move, more for show-off if anything IMHO. Guaranteed after both kick reversals, the b+1+2~3+4 and the b,f+1+2 backthrow I think, but not that much besides a followup for those grabs. It's usually overshadowed by u/f+3 (which does a bit less damage, but comes out much faster) in most situations. Name Command Hit level Properties ---- ------- --------- ---------- Capital Punishment u/f+1+2 m OCb JG Same move from T4/TTT. Pretty slow windup, extremely SSable, and random jabs will float King out of it. However, it gives King advantage on block, juggles on any hit (a CH means better juggles though) and has good range. Very useful on backrollers and for crushing lows, specially wakeup sweeps from a grounded position (does much better than u/f+4 at that). u/f+1+2 is also the only King move that normally doesn't hit ground, but can hit a grounded Jack-5 or Kuma, just as it used to do in previous Tekken games (all other moves that used to do this in the past, such as WS+4, d/f+1 and CD+4, have lost this property). Name Command Hit level Properties ---- ------- --------- ---------- Guard Breaker f,f,N+1+2 m GB MSc An offensive push. It doesn't do any damage, but hits quickly and breaks their guard, allowing for a free b+3 on counterhit. If the opponent's back is close to a wall and f,f,N+1+2 connects on CH, then you get free u/f+4 and subsequent wall splat. This move is very fast, hits mid, and tracks to King's right, but it has really short range, so it's more useful and deadly near walls. Learn to "see" the minor stun effect on CH, so you can get your free followups and not get blocked or whiff if the move doesn't connect on CH. If this move connects on regular hit, the opponent is pushed back just a bit, nothing is guaranteed, but your foe is still at frame disadvantage, so you can buffer GS or try iSW, or a b+1 if they try something stupid (can only be crushed). If the opponent blocks it, you can still interrupt most moves with King's jabs. Name Command Hit level Properties ---- ------- --------- ---------- Black Bomb f,N,d,d/f+1+2 m KND BNc One of King's most powerful CH juggle starters. Black Bomb recovers horribly slow on block so that nearly every character gets free launchers on you, but it's fairly fast and has some good priority, thus you can actually beat other moves with it. Furthermore, CH CD+1+2 leads to massive damage combos (about 70 or 90 damage depending on your air iSW skills) and CH'ing with this move can really decide the round; so you should think about using it, even if sparingly at least. Actually, it's also possible to space yourself out of range before attempting the CD+1+2 so if your opponent blocks, the move pushes away on block reducing the amount of punishment to eat (for example: if you hit SS+2, u/b+1, or the f+4 in the 5.0 version of this game - the small stagger these 3 moves create will push them back, and here is when you can attempt a CD+1+2 without risks of being interrupted and if blocked, they will be too far for some close range launchers to hit you - for instance Jin's d+3+4 or u/f+4 will not reach King). Another situation where the CD+1+2 is usable, is against people who do wakeup kicks from grounded, as it beats them easily for the CH bounce. Name Command Hit level Properties ---- ------- --------- ---------- European Uppercut (WS_f,N,d,d/f,N)+1+2 m JG An average WS launcher, very useful to punish ducked throws, high attacks and those blocked lows. It also comes out of CD easily, can avoid highs decently, and is completely safe on block. This move also has suprisingly good tracking. I've seen King trying to follow Xiaoyu when she was doing her f,f+3+4 move, in which she jumps high over her opponent and ends facing his/her back, and King literally turned 180 degrees attempting to follow her! This move can even be used as pickup in okizeme, because if it lands on a rolling opponent, you can tack on a d/f+1,2, d+3+4,2 small juggle easily. The flaws of WS+1+2 are mostly in its rather slow speed, and the range which isn't that good (even though the move has "ghost range" in that its hitbox is larger than the actual animation shows), thus it's far from abusable. Still one of King's greatest assets, so keep it in mind. Name Command Hit level Properties ---- ------- --------- ---------- Body Check f+1+4 m GB MS Lots of priority, but not that much reach (which is why it was dubbed "King's flash"). This move has very good properties; on block, it gives advantage and 1,2 or 2,1 afterwards can't be interrupted or ducked; on hit, it sort of draws them closer to King, which makes up for a godlike throw setup. Still, I'd like to emphazise its modest range, plus it has an annoying trend to whiff ducking opponents (unless they're big characters). Cannot be reversed. Name Command Hit level Properties ---- ------- --------- ---------- Shoulder Tackle f+2+3 m OCb KND Shoulder charge. A risky move, but somewhat useful for closing gaps. It works nicely vs backdash, sway/hayashida, Marduk's VTS backdash, etc. Semi-safe on guard, depending on your distance before the move was blocked (free WS+4 if blocked up close). An interesting note about f+2+3 is that you can actually perform it from BT stance for a brief amount of time after ending backturned (enter the command as if King was normally facing forwards); by doing this, King will run away from his enemy creating a lot of space in a hurry, getting himself out of some dangerous situations (if they try to run up and chase you, you're still able to CH BT 3 'em out of moves). This move is very linear (but still has good chances of hitting big chars in the midst of their SS) and has a huge lag on whiff, so don't get predictable with it. Name Command Hit level Properties ---- ------- --------- ---------- Flying Body Press f,f+2+3 M MSco PLDc Not extremely useful unless it's in a guaranteed situation, or in wall combos and such. It's still the T4 version which only knocks down on clean or CH (and leaves you open to okizeme on block and even regular hit). This move is best used after the b+1+2~2+4 throw since it's a guaranteed followup and does nice damage (well, the u/f+2+4 is guaranteed too, but it doesn't do full damage if they try to get up or move quickly - f,f+2+3 always does full damage and King can get up faster after this move I believe). Name Command Hit level Properties ---- ------- --------- ---------- Atomic Elbow Drop (u/b_u_u/f)+2+4 M OCb KS SLDc As with the f,f+2+3, it's only viable in wall combos or guaranteed situations. As far as I know, u/f+2+4 is guaranteed after a left side throw and b+1+2~2+4. You can also use this (u/b+2+4 version) to escape away from some rare "deer in the headlights unblockable coming your way" scenarios, but that looks kind of stupid, and most of the time you could have done better things instead. Name Command Hit level Properties ---- ------- --------- ---------- Front Kick f+3 m MSc = DDT = :1+2 throw shift King's #2 mid. Short reach, but it has OK speed, great damage, and cannot be punished at all. On front hit, the :1+2 (DDT) is always guaranteed. Useful in oki to pickup (provided you're close to them) and juggle filler as well. You can also do f+3 out of dash/CD to increase the range if needed. The DDT throw leaves opponent face up, side towards King and if they try to get up quickly you may get them BT'ed (either d+3+4,4,4 or d+3+4,2). A CH f+3 gives a heavy stun in which they cannot duck under high moves for a while, nor interrupt, but the free DDT is the jackpot. Name Command Hit level Properties ---- ------- --------- ---------- Rib Buster d/f+3 m = Neck Cutter = 4 h KND Mid poke with good reach, much like Yoshi's d/f+4, tracks SSR. CH d/f+3,4 is a natural combo, but if d/f+3 was blocked, you can be jabbed between the kicks. d/f+3 alone is safe for poking, whereas d/f+3,4 is good to kill SSR moves or if used sparingly (say, if they try to rush with slow stuff after blocking the first kick). Name Command Hit level Properties ---- ------- --------- ---------- Crouching Low d/b+3 L KS JGc King's new low, it has fairly long range, crushes highs and juggles on CH. The small advantage you get on regular hit makes it a setup for FC/WS. However, it is very possible to parry it on reaction. Best used on anticipation of most highs (you should have +frames to start with if used up close). Name Command Hit level Properties ---- ------- --------- ---------- Toll Kick b+3 h KND Long range thrust kick. It pushes away on block so it's a semi-safe move (it depends on your opponent's stuff). Retaliation of choice after push-away moves like Paul's deathfist, Hei's f,f+2 or blonde bomb. Handy whiff punisher since it sends them flying across the screen on hit, usually for a wall splat. Name Command Hit level Properties ---- ------- --------- ---------- Falling Heel Kick u/f+3 M GB KND This is probably King's best groundhitter as of date. It's guaranteed after a d/b+4 on standing opponents, hits mid, jumps over lows for a reliable hit and keeps King safe on block due to guard break. Nice low risk oki move. Name Command Hit level Properties ---- ------- --------- ---------- Blind Kick BT 3 M MS CSc = Stunner = :1+2 throw shift Part of BT mixups after a successful QCB+1+2 throw (guaranteed if the QCB+1+2 landed on a big), and followup to f+1+2 on ocassions. Unsafe on block, but can now hurt a lot on CH (dash deep enough to get the f,f+3 pickup). The stunner afterwards is optional; if the BT 3 front hits, it's guaranteed, but you must leave it out if you want the CH crumple stun for more damage. Name Command Hit level Properties ---- ------- --------- ---------- Right Kick 4 h JGc King's "magic 4". Although practically replaced by b+1 for purposes of quick CH hunter, it's worth noting that 4 is much harder to punish on whiff, and it always juggles on a CH even if the opponent was side/backturned (CH b+1 only stuns on a FRONT counter hit). The 4 also tracks better to King's right. Name Command Hit level Properties ---- ------- --------- ---------- Rolling Sobat (Tekken 5.0) f+4 m SH Rolling Sobat (Tekken 5.1) f+4 m KND CSc Yet another mid kick. Despite the looks, its range isn't as hot, this reaches about as far as the standard 4. It crushes lows (not the low jabs, these will juggle you out of it) and tracks to King's left side. It's much like SS+2 in that it causes small stagger on hit, and if blocked you're barely safe (is jab punishable when blocked near walls). This is one of those moves which can be either good or bad, depending on who your opponent is: the "not-so-long-as-it- looks" reach and hitbox detection issues are pretty annoying, and there are several moves that could travel under it somehow. Main use of this is for a close range mid instead of d/f+1>2 if your opponent likes to hit you low. Name Command Hit level Properties ---- ------- --------- ---------- Knee Buster d/f+4 l You'll probably use this more now that d+4 has been weakened in recovery since this move is King's only safe, quick low poke. It still lacks range (in fact, its range is shorter than his generic d+4) so make sure you're pretty close to them before trying. Can be a bait for both of King's reversals against some WS trigger-happy players if blocked. It's also a quick ground hit against the big characters. Name Command Hit level Properties ---- ------- --------- ---------- Low Dropkick d/b+4 L SLD Low dropkick. Slower than d/b+3, but much safer on block or whiff, since you are grounded. A smart opponent can easily low parry d/b+4 and launch, though. Thing is, it crushes low moves and can avoid highs at the end. Actually, it's an exceptional low crush move, because it hits low and ground, thus no matter how low does their move crouch, King will always hit them. Plus, an u/f+3 is guaranteed afterwards for decent combined damage. You can rely on this move to crush other low attacks with outstanding TC property, such as Feng's SS+4, or Xiaoyu's SS+3, which tend to go under a lot of other low crushes like f+4 or u/f+4. Also, another use for d/b+4 is as tech catcher after juggles ending in d+3+4,2, like CH d/b+3, WS+4, d+3+4,2 for instance. If they techroll, it will catch them for the free u/f+3, and if they stay there, you will probably nail them grounded anyway. It doesn't do a heap of damage for a tech trap, but if it misses, you're safe. Name Command Hit level Properties ---- ------- --------- ---------- Hopkick u/f+4 m JG King's fastest non-CH launcher, beats most lows up close. It's punishable by jabs on block, but it will lead to half (or near half) life juggles, so it's a move you can't live without. Great punisher after SS'ing or blocking moves, if the window is big enough. Name Command Hit level Properties ---- ------- --------- ---------- Delayed Hopkick u/f,N+4 m JG Slower than u/f+4 but does more