Tekken Tag Tournament 2/King Move List

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Tekken Tag Tournament 2 Character Select


Contents

[ King ]
[ Move List ]
[ Frame Data ]
[ Combos ]
[ Strategy ]
[ Forum ]


Move List Notes

Saved the original T6 King Movelist...

Experimenting with format first...

Properties Legend:

  • JG = Launcher
  • JGc = Launcher on counterhit
  • KND = Opponent get knocked down on hit
  • KNDc = Opponent get knocked down on counterhit
  • W! = Wallsplats (it's understood that moves that W! causes KND)
  • F! = Spikes/Floorbreak
  • B! = Bound (it's understood that moves that B! causes F!)
  • Tag = Taggable
  • NC = Natural Combo
  • NCc = Natural Combo on counterhit
  • UB = Unblockable
  • OC = Opponent crouches on hit
  • OCb = Opponent crouches on block
  • OCc = Opponent crouches on counterhit
  • RC = Recovers Crouching

Link to TZ Glossary

Grappling Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
1+3_F+1+3_BT 1+3 [~B] Winding Nut [to BT] Front 35 1 x
2+4_F+2+4_BT 2+4 Suplex Front 35 2 F!
Approach left side 1+3_2+4 Argentine Backbreaker Left 40 1 x
Approach right side 1+3_2+4 Knee Crusher Right 42 2 x
Approach back 1+3 Half Boston Crab Back 60 No Break x
Approach back 2+4 Cobra Twist Back 60 No Break x
Approach back b~F+1+2 Stretch Buster Back 75 No Break F!
df+2+3 Knee Bash Front 40 2 x
db+1+2 Figure Four Leg Lock Front 40 1+2 #1
b+1+2 Throw Away (Irish Whip) Front 0 1+2 W!
b+1+2~1+2 Turn Around Front 0 1+2 x
b+1+2~3+4 Throw and Destroy Front 10 x
b+1+2~1+3 Throw Away Feint Front 0 x x
b+1+2~2+4 Throw Away Knockdown Front 8 x x
u+1+2 [~B] Executioner Drop Front 30_15 1+2 W! #2
qcf 1 Pile Driver Front 30 1 F!
= 1+2, 3, 4, 1+2 Boston Crab Multi 15 1+2 #3
qcf 1~1+2, 1+2 Double Arm Facebuster Front 35 2 F!
ffF+2+4_WR 2+4 Tomahawk (Shining Wizard_iSW) Front 40 1+2 x
f, hcf 1 Giant Swing (GS) Front 45, 20 1 Bufferable, W! #4
f, hcf 2 Tijuana Twister (GS2) Front 50 2 Bufferable
qcb 1+2 Muscle Buster Front 50 1+2 BT, F!
db, F+2+4 Tombstone Piledriver (TS) Front 58 2
FC db~d~DB+1+2 Clothesline Press (Rock Bottom) Front 45 1+2 Bufferable, F!
FC 1+2 Ultimate Tackle Tackle 5 1+2
= 1_2, 1_2, 1_2, 1_2 Mounted Punches Chain 5, 5, 5, 15 x
= 1+2 Cross Arm Lock Chain 25 x #5
== 1+2 Arm Twist Chain 10 x
= 3+4 Leg Cross Hold Chain 20 x
== :1+2 Stretch Combo Chain 30 x
Approach crouching d+1+3 Iron Lariat Crouch 45 1 F!
Approach crouching d+2+4 V Driver Crouch 45 2
Approach mid-air 1+3 Air Leg Cross Hold Air 12 No Break
Approach mid-air 2+4 Air Leg Screw Air 12 No Break
Approach mid-air d+1+3_d+2+4 Double Heel Hold Air 5 No Break
= 2, 1, 3, 4 Swing Away Chain 12, 10 x #1
= 1+2, 1+2 Flapjack Chain 12 x
Approach mid-air f, hcf 1_2 Spinning Jaguar Bomb Air 16 No Break F!
Approach mid-air ff~F+2+4 Running Jaguar Bomb Air 18 No Break F!
Approach wallstun ff~F+2+4_f, hcf 1 Shining Torpedo Wall x No Break #6
Time enemy right punch 1+3 Arm Whip Reversal No Break #7
Time enemy left kick 2+4 Leg Cross Hold Reversal No Break #8
Time enemy right kick 2+4 Dragon Leg Screw Reversal No Break #9

#1 Can be reversed after the initial grab with 3+4
#2 Holding B will make King throw the opponent on his back. Does less damage when done on a wall but gives you a wall combo.
#3 When this multi follow-up is done, the Piledriver won't cause Floorbreak
#4 Can be tech-rolled to reduce damage
#5 Can be done after 1~3 Mount Punches
#6 Can also be done out of the Jaguar Step (3+4...) with either 1+4 or 2+3
#7 Right high or mid punch attach reversal, damage depends on the attack
#8 Right high or mid kick reversal, damage depends on the attack
#9 Left high or mid kick reversal, damage depends on the attack

