************************************************************** * Tekken 4 FAQ file * * Return of the Jaguar * * A COMPLETE guide to King * * Completed on 09/21/01 * * By Dark Man X(darkmanx@tekken.cc) * * copyright 2001-2002 Dark Man X * ************************************************************** LEGAL STUFF IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD OF THIS DISCLAIMER. USING THIS FAQ ACKNOWLEDGES AGREEMENT OF THE DISCLAIMER. This FAQ and everything included in it is protected by International Copyright Law. Failure to comply to any of the laws above will result in violation of the laws mentioned BELOW, and consequently, may be the cause of legal action against all perpetrators. ANY breach of copyright(not to mention plagiarism) is a CRIME. If you disagree with ANY part of this disclaimer, get rid of this FAQ IMMEDIATELY. This FAQ and everything included within this file CANNOT be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in its original, unedited and unaltered format. This FAQ CANNOT be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It CANNOT be used in any sort of commercial transaction. It CANNOT be used as a bonus, gift, etc., with a purchase as this creates incentive to buy, and is therefore prohibited. Furthermore, this FAQ CANNOT be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and anything related to it. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written agreement of the author, myself. It has been known to many FAQ writers and FAQ readers that the following publishers/publications/companies have ripped from many Tekken authors in the past, namely: the Ziff-Davis Video Game Group (publishers of EGM, Expert Gamer, etc.), and Game Cave. If you like reading free FAQs, and want to continue to keep it that way, I URGE you NOT to read any of their damn magazines and to refrain yourself from buying anything at Game Slave, oh my bad, I meant Cave. This applies to every FAQ swindling company: THAT ESPECIALLY MEANS ALL OF YOU COCKSUCKERS AT GAME CAVE! YOU'VE BEEN STEALING EVERYONE'S FAQS FOR BLOOD MONEY FOR TOO FUCKIN' LONG, AND IF I FIND OUT YOU ARE MAKING MONEY OFF OF MY GODDAMN FAQ, I AND MANY OTHERS WILL TELL YOUR PROVIDERS TO SHUT YOUR ASSES DOWN FOR GOOD AND SEND YOU BACK TO THE SHITHOLE YOU CAME FROM!!! I, Fabian Rosales(Dark Man X), created and owns this FAQ. To continue, this FAQ and everything included herein is protected by the Berne Copyright Convention of 1976, not to mention International Copyright Law. The Tekken series, and all related events/characters are (c) of Namco Hometek. All Rights Reserved. All copyrights and trademarks that are not specifically mentioned are acknowledged and respected in this FAQ. IN OTHER WORDS, DON'T F*** WITH MY FAQ! ANYONE THAT MAKES MONEY OFF MY FAQ WILL GET THEIR ASS SCREWED INTO THE GROUND BY LAWSUITS. IF YOU'RE NOT GOING TO USE THIS TO IMPROVE YOUR KING, DAMNIT, DON'T READ ANY FARTHER. This FAQ is ONLY available at: Tekken Zaibatsu No other should have this FAQ!!! If any other website has this FAQ, PLEASE E-MAIL ME!!! Send me the address as no other websites besides the one mentioned before should NOT have my FAQ!!! PREFACE The reason I wrote this FAQ is simple: King has been one of my most effective characters since the first Tekken. There are many schools of King. Myself, my King is super aggresive, focusing on Oki. This FAQ is create in this fashion. Sit back, read, study, and enjoy......... INDEX Version Update 1.0 09/27/01 Original. 2.0 07/18/02 Complete overhaul of FAQ. I found my earlier version to be too wordy and personal. Plus, it sucked ass. About the Author I. Legend II. Credits and thanx III. King Movelist and ratings Throws and the chains What throws to use In-depth Strategy Offense Poking strings Crouch Dash Wall Offense Wake up Games Combos IV. Vs. Strategy V. Conclusion ABOUT THE AUTHOR If you're gonna read my work, you gotta know at least something about the author. My real name is Fabian Rosales(just in case you didn't read the disclaimer.) I've been playing Tekken since T1 came out in '94(I was only 11 at the time!) Now I'm 18, oh shit!!!!! With my free time, I write rhymes. I'm already out of high school and college bound. I ain't got shit to say but read this FAQ right here!!!! I. LEGEND N- neutral u- up uf- up forward f- forward df- down forward d- down db- down back b- back ub- up back Note: If direction is capitalized, means hold direction FC- fully crouched WS- while standing SS(R_L)- side step(Right_Left) SSW(R_L)- side step walk(Right_Left) CH- counter hit BK- Your back facing the opponent RN- While Running OB- Forces opponent's back to face you OS- Forces opponent's side to face you OSB- Forces opponent's side to face you when blocked JG- Jugglestarter MC- Master Counter Jugglestarter RC- Recover Crouching after a move CH- Requires a Counter-Hit