damage. It's another post low block launcher, like FC,d/f+2, WS+1+2 and FC,d/f+1. This one gets you the most damage, but it is unreliable when the opponent is left is some weird position (like Roger's SS+4, Law's d/b+4 or Nina's d,d/f+4...you might use u/f,d+4 in that case). Name Command Hit level Properties ---- ------- --------- ---------- Konvict Kick f,f+4 m KND Konvict Kick DDT CH f,f+4 m, throw shift Another tool for punishing whiffs. It shifts into a free DDT on CH, but you really shouldn't be using this for CH hunting. It doesn't help that Mishima's TGF and notorious TC moves like Jack-5's d+1+2 tend to beat f,f+4. One good thing about this move is that you can dash and delay the 4 a lot, and still get the kick...but please don't have it blocked. Name Command Hit level Properties ---- ------- --------- ---------- Jumping Dark Knee f,N,d,d/f+4 m SH KNDcl Probably King's equivalent of Mishimas' TGF. Can't be reversed, does a lot of damage on clean hit, can duck under highs while in the CD and crushes lows by the end. Tracks a bit to King's right, I believe. A powerful combo starter if you're near walls, however the risk factor if blocked is big. Name Command Hit level Properties ---- ------- --------- ---------- Rising Mid Kick (WS_f,N,d,d/f,N)+4 m Generic move, yet very important within King's arsenal. It's a good standard mid poke, pushes out the opponent on block allowing King to turtle, and sets up grabs on hit. Also invaluable as a part of CD mixups; a fast CD move, handy when used in combination with multis and other CD moves. Plus, it can pickup rolling opponents off ground. No bad things to say about iWS+4/CD~WS+4, except maybe the fact it doesn't do heaps of damage (but then again it would be kind of cheap if it did, think of a mid EWGF). Name Command Hit level Properties ---- ------- --------- ---------- Ali Kick (d_FC)+3+4 or FC,d/f+4 L = Spin Upper = 2 m KND = Ali Kicks = 4,4 L,L MS Running Ali Kick WR+4 L = Spin Upper = 2 m KND = Ali Kicks = 4,4 L,L MS d+3+4 alone, as a ground hit, is worthless. Stick with u/f+3 for your default okizeme move. d+3+4,2 is still useful as juggle ender and as a (crappy) pickup tool in oki. WR+4 is an alright move in a running mixup, if used sparingly and mixed with the mid WR+1+2 (doing WR+4,2 isn't really recommended at this point unless the opponent was grounded and you know the WR+4 will pick up, or if you are really, really sure the WR+4 will be a CH). On a side note, if you need a quick ground hit on bigs, use of d+4_d/f+4_d+3 is viable. Name Command Hit level Properties ---- ------- --------- ---------- Satellite Exploder (f,f,f_WR)+3+4 h_m GB KND Long range version of f,f+3+4 minus the advantage on block. Even though this is fairly linear, it's sort of hard to SS this move because if they do, King grazes their body and lands BEHIND them, and that guarantees a wakeup 4 kick on their back. Kind of a decent running move to close huge gaps, if you don't have enough room to start WR+1+2. A lucky jab can float you out of it. Name Command Hit level Properties ---- ------- --------- ---------- Deadly Boomerang SS+3+4 h GB KND High SS power shot. Used at random times to hit SS'ers at mid range or just to gamble for a hit. SS+2 and u/f+4 do better at SS punishment, this move is too slow to be a real danger against them. It crushes lows, is safe on block, but they really don't block it that often. Name Command Properties ---- ------- ---------- Arm Whip b+1+3 (right punch reversal) Unchickenable Double Heel Hold b+2+4 (left kick reversal) Unchickenable Leg Screw b+2+4 (right kick reversal) Unchickenable Right punch reversal & kick reversals, respectively. Very useful to neutralize slow moves and non-jail strings. b+1+3 can also reverse some 1+2 punch moves in the game (a detailed list is below). Don't use the :3+4 after a right kick reversal: it's much better to mix up the actual ground throws so they don't break them. Name Command Properties ---- ------- ---------- Taunting Dance 1+2+3+4 Allows a CH; moves will damage on guard = Charging Dance = ~1+2+3+4 for a short time King's brand new supercharger animation in T5. Now, he dances (the same dance he does in one of his victory poses) while glowing, but after a short while, King is able to cancel it into any move, although the charge effect soon fades away. If you press 1+2+3+4 (or just 1+2+3) again, King can't cancel, but he'll end charged for a longer time after the dance. So the cancellable dance works more or less like a taunt, whereas the uncancellable one is actually the real supercharger. This might be pretty evil; the taunting dance might invite your opponents to attack, but if you cancel into a quick move (namely b+1) you may score a CH. Reversals here are good as well. On the other hand, a charging dance ensures the CH, otherwise throw them if they don't attack. Make no mistake, this is really far from any kind of high-level strategy; but it's a resource you can use if you are feeling "dry" or in need of fresh setups for damage. Nevertheless, this is also a double edged sword: if you do a charging dance, you're vulnerable to eat CHs yourself. Despite that, King's charging dance is heaps better than the generic supercharger, as the animation has him moving off-axis and a rushing opponent may whiff if not careful about the tracking. Remember that, since you can't block while supercharged, your only forms of defense in this state are 1) reversal 2) low parry 3) sidestep and 4) crush. Name Command Properties ---- ------- ---------- Jaguar Step (JGS) 3+4 (movement), TJ (low crush) Jaguar Steps (JGS) 3+4* Same as above, but falldown after 6x Decent to cover ground quickly, but King will get dizzy and fall after 6 spins a la Yoshimitsu so use with wisdom. Even though 3+4 does have some low crush frames, d/b+4, u/f+4 or u/f+1+2 are generally better options (mainly because of their consistent low crush properties). Against a standing opponent, you're quite vulnerable when doing this (especially if you go beyond the first spin), so real application of JGS moves is fairly limited to tech traps after juggles and the like. Name Command Hit level Properties ---- ------- --------- ---------- Jaguar Elbow JGS 2 m OCb OC SLDc Looks the same as f,f+2 but evades lows at certain frames in the middle of the JGS animation. This move floors them on CH just as King's CH d/f+1 used to in previous games. Not