Ground Grappling Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
Opponent's Face Up when Grounded
Approach Feet db+(1+3_2+4) Swing Away FUFT 20, 10 1_2 W!
Approach Feet DB+1+3 Head Bomber FUFT 33 1 F!
Approach Feet DB+2+4 Figure Four Leg Lock FUFT 33 2 x
Approach Head db+(1+3_2+4) Shoulder Cracker FUFA 28 x x
Approach Any Side db+(1+3_2+4) Turn Over FU Left_Right 0 x x
Opponent's Face Down when Grounded
Approach Feet db+(1+3_2+4) Half Boston Crab FDFT 30 x x
Approach Head db+(1+3_2+4) Wing Tearer FDFA 32 x x
Approach Left Side db+(1+3_2+4) Camel Clutch FD Left 35 x x
Approach Right Side db+(1+3_2+4) Bow and Arrow Stretch Hold FD Right 37 x x

#1 Escape with 1 if previous input was left, 2 if previous input was right
#2 Can be tech rolled to reduce damage

The "type" abbreviation stands for: Face Up/Down Feet Towards/Across. Left and Right refers to the opponent's side, since opponent's feet are neither towards or across you.

Arm Breaker Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
cD+1+3 Arm Breaker Front 20 1
= 1+2, 1+2 Triple Arm Breaker Chain 30
= 1+2, 4, 2+4 Head Jammer Chain 20 x
= = 4, 3, 4, 3+4, 1+2 Struggle Combination Chain 25 No Break
= 2, 1, 1+2+3 Chicken Wing Arm Lock Chain 20 x x
= = 2, 1, 3, 1+2+4, 1+2+4 Dragon Sleeper Chain 30 x x
= = 1+3, 3+4, 2+4, 1+2, 1+2+3 Rolling Death Cradle (RDC) Chain 70 x x

Achilles Hold Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
cD+2+4 Standing Achilles Hold Front 25 x x
= 1, 2, 3, 1+2 S.T.F. Chain 35 x #1
= 1+2, 3, 1, 1+3 Scorpion Death Lock Chain 40 x #1
= 1+2, 1, 3, 1+2+3 Indian Death Lock Chain 25 x #1
= = 1, 3, 4, 1+2, 3+4 King's Bridge Chain 45 x x

#1 When escaped, opponent will do a little shove kick that cause 5 damage to King.

Reverse Arm Slam Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
f~DF+1+3_f~DF+2+3 Reverse Arm Slam Front 22 x x
= 2, 1, 1+2 Backdrop Chain 15 x x
= = 3+4, 1+2 German Suplex Chain 15 x x
= = = 1, 2, 3+4 Powerbomb Chain 22 x x
= = = = 2, 1, 3, 4 Giant Swing Chain 25 x x
= = = = 3, 1, 2, 3+4, 1+2+3+4 Muscle Buster Chain 30 x x

Reverse Stretch Bomb Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
df+1+2 Reverse Special Stretch Bomb Front 25 x #1
SS 2+4 [~B] Reverse Special Stretch Bomb [Cancel] Front 25 x #1
Approach crouching df, DF+1+3_DF+2+4 Reverse Special Stretch Bomb Crouch 25 x x
= 2, 2, 1+2

(or Approach side/back SS 2+4)

Cannonball Buster Chain/Side or Back 15 x x
= = 3+4, 1+2, 1+2+4 Manhattan Drop Chain 15 x x
= = = 1, 2, 3+4, 1+2 Victory Bomb Chain 18 x x
= = = = 2, 1, 3, 4 Giant Swing Chain 25 x x
= = = = 3, 1, 2, 3+4, 1+2+3+4 Muscle Buster Chain 30 x x

Mexican Magma Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
JGS 1+4_2+3 Cobra Clutch Front 20 x x
= 2+4, 1+2, 1+2 Funeral Suplex Chain 25 x x
= 3+4, 3+4, 1+2 Choke Sleeper Chain 15 x x
= = 1, 1, 1+2 Triple Trouble Chain 20 x x
= = 3, 4, 1+2, 3+4 Human Nectie Chain 23 x x
= 1, 4, 2, 3 Cobra Twist Chain 12 x x
= = 2, 1, 1+2+3_1+2+4 Reverse DDT Chain 13 x x
= = = 2, 3, 1, 1+2 Samurai Lock Chain 24 x x
= = = 1+2, 1, 2, 1+2+3_1+2+4 Reverse Special Stretch Bomb Chain 16 x #2
= = = = 3+4, 1+2 Backdrop Chain 15 x x
= = = = 1+2, 4, 1+2, 1+2+3 Sol Naciente Chain 27 x x
= = = = = 1+2, 3, 4, (1_2)+3+4 Burning Hammer Chain 18 x x
= = = = = = 2+4, 3+4, 1+3, 1+2, 1+2+(3_4) Screwdriver Chain 32 x x

#2 You can continue the Reverse Stretch Bomb Arts String after it.