that bad, but I myself would prefer f,f+2 rather than this move (because I don't use JGS that much in the first place). On CH, you get a free u/f+3 or free f+3 on Kuma (will pick him up if he moves). Name Command Hit level Properties ---- ------- --------- ---------- Jaguar High JGS 4 h GB KND Slow, high roundhouse kick whose properties resemble those of TTT Jun's f+3; guard break, becomes unblockable after 3 spins. Very good on guard (+12 frames where they can't duck any highs, just block them standing. They can duck grabs though). The problem is that it's slow, and hits high. This can be used to hit backrollers, but there are better moves to do the job. Name Command Hit level Properties ---- ------- --------- ---------- Jaguar Middle JGS d/f+4 m OCb KND If you have troubles trying to pull this out, the real notation for this move is something like 3+4~D/F>4. Just make sure you press 3+4 and hold d/f right after that. Anyway, it's much like JGS 4 except that it doesn't hit high, but mid instead, and it doesn't get unblockable. This covers SS very well (as does JGS 4), but it isn't as good as the former on block because they get at least a free WS+4 up close (you might be safer if they block at the edge, but the disadvantage is still there). As such, it's not extremely usable because of the slow speed and recovery on block issues. Unblockables! ------------- Name Command Hit level Properties ---- ------- --------- ---------- Jaguar Impact f+1+2* KND Thanks to walls, this has an use again. Can be used after most wall splats on big opponents. But it doesn't do very well outside of that. It might surprise an opponent after a CH f+3 stun for the first time (after a CH f+3 stun, they cannot interrupt it, nor move out of its way), but they will catch on quickly. Otherwise, it is a very slow, high unblockable that should be avoided. Name Command Hit level Properties ---- ------- --------- ---------- Atomic Blaster BT 1+2 KND I really can't think of a reasonable use for this. It comes out too slow for a BT move. If I know I am BT'ed next to them and they're standing afraid of the mid BT 3, I almost always use the BT 1+3 and BT 2+4 (turnaround basic grabs), but not this move. Besides, if things were not bad enough, this move tends to whiff if King is slightly off axis. Do yourself a favor, forget this move and use the basic BT grabs. Name Command Hit level Properties ---- ------- --------- ---------- Burning Knuckle u/f+1+2* [!] KND It's just too slow (in fact much slower than TTT Armor King's version, which was slow already) and noticeable to be used on a standing opponent. Perhaps a bit more useful as an oki and anti-techroll move after certain juggles, and/or with the help of walls (actually easier to land on the bigger characters). I myself have *moderate* success catching with this after ending a juggle with 1+2,1 on bigs. If possible, stick with the version described right below. Name Command Hit level Properties ---- ------- --------- ---------- Quick Burning Knuckle u/b~u~u/f+1+2 [!] KND This is not an actual move, but a rare glitch discovered by accident. It looks identical to u/f+1+2* and has exactly the same properties, but executes at a much faster speed. Note that the command for this move may be rather obscure, however it still is something along these lines. Now, what makes it a glitch is the fact that if you screw the move's input, you get an uber-slow version of u/f+1+2 instead (even if this "5x-slower" u/f+1+2 hits, the opponent has enough time to stand up and kick King's ass while he's still recovering). My theory is that somehow, the u/f+1+2 "trades speeds" with the u/f+1+2*, so that u/f+1+2 becomes 88 frames (which is the amount of frames that u/f+1+2* takes to hit), and the u/f+1+2* becomes 35 frames...Truth or not, this glitch will need a good amount of practice to perfect, but it DOES have some real uses. Name Command Hit level Properties ---- ------- --------- ---------- Twist Moonsault Body Press 1+4 [!] PLD Quick Moonsault Body Press BT 1+4 [!] PLD By far, the best of King's unblockables. Fairly fast (for an unblockable that hits ground anyway), has a large hitbox which likes to hit even if they are somewhat off-axis (as it happens after techrolls). This move connects a lot if set up properly. It's a good choice to nail someone after a wall combo as well. Can be used in techtraps by ending juggles with b+1, it hits for decent damage. King will end up grounded face down, so a FCD 3 sweep afterwards might be able to float opponents for a free FC,d/f+1 or any suitable juggle. +--------------+ | Top 10 moves | +--------------+ Decided to build this section to make clear where are the good moves, the ones that make the core of his arsenal in high levels of play. I decided to leave out the throws, which are good but breakable: Best 10 moves: -------------- b+1 - Very fast, long range considering how quick it is. Safe on block, half life damage combos on CH. f,f,N+1+2 - Very fast too, forces lockdown on block and hit, on CH free b+3 in open fields, or uf+4 for better wall splats at the wall. Short range, but hits mid. d/f+1>2 - Still his best mid, although not as good as before. 2,1 - Now that other characters' jab strings (like Mishimas 1,1,2) are toned down, it's probably one of the best jab moves in the game. Not the best, but damn near there. Setup for a lot of stuff. f+3:1+2 - Alright mid, short range, but semi fast, safe on block, and it deals good damage plus oki. u/f+4 - Sure, it has short range and it's jab punishable, we all know, but the hopkick is fast enough, crushes lows and deals up to 70 damage juggles on hit. Also, it's almost always guaranteed after low parry. SS+2 - Alright SS poke, mostly safe on block, gives advantage on hit. WS+4/CD,WS+4 - Pretty fast mid, safe on block, decent range. Generic, but it's probably the most damaging and the longest-reaching single hit generic WS+4 in the game. Can be done out of CD. WS+1+2/CD,WS+1+2 - Slow, not a lot of range, but 70+ damage juggles on hit and safe on block. Use in combination with CD,WS+4 and CD multithrows and you have an actual CD mixup. u/f+3 - Oki move of choice, crushes lows, safe on block and even whiff, deals decent damage. Honorable mentions: ------------------ (other candidates for top 10, but for some reason didn't get there) 1 - simple left jab, 9 frames +2 on block, can setup lots of things. Didn't go into the top 10 because it doesn't do a lot of damage, and 1,2 overall isn't as good as 2,1 is. Still very good as it gives advantage on block. 