Basic Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
1_f+1 Jab h 9
2 Straight h 13
3 Hook Kick h 33 KND, W!
4 Roundhouse h 27 JGc
d+1_FC 1 Crouch Jab s 6 RC
d+2_FC 2 Crouch Straight s 10 RC
d+3_FC 3 Crouch Spin Kick L 16 RC
d+4_FC 4 Crouch Shin Kick l 9_13 RC
uf~n+1 Jumping Jab m 16
uf~n+2 Jumping Straight m 20 KND
uf~n+3 Jumping Spin Kick m 33 W!
uf~n+4 Delayed Hopkick m 33 JG
UF~n+1 Jumping Downward Punch m 18_21 KND
UF~n+2 Jumping Ground Punch M 21
UF~n+3 Jumping Spin Kick m 30 JG
UF~n+4 Jumping Front Kick m 30
UF~n+3 Jumping Low Spin Kick L 20
UF~n+4 Jumping Front Kick (2) m 20
1+2+3+4 Supercharge #1

#1 Supercharge will enable you to do chip damage and makes your first hit a counterhit, but you cannot block and get counterhit in return.

Special Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
1, 2 Palm Attack h, h 9, 20 NC
1, 2, 2+4 Palm Strike to Head Jammer h, h, t (Front) 9, 20, 30* #1
1, 2, d+2+4 Palm Strike to V-Driver h, h, t (Crouch) 9, 20, 45* #2
1, 2, 1 Palm Attack to Uppercut h, h, m 9, 20, 13 NCc
1, 2, 1, 2+4 Palm Upper to Suplex h, h, m, t (Front) 9, 20, 13, 40* #1
1, 2, 1, d+2+4 Palm Upper to V-Driver h, h, m, t (Crouch) 9, 20, 13, 45* #2
2, 1 European Uppercut h, m 13, 16 NC
1+2 Head Spinner m 24 Recovers BT
1+2, 2 Head Spinner m, m 24, 28 NC, W!
1+2, 3 Brutal Sting m, h 24, 33 NC, W!
3+4 (hold till 7 spins) Jaguar Step Lowcrush
b+3+4 Reverse Jaguar Step Lowcrush
1+4_BT 1+4 Moonsault Body Press M 33 UB, Jumping
F+2>2>1 Striking Elbow Rush m, m, h 16, 18, 31 W!
F+2>2>2 [~B] Rolling Elbow Rush [Cancel] m, m, m 16, 18, 28 B!
f+3 Front Kick m 24
f+3: 1+2 Front Kick to DDT m, t (Shift) 24, 20* #3
f+4 Rolling Sobat m 31 Homing, W!
f+1+2 Shadow Lariat h 33 KND
F+1+2 (hold) Jaguar Lariat h 54 UB!
f+3+4_ff+3+4 Exploder h 33 #4, Jumping, Blockstun
f+1+4 Body Check m 28 KNDc
f+2+3 Shoulder Tackle m 47 KND
df+1>2 Elbow Sting m, m 20, 16 NC
df+2 Smashing Hook m 16
df+2>1 Double Hook Disaster m, h 16, 20 JG
df+3, 4 Lasso Kick m, h 22, 28 NCc
df+4, 3, 4 [~B] Mincer l, h, m 13, 14, 36 W!
df+4, 3, d+4 Mincer Low l, h, L 13, 14, 21 KND
df+3+4 Frankensteiner S, t (Shift) 20, 30* #5, Tag
d+1, n, 2 Crouch Jab Uppercut s, m 6, 17 NCc
d+1+2 Atlas Hammer M 28 JG, Tag
d+3+4_FC df+4, 4, 4 Stagger Kicks (Ali Kicks) 18, 9, 9 L, L, L
1st hit CH d+3+4_FC df+4, 4, 4, 4 Extended Stagger Kicks L, L, L, L, L 18, 9, 9, 5, 4 #6 mS
During Ali Kick 2 Spinning Uppercut m 13 #7 KND
d+2+3 Corporate Elbow M 33 OC
db+2 Brain Chop m 28 B!, OCb, KND
db+3 Crouching Low Kick L 22 JGc
db+4_BT d+4 Low Drop Kick L 27 KND
b+1 Quick Hook h 17 JGc
b+1>2 Quick Hook Uppercut h, h 17, 27 NC
b+1>4 Quick Hook Heel Kick h, m 17, 33 NC, F!
b+2>1+2 Chupacabra to Headbutt h, h 16, 29 B!, OCb, KND
b+2>4 Chupacabra to Toe Kick h, m 16, 24
CH (b+2)>4 Olympian Slam m, t 28*, 20* #8
b+3 Toll Kick h 31 KND
b+4 Disgraceful Kick h 40* (clean) KND, Blockstun, Recovers BT
ub+1 Water Parting Chop h 40
ub+2_u+2_uf+2 High Elbow Drop M 47 KND
uf+3 Spinning Heel Kick M 33 KND, Lowcrush
uf+4 Jumping Knee Lift h 17 JG, Lowcrush
uf+1+2 Capital Punishment m 33 JG, Lowcrush
UF+1+2 (hold) Burning Knuckle m 60 UB
uf+3+4 Neck Cutter Kick h
ff+1 Jaguar Hook m 33 Homing, W!
ff+2 [~B] Rolling Elbow [Cancel] m 25
ff+2>1 Clothesline Combo m, h 25, 33 NC
ff+4 Konvict Kick m 33 KND
CH ff+4 Konvict Kick to DDT m, t (Shift) 39*, 20* #8
ff+1+2 Flying Cross Chop m_L 20 Lowcrush
ff+2+3 Diving Body Press M, t (Shift) 40, 5* #9 Lowcrush
ff~n+2 Stomach Smash l 18 Highcrush
CH ff~n+2, 1+2 Hi Jack Backbreaker m, t (Shift) 21*, 35* #3
CH ff~n+2, 1+2, u~d~n+3+4 Jaguar Driver m, t (Shift) 21*, 50* #3
ff~n+1+2 Lay Off m 0
cd 4 (f~n~d~df+4) Jumping Knee m 28 JGc, Highcrush
cd 1+2 (f~n~d~df+1+2) Black Bomb M 32 KND, JGc
ff~F+3+4 Spinning Exploder m KND, Lowcrush
WS 1 Uppercut m 16
WS 2>2 Round Trip Chop m, m 14, 33 NC, Homing
WS 3 Roundhouse h 37 W!
WS 4 Rising Front Kick m 27
WS 1+2 Snap Uppercut m 24 JG, Tag
FC df+1_cd 1 (f~n~d~df+1) Leg Breaker L 27 JG, Highcrush, RC
FC df+2 Body Blow m 28 JG, Tag
SS 2 Victory Palm m 40 KND
SS+3+4 Deadly Boomerang h 67 KND
BT 3 Blind Kick M 20 JGc
BT 3: 1+2 Blind Kick to Neckbreaker M, t (Shift) 20, 20* #3 F!
BT 1+2 Atomic Blaster h 67 UB
Back against Wall bb~ub Wall Climb to Body Press M, t (Shift) #9 Lowcrush