1,2>1 - nice for pressure with the last delayed 1 for a possible CH and free 2,1, however it leaves you at negative frames on block even though it's still very safe. f+4 (5.1) - mostly safe mid, crushes lows, good damage on CH/wall splat, and tracks SSR decently. Didn't go into the top 10 because it's not as fast and damaging as d/f+1,2 or f+3:1+2 on regular hit. d/f+3 - fast mid, safe on block, tracks SSR decently and that's what it's good for, however it does pretty weak damage unless you use the unsafer d/f+3,4 and hope the d/f+3 counterhits. d+1,N+2 - quick TC move to beat 8 frame jabs and such, but zero range. 1+2,1 - doesn't require directions to input so it's good after SS. Deals good damage by itself, half life on wall splat, decent punisher (after SS). It did not go in the top 10 as it's unsafe on block (very unsafe against a select few characters). f+1+2 - high, slow, but long range, good damage on hit plus oki, and safe on block. This doesn't telegraph at all unlike f,f moves, but it isn't as fast as it looks. CD+1+2 - the CH launcher of death, surprisingly fast, can evade highs (thanks to the CD) and has good priority. Also does fairly well in oki, but hideously unsafe on block. u/f+1+2 - another juggle starter, horribly slow and linear, can be juggled out of, but does lockdown on block, high damage by itself (80% life on CH), long range and crushes lows very well, too. f+1+4 - lockdown on hit AND block, short range and a bit slow though. f+2+3 - long range, good damage (even more on wall splat), but pretty slow, linear and barely unsafe on block. FC,d/f+2 - another mid launcher, 80 dmg combos on hit, fair range, but pretty bad on block and also kinda hard to pull out. b+3 - faster than f+1+2 and long range as well, but it's punishable on block (depends on matchup though) and weak damage unless on wall splat. As a whiff punisher, b+3 is actually more useful near the wall, whereas f+1+2 is probably better in open fields. u/f,N+4_u/f,d+4 - like u/f+4, but way more damage at the cost of being slower. u/f,d+4 kills lows as well as u/f+1+2 does, but leads to more damage on normal hit and can be used more up close unlike u/f+1+2, again at the cost of being punishable on block. d/f+4 - alright low poke, +2 on hit but has virtually no range whatsoever. d/b+3 - long range low, weak advantage on hit, juggles on CH but can be seen by good players. Best used as high crush at mid range. More stuff only good depending on circumstance: ---------------------------------------------- u/b+1 - slow SS evading high move, anti-SSL useful against Baek's triple SS FC,d/f+1 - slow low hitting launcher, can be used to evade highs f,f+2+3 - not that good to tech catch but can do the job, better to use this after wall splat or in oki, as it leaves you very vulnerable on ground. u/f+2+4 - only really good after the b+1+2~2+4 throw or left sidethrow. BT 1+4 - good as tech catch or in oki when you're BT'ed f+2,2[,2] - juggle filler/ender; f+2,2 is also useful to punish when out of u/f+4 range BT 3 - Self-defense move if you're being attacked from behind, fast and can stun on CH but recovers horribly slow on block, it's also followup to f+1+2 or QCB+1+2 throw. d/b+4 - good tech catch after d+3+4,2 in juggles, free u/f+3 if you hit 'em standing, super low crush move. Not too good because it's pretty slow and can be punished with ground hits on block. d+3+4,2 - juggle ender, crappy pickup tool d+3+4,4,4 - only good if your opponent was backturned for some reason, as they are all guaranteed on someone's back and will knock King's opponent down. SS+3+4 - high SS move, crushes lows, tons of damage but too slow. Nearly or plain useless moves: ------------------------------ f,f+1 (overshadowed by f+1+2 for the most part. Move is serious candidate for a major revamp for next Tekkens because there are better choices) b+2 (low damage, too slow and doesn't hit) b+2* (overshadowed by u/b+1, doesn't like to hit either) f,f,N+2 (overshadowed by d/b+3) WS+2 (overshadowed by FC,d/f+2, u/f+4 and WS+1+2; another candidate for major revamps) BT 1+2 (overshadowed by BT 1+3_2+4 - whiffs a lot if just a hair off-axis) d/f+3+4 (slow, special mid, low damage even on throw = no reason to use it) +--------------------+ | 5.0 -> 5.1 changes | +--------------------+ The 5.1 changes didn't affect King as much as they did to other characters in the game, you can almost say King is pretty much the same in both versions of Tekken 5. Let's see the changes in depth: System changes: - Wall damage removed: Giant Swing and Mini Swing throws (along with a few other throws in the game) will do normal damage if the opponent hits a wall. Basically, the extra damage they took from a wall hit in 5.0 isn't there anymore, so GS/MS will do the same damage they normally do when they're not techrolled. Also b+1+2 won't hurt them at all anymore, but for both b+1+2 and GS/MS the wall splat effect still gives free extra hits. Naturally, the damage for wall combos is decreased too. However wall damage wasn't too much (just 5 points or so) so not a big loss to cry about anyway. It's actually more of a positive change because OTHER characters lost their previously mad damage wall combos, so King can survive more against those characters should he eat the wall. +/- Ground damage is decreased from 100% to 70%: In T5.1 if a character is hit while grounded, it will take less damage than if hit by that same move when standing. As an example, King's u/f+3 used to cause 18 damage points, now it deals about 13. Or, King's d+3+4 which did 10 points (if you didn't do more kicks afterwards) in 5.0, now in 5.1 it only does 7 damage (weak, isn't it?) It may sound pretty bad, but it's a new system change which is affecting all characters in the whole, so King also gets to take less damage if hit by an enemy move while grounded. However, I think the ground throws are unaffected by this change. So if you get a good chance for a ground throw, do that! + "Mach Punch" knockdown backrollable: this kind of knockdown used to give guaranteed ground hits in Tekken 5.0, now you can tap ~b to backroll after the knockdown and therefore avoid those formerly guaranteed hits. For King, it means his CH b+2 has lost its previously guaranteed followups. However, the change doesn't hurt him that bad since his b+2 is slow, and therefore unlikely to hit on CH anyway; this change should be seen as a positive one for King instead, because *other* opponent's moves like Bryan's Mach Punch and Heihachi's CH 2~1 etc. lose their guaranteed followups, and now King will take less damage if he gets hit by them. - Less vulnerable frames in techroll: If an opponent does techroll after the knockdown, he/she can now block much earlier in the roll than possible in 5.0. In other words, a tech trap (hitting a techrolling opponent) is now harder to get, and some of them are no longer possible. However, most of King's tech traps are unaffected by this, either because they still connect in the early frames of the animation, or in the case of the ones that make use of his 1+4, it's an unblockable, no matter how faster they can block now, an unblockable is still going to hit anyway. King specific changes: - After d/b,f+2 throw, opponent's recovery is decreased: no guaranteed d+3+4 afterwards anymore. One of the biggest setbacks for 5.1 King so far. Looks like Namco doesn't want King to have damaging single throws anymore, save maybe for GS into the wall. - Giant Swing damage in multithrows has damage adjusted: Pretty much what I explained in the system changes. The GS/MS enders (from d+2+4 air multithrow and Cobra Clutch/Full Nelson multithrow starters) will do the same damage on a wall hit. Followups after wall splat are still there. Considering that even those multithrows are already hard to begin with, (save for the d+2+4) hard to get to the GS enders, and that extra wall damage wasn't that much, you can ignore this. - d/f+1,2 - less pushback on block if 2 is not delayed: you must use the delay version at all times in order to be safe, otherwise they get jab punishment for free on guard. Just remember, the move still combos on slight delay, you don't delay the 2 for too long, train yourself into getting the right timing if necessary, not that hard to do. On the good side, it seems that you don't get as much pushback on hit either, so now you can take more advantage when d/f+1,2 hits. - FC,d/f+2 damage decreased from 23 to 21: In 5.1 the combos starting with the FC,d/f+2 move will deal their 5.0 damage minus 2 points, not too much to cry about. + b+1+3 reversal can be done out of FC/WS position, damage now depends on the opponent's reversed move: Self-explanatory; now you can perform the b+1+3 from crouch and King will do his right punch reversal, not the kick one. The b+2+4 is still there if you need to reverse kicks. + f+4 causes knockdown on normal hit, and crumple stun on CH: even with the notorious improvements on hit, the move isn't too good to begin with. The problem with the crappy hitbox are still there and unfixed, some moves like Xiaoyu's AOP stance and Mishima's TGF will still travel under it. A CH f+4 only gives d+3+4,2 as juggle (if you land it near the wall) for a total of 37 damage or so. +--------------------------+ | Tekken 5 King Frame Data | +--------------------------+ Thanks to RVD++ for posting the frame data online so everyone can see it. (*) = T5 data for this move not available yet. Filled with current T4 data ?? = Unknown data Brief explanation: Command column: shows the command for the mentioned move F-hit column: amount of frames the move takes to hit (or grab) your opponent B-adv column: amount of frames King gets after the move is blocked H-adv column: amount of frames King gets after the move hits CH-adv column: amount of frames King gets after the move hits on counter +N = advantage to King for N frames; opponent is unable to do anything in the corresponding number of frames -N = disadvantage to King for N frames; King is unable to do anything in the corresponding number of frames !N = advantage to King for N frames; opponent is unable to duck high moves, but can still block any high/mid/low move and duck throws x = King ends grounded, opponent is still standing (x* denotes where King can get up safely) KD = move knocks down JG = move knocks down, but juggle possible at this point Note that frame advantage/disadvantage and hit effects for some moves may vary depending on how close or far the move is blocked or hits. Command F-hit H-adv 1+3_2+4 12 KD f+(1+3)_(2+4) 15 KD (WR_f,f,f)+2+4(*) 10 KD f,HCF+1(*) 10 KD FC,d/b,d,d/b+1+2(*) 12 KD d/b,f+2(*) 11 KD QCB+1+2(*) 11 KD d/f+2+3(*) 12 KD d/b+1+2(*) 12 KD b+1+2(*) 13 +15 = 1+2 +5 = 1+3 +15 = 2+4 KD = 3+4 KD d+(1+3_2+4)(*) 15 KD f,N,d,d/f+1+4(*) 13 KD f,N,d,d/f+2+3(*) 13 KD d/f,d/f+(1+3_2+4)(*)15 KD (d/b_D/B)+2+4(*) 18 KD JGS (1+4_2+3) ?? KD Command F-hit B-adv H-adv CH-adv d+1 10 -5 +6 +6 d+2 11 -4 +7 +7 d+4(*) 14 -11 0 0 4 13 -5 +4 JG WS+1(*) 11 -3 +4 +4 WS+4 11 -6 +5 +5 u/f+4 15 -12 JG JG u/f,N+4 23 -11 JG JG (N_f)+1,2>1 9_10 +2 -1 -4 +8 +6 +5 +8 +6 +10 d/f+1~2 14 -1 -10 +1 +1 +1 +1 d/f+1>2 14 -1 -5 +1 +6 +1 +6 d+1,N+2 10 -5 -10 +6 0 +6 0 b+1 12 -6 +5 JG u/b+1 21 -10 +6 +6 f,f+1 18 0 KD KD FC,d/f+1 30 -9 JG JG 2,1 10 +1 0 +7 +6 +7 +6 f+2>2>2 15 -3 -3 -12 +3 +6 +5 +3 +6 KD f+2>2>2~B 15 -3 -13 +3 -4 +3 -4 d/f+2 13 -6 +3 +3 b+2 26 +7 0 0 b+2* 28 -10 +1 KD f,f+2>1 31 +2 +2 +4 KD +4 KD f,f,N+2 18 -17 -6 KD FC,d/f+2 15 -14 JG JG WS+2 15 -13 KD KD SS+2 15 -11 +5 +5 1+2,1 18 -14 -13 -5 KD -5 KD f+1+2 19 0 KD KD d+1+2 30 -4 -5 -5 u/f+1+2 35 +1 JG JG f,f+1+2 (as high) 20 (-5)_(+12) KD KD f,f+1+2 (as low) 43 -25 KD KD f,f,N+1+2 9 +2 +5 +16 f,N,d,d/f+1+2 15 -15 KD JG WS+1+2 18 -7 JG JG f+1+4 17 +2 +5 +5 f+2+3 25 (-9)~(-12) KD KD f,f+2+3 21 x x KD (u/b_u_u/f)+2+4 48 x* x* KD f+3 15 -6 +6 !31 d/f+3,4 14 -9 x +2 KD +2 KD d/b+3 23 -15 +1 JG b+3 16 -15 KD KD u/f+3 22 x* KD KD BT 3 13 -20 +7 JG f+4 (Tekken 5.0) 16 -11 +5 +5 f+4 (Tekken 5.1) 16 -11 KD JG d/f+4 14 -9 +2 +2 d/b+4 27 x KD KD b+4 15 -6_-16 KD KD f,f+4 15 -18 KD KD f,N,d,d/f+4 16 -15 +7_KD +7_KD WR+4 14 -29 -13 -13 d+3+4,2 16 -29 -17 -13 KD -13 KD d+3+4,4,4 16 -29 -35 -35 -13 -19 +6 -13 -19 +6 d/f+3+4 28 x x x u/f+3+4 23 x KD KD (f_f,f)+3+4 38 +8 KD KD SS+3+4 29 x KD KD (WR_f,f,f)+3+4 28 x* KD KD JGS 2 35 0 +7 KD JGS 2 2nd spin 67 0 +7 KD JGS 2 3rd spin 99 0 +7 KD JGS 2 4th spin 131 0 +7 KD JGS 2 5th spin 163 0 +7 KD JGS 4 40 !13 KD KD JGS 4 2nd spin 72 !15 KD KD JGS 4 3rd spin 104 KD KD KD JGS 4 4th spin 136 KD KD KD JGS 4 5th spin 168 KD KD KD JGS d/f+4 40 -13 KD KD JGS d/f+4 2nd spin 72 -13 KD KD JGS d/f+4 3rd spin 104 +8 KD KD JGS d/f+4 4th spin 136 +8 KD KD JGS d/f+4 5th spin 168 +8 KD KD f+1+2* 29 KD KD KD u/f+1+2* 88 KD KD KD u/b~u~u/f+1+2 ?? KD KD KD BT 1+2 27 KD KD KD 1+4 52 KD KD KD BT 1+4 41 KD KD KD JGS 4 3rd spin 104 KD KD KD Unimportant note: In CH d+3+4,4,4,4, the Frame Advantage on hit for the 3rd hit is +11, and the Frame Advantage for the 5th hit is +15 (opponent completely unable to block in both cases). If d+3+4 connects on normal hit, the advantage will remain as stated in the table. +--------------------+ | King in a nutshell | +--------------------+ This is somewhat of a quick reminder of the best uses for each move. Poking tools ------------ 1,2(>1) 2,1 d+1,N+2 (crushes highs - short range) d+2 (crushes highs - same range as standing jabs) d/f+1,2 (preferably d/f+1>2) b+1 d/f+2 (short range) d/f+3 f+3 d+4 (crushes highs) d/f+4 (low poke - short range) iWS+4 Throws (the staple ones to land) ------ f,HCF+1 d/b,f+2 QCB+1+2 f,f,f+2+4 CH catchers ----------- b+1 f,f,N+1+2 f,N,d,d/f+1+2 d/b+3 BT 3 Whiff punishers --------------- b+3 f+1+2 f,f+4 f,f+1 1+2,1 (more useful after sidesteping) SS+2 (after sidestepping) u/f+4 (after sidestepping or if you are very close to them) WS+4 (after ducking jabs) WS+1+2 (after ducking other high attacks or throws) High/mid block punishers ------------------------ 1,2 (close range 9 frames) f+1,2/2,1 (close range 10 frames) b+1 (mid range 12 frames) d/f+1,2 (close-mid range 14 frames) u/f+4 (close range 15 frames) f+2,2 (mid range 15 frames) b+4 (mid-long range 15 frames) b+3 (long range 16 frames) 1+2,1 (mid range 18 frames) u/f,N+4 (mid range 23+ frames) Low block punishers ------------------- WS+4 (close-mid range 11 frames) (FC,)u/f+4 (close range 15 frames) WS+2 (mid range 15 frames - might lead to wall stun) FC,d/f+2 (mid range 16 frames) WS+1+2 (close range 18 frames - juggles better than FC,d/f+2 against bigs) u/f,N+4 (mid range 23 frames) FC,d/f+1 (long range 30 frames) u/f,d+4 (mid range 35 frames) u/f+1+2 (long range 35 frames) Crushes ------- High crushes: Low crushes: d+1,N+2 u/f+4 (juggles) d+2 u/f+3 d/b+3 (juggles on CH) d/b+4 (+ u/f+3 after hit) FC,d/f+1 (juggles) u/f+1+2 (juggles) d+4 f+4 d+3+4 (not really useful) SS+3+4 The guaranteed stuff -------------------- Natural combos: (N_f)+1,2 - 21_23 dmg 2,1 - 22 dmg d/f+1>2 (even on slight delay) - 27 dmg f+2,2 - 30 dmg 1+2,1 - 39 dmg front hit f+3:1+2 - 38 dmg front hit BT 3:1+2 - 35 dmg d/b+4, u/f+3 - 28 dmg (if opponent tries to move) or 32 dmg (if opponent does lay there or sideroll) Combos on CH: (blocked or missed 1,2)>1, 2,1 - 32+ dmg d+1,N+2 - 18+ dmg d/f+3,4 - 32+ dmg d+3+4,2 (not on crouching opponent) - 20+ dmg d+3+4,4 - 24+ dmg f,f+2>1 (even on long delay, front CH only) - 45+ dmg f,f,N+1+2, b+3 - 23 dmg Combos on a BT opponent: d+1,N+2 (18 dmg) f+2,2,2 (51 dmg) d+3+4,2 (20 dmg, knockdown - good near walls) d+3+4,4,4 (28 dmg, knockdown - free FC+3+4 or FC,df+3 afterwards) Natural multithrow combos (if the multi starter lands, the following link is guaranteed): d/f+1+2_SS+2+4 (front)_d/f,d/f+(1+3_2+4), 2,2,1+2 - 43 dmg JGS (1+4_2+3), 1,4,2,3 - 32 dmg +-------------------+ | King's strategies | +-------------------+ Command throw buffers & setups ------------------------------ King has some low attacks, but none of them is particularly good. His d/b+3 and d/b+4 are both fairly slow and therefore, more useful to crush other moves rather than beating their standing guard and forcing them to crouch. On the other side, he has d/f+4 and generic d+4 which are fast, but they almost don't do damage and have arguably short reach. Because of this, in high levels of play, King's mixup on an idle, turtling opponent is purely a mid and command throw mixup. Throw buffers are actually a good part of King's game. Granted it's very risky to attempt grabs at the risk of duck and WS launchers, throws are still one of King's ways to deal high damage, specially on a passive opponent. However you can also throw aggressive opponents out of their moves (as long as it's not a high crush attack; throws are considered as highs in that aspect), because the throws have been given above average priority in Tekken 5. So now, throwing is fairly valid on both aggressive and passive opponents. - Giant Swing: This throw has crazy range and is very bufferable. You can buffer the GS off so many moves. A basic buffer is f+1, HCF+1 (or f,2, HCF+1) A jab buffered into a GS. The essence is to "split" the Giant Swing command into its two halves, the f and the HCF+1. That way, you have f,N+2,1, HCF+1 Old school, this is the 2,1 into a GS (not a "combo" as in T3 but still works as a buffer). f+1+4, HCF+1 King's "chest bump" into the GS. Nice and safe. f,SS, HCF+1 The SS into a GS. f,f,HCF+1 Dash into GS. Very easy and important to King's GS/iSW mixup. f,N,d,d/f, f,HCF+1 Crouch dash into a GS. f,f,f,HCF+1 Run into GS. Basically, any move with a forward input can buffer a GS. f,f,f,HCF+1 f,f,HCF+1 f+1, HCF+1 f+2, HCF+1 f+3, HCF+1 f+1+4, HCF+1 f,f,N+1+2, HCF+1 You can make your own throw setups that way. A more complete list would be: CD, GS SS, GS 1_2, GS 1,2 hit, GS 2,1, GS b+1 regular hit, GS 4 regular hit, GS d+1_d+2 hit, GS WS+1 hit, GS WS+4, GS f,f,N+1+2, GS f+1+4, GS f+2 hit, GS f+2,2 hit, GS d/f+1, GS d/f+2, GS u/b+1 (hit at wall), GS f+4 (5.0 hit at wall), GS SS+2 (hit at wall), GS f+3 hit, GS u/f+1+2 blocked, GS f,f+3+4 blocked, GS JGS 4 blocked, GS For moves that don't have a forward input, like d/f+2, b+1 or SS+2, you don't buffer the first f, instead of that you're tapping f when the move impacts your opponent and then complete the throw's command as the animation finishes; this is not buffering per se, and can be done with every move, not just grabs, but when done correctly can be just as effective. u/f+1+2 blocked, GS: Easy, simply hit f when the move "hits", then input HCF+1 right after King recovers from the move. The u/f+1+2, GS setup can be useful against the big characters, as the move is too slow to hit them in the ground, so they usually stand up and block it. Giving you a perfect chance for a throw. f+1,2, GS: If you want to buffer the throw out of f+1,2, you must keep holding forward during the WHOLE animation of 1,2, so when the animation ends you can just enter HCF+1. Therefore the actual input for this is F+1,2, HCF+1. I emphasize to keep holding forward during 1,2, not only before the first jab comes