#1 The last part of the string is a standing throw, press 2 to break
#2 The last part of the string is a crouch throw, press 2 to break
#3 The last part will do a inescapable throw when the first strike hits
#4 King only ends up grounded if the move completely whiffs the opponent
#5 At close range, King will do a throw despite the attack being blocked
#6 Extended Ali Kicks can only be done if the 1st Ali Kick was a counter hit
#7 the "2" spin punch follow-up can be done with up to 3 consecutive Ali Kicks
#8 King will do an unbreakable throw when the last part hits the opponent on CH
#9 At close range King will land on top of the opponent, causing extra damage and PLD

Jaguar Step Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
3+4 (hold) Jaguar Step (JGS) #1
b+3+4 Backward Jaguar Step (JGS) #2
JGS 1 Jaguar Step to Hook h 28_33_41 JG
JGS 2 Jaguar Step to Elbow m 20_24_29 OCc
JGS 3 Jaguar Step to Sobat m 31_36_45
JGS 3, 2+3 Jaguar Step to Sobat and Press m, M, t (Shift) 31_36_45, 30* #3
JGS 4 Jaguar Step to High Kick h 54, 56, 70 Blockstun/UB #4
JGS df+4 Jaguar Step to Mid Kick m 40_48_60 pushback
JGS 1+4_2+3 Cobra Clutch t (Front) 20

#1 Holding 3+4 will make King do multiple spins. Damage increases after each steps up to the 3rd. After 6 spins, King will fall down
#2 Backward Jaguar Step can only spin once.
#3 At close range, the last hit will make King land on top of the opponent, causing extra damage and PLD
#4 At first JGS spin, the attack will cause a blockstun, after second spin, the attack is unblockable

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