out. WS+4, GS: The trick here is to input the WS+4 as WS,f+4. If you do this you just have to enter HCF+1 afterwards. So if you do WS,f+4, HCF+1 this should come out smooth and fluent. The downside of WS,f+4 is that it may take a few more frames than WS+4, which is 11 frames flat. This also works with WS+1. - Tombstone Piledriver: Much like the GS, Tombstone can also be buffered. However, unlike GS, this throw is not as bufferable because King doesn't have a move that is done with the d/b diagonal and that leaves him standing, d/b+1, d/b+2 and d/b+3 will put him into FC, so you're limited to the most basic form of buffering which is to do d/b when the move impacts and then complete the command when the animation finishes, this way you can make it come out from some attacks. d/b, SS, f+2 The SS into a TS. u/f+1+2 blocked, TS: Hit d/b when the move "hits" then f+2 after King's recovery. Other moves that can setup a TS are: 1, TS 2, TS 2,1, TS d/f+2, TS WS+1, TS SS+2, TS f+1+4, TS Another issue with the Tombstone is that it has a short range, much shorter than that of GS, so you're looking for pokes that don't have a lot of pushback because you're leaving yourself out of range to grab; otherwise, if a move has pushback then it's best used when there's a wall behind your opponent, hence for instance in the SS+2, TS setup, it's meant to work if the SS+2 hits when a wall was behind your opp, or if the SS+2 is blocked and the opponent moves in, either by dashing towards you, or by doing some slow attack that moves him forwards (many attacks do this). FC Tombstone: You can make the TS come out of full crouch. The command is kind of ugly as TS comes slowly, but you might find it useful, if you duck a high or block a safe low. FC,d/b,N (stand up), f+2. - Shining Wizard: This throw is harder to pull out in a fluent way, and it needs some distance to execute. But it is extremely useful in a mixup with Giant Swing since the Wizard is the only throw that can match GS's range and speed. Good setups for Wizard are: d/f+3 hit, iSW WS+4 hit, iSW f,f,N+1+2 hit or CH, iSW f+1+4, iSW u/b+1 hit, iSW u/b+4, iSW SS+2 hit, iSW f+3 CH, iSW (Tekken 5.0) f+4 hit, iSW All of the above setups also work for GS, since you can buffer GS out of dash and run. Buffering the GS outta dash/run is ESSENTIAL to keep alive the mixup with iSW. There is a big thread about the ways to pull out iSW (Instant Shining Wizard) which can be found at www.tekkenzaibatsu.com forums. Check it out at the URL: http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=72084 The iSW is one of those moves that require lots of practice, but once mastered it can make you a better King player. - Rock Bottom setups: Rock Bottom is the only FC throw King can do, while this is true only on the surface, it also means that it's one of the most escaped throws in the game. Prevent this from happening by doing the basic WS+1+3 and WS+2+4 ocasionally. d+1, RB d+2, RB d/b+3 regular hit, RB d+4 hit, RB any opponent attack that leaves you in FC on block, RB Hop into Rock Bottom: This is an old-school tactic still existent in T5. When your character lands from a hop, it's in FC position right after landing for a few frames. Since your character is in FC, you can execute WS/FC moves including FC throws. The notation goes like this: u/f,(d~d/b),[d~d/b+1+2] u/f is the hop. The part between parenthesis is done in mid air, and the part between square brackets is done right after landing. This means you can buffer the first half of FC,d/b,d,d/b+1+2 while in mid air, and complete the command when landing. Furthermore, in addition to making your throw more subtle, you can mix up with mid moves like WS+4, WS+1+2 or u/f+4, or other throws (actually, you can do this same hop buffer for Tombstone, but you need to wait until King stands so it will take a couple of frames slower than RB). The above tactic is more useful in okizeme, moreso right after some juggles, since you are prone to be jabbed out of the hop if you attempt it on an idle opponent. However in most okizeme situations they won't be able to jab or even move around since they're rising from the knockdown, hence giving you the time to hop safely into mixups. - Low multithrow: The d/f,d/f+(1+3_2+4) is bufferable as well. Not quite as useful as the other throws, but for the sake of completeness I will add the buffers here. d/f, SS, d/f+(1+3_2+4) CD, f, d/f+(1+3_2+4) d/f+1 (blocked), dash d/f+(1+3_2+4) d/f generic low parry, d/f+(1+3_2+4) Multithrows ----------- OK, multithrows happen to be a part of King's movelist, and they shouldn't be ignored. Well, at least not the important ones. The multithrows you'll use the most are CD+1+3 and CD+2+4, mostly because both are part of King's CD mixup. Also because of the CD requirement (which makes you duck under the opponent's high moves) depending on the opponent's actions, you might be able to land one of them once in a while. As for the rest of multis in King's arsenal, QCF+1 is basically worthless (because you can easily use a GS throw as replacement, GS has only one chance to be escaped, and does more damage), the new JGS multi is pretty hard to land (it might work if the opponent does some dumb low, but I'd rather not count on that, because the actual risk of whiffing is usually HUGE) and the SS one can be easily seen, and punished if you didn't avoid something with the previous SS, it can be escaped like a sidethrow, and SS hopkick is generally more rewarding. The d/f,d/f+(1+3_2+4) form is better because you can use it after a low parry, but other than that, the CD+1+4 and CD+2+3 should be the main ones to land. So, now that you've landed the multi starter, you wonder what to do? OK, I've received an e-mail from a player asking me how to do all these multis. So I guess I should explain for the first-time players out there how does those canned throws work. Let's make this clear via an hypothetical example: Throw A = Throw B = Throw C = Throw D = Throw E = Throw F You begin by landing the Throw A on your opponent. Then you can follow it up with either Throw B, or Throw C. The first obvious thing here is that you MUST follow the given path, e.g. you cannot do Throw B or Throw C if you didn't do the Throw A first. The same goes for Throw D, Throw E and all links that come afterwards, and (again quite obvious) this implies that your opponent must NOT escape out of the