DS- Double-Over Stun FS- Fall Back Stun LS- Lift Stun GS- Gut Stun KS- Kneel Stun HS- Hunch-Over Stun TS- Trip Stun CS- Crumple Stun CFS- Crumple Fall Stun CF- Crumple Fall BS- Low Block Stagger SH- Stagger Hit GB- Guard Break FL- Float VK- Violent Knockdown #- see corresponding footnote c- CH modifier (eg. JGc is juggle starter on counter hit) cl- Clean Hit modifier (eg. FScl is Fall Back stun on clean hit) co- Crouching Opponent Modifier (eg. KSco) cco- CH on Crouching Opponent Modifier (eg. FScco) PLD- Play Dead Position, face up & feet away KND- Knockdown Position, face up & feet towards SLD- Slide Position, face down & feet away FCD- Face Down Position, face down & feet towards 1- left punch 2- right punch 3- left kick 4- right kick 5- tag button Note: If range is capitalized, means ground hit as well h- high m- mid l- low sm- special mid !- unblockable Game Notation =-link {}-missing hits +-together ~-quickly ,-next _-or ()-group together >-delayable :-Just Frame technique *-hold button II. Credits and Thanx -My tekken buddy, White Hair: Damn, you are one cool ass dude. This last year that I've known you has been nothing short of kick-ass. You Roxors!!!!!! Like to give a shout-out to Abiliene. FECAL PIRATES!!!! -To all scrubs Hey, fuck you. That is all. -To all FAQ writers I salute you all. -To all forum members in Zaibatsu Really enjoy the info swapping!!!! -Mark Campbell for his well-placed disclaimer(adapted from Kao Megura) -Biggest thanx goes out to the Tekken Community: Y'all really make this game fun!!!!! III. KING This move list was taken directly from the Tekken Zaibatsu site(with a few modifications from me.) If you have any questions or corrections, please e-mail me. ======================================================================= MOVE LIST ======================================================================= Command Move Name Damage Range Properties ------- --------- ------ ----- ---------- 1,2 Palm Attack 6,15 h,h =2+4 Russian Leg Sweep 30 throw #1 =d+2+4 Jumping Power Bomb 45 throw #1 1,2>1 Palm Attack Uppercut 6,15,10 h,h,m =2+4 Stall Suplex 40 throw #1 =d+2+4 Jumping Power Bomb 45 throw #1 f+2,1 Jab Uppercut 10,12 h,m =2+4 Stall Suplex 40 throw #1 =d+2+4 Jumping Power Bomb 45 throw #1 2,1 Jab Uppercut 10,12 h,m 1+2,1 Head Spinner 15,21 m,m #2 d+1~N+2 Low Jab Uppercut 5,15 sm,m WS+1+2 Lifting Elbow 15 m JG CSc df+4 Knee Buster 15 l f,N,d,df+4 Jumping Knee 25 m GB SH df+1 Elbow Sting 15 m SLDc =2 Side Swipe 12 m d+1+2 People's Elbow 21 M (u_uf)+2+4 High Elbow Drop 35 M FC,df+1 Leg Breaker 21 L RC b+1 Parting Chop 30 h SH FC,df+2 Crouching Uppercut 20 m JG f+1+2 Shadow Lariat 25 h uf+1+2 Knuckle Bomb 35 m f,N,d,df,N+1+2 Delayed Knuckle Bomb 35 m uf+4 Hop Kick 13 m JG f,f+2 K's Flicker 20 m JGc f,f,N+2 Stomach Smash 6 L DSc #3 f,f+1+2 Flying Cross Chop 15 hL #4 3+4 Neck Cutter Kick 42 h f,f,N+1+2 Lay Off -- ! GB f,N,d,df+1+2 Black Bomb 28 m MCc df+3+4 Frankensteiner 15,35 M #5 f,f+1 Jaguar Straight 20 h GB f+4 Rolling Sabat 23 m GB SH f,f+4 Konvict Kick 26 m #6 df+3 Rib Buster 17 m =4 Mist Trap 15 h #7 (RN_f,f,f)+3+4 Running Exploder 40 m db+4 Low Dropkick 16 L RC #8 f+3+4 Exploder 25 m b+4 Disgraceful Kick 20 h BK VKcl BK+3 Blind Kick 25 m GS CFSc :1+2 Stone Cold Stunner 20 throw b+3 Toll Kick 20 h SH SS+3+4 Deadly Boomerang 54 h b+2 Arrow Elbow 10 h OSB ~4 Cannonball Slide see footnote B+2 Black Arrow 30 h GS =d+2+4 Jumping Power Bomb 30 throw #1 (FC_d)+3+4 Stagger Kick 13_17 L #9 =4,4 Stagger Kicks 7,7 L,L #10 =4,4 Stagger Kicks 4,3 L,L CH =2 Spinning Uppercut 10 m f+2+3 Shoulder Tackle 40 m f,F+2+3 Diving Body Press 30 M SS+2 Sneak Uppercut 22 m SH b+2+4 Kick Reversal varies h+m #11 :3+4 Figure Four Leglock 33 throw #12 f+1+2* Jaguar Lariat 50 h! BK+1+2 Atomic Blaster 50 h! uf+1+2* Burning Double Knuckle 45 ! 1+4 Moonsault Body Press 25 ! #13 b,b~ub Wall Splash 20 ! #1- see throw list #2- Doing 1+2 alone will leave you in BK position #3- Links into throws(see throw list) #4- Hits high at start and low at end #5- Throws on CL only. Damage is 15,35 #6- Becomes Konvict DDT on CH. See throw list #7- Rib Buster must make contact for this move to come out #8- If move whiffs, King recovers in FCD position #9- If no second Stagger Kick is followed, damage is 13 #10- On CH, a Spinning Uppercut can be done up to third Stagger Kick #11- Reversal is unchickenable #12- Can do Figure Four Leglock only after a right kick is reversed #13- Can also be done in BK position. Damage is 30 FOOTNOTE: This is NOT a typo. This is an actual move. It's a very fast Cannonball Buster. I cannot tell you the exact porperties of this move as I only use this to escape HEAVY pressure. Most of the time, it ends up as a cancelled Cannball Buster. I will experiment with this move to find out everything about it. Ten String Chart* ----------------- 1,2,1,1,2,4,4,4,1,3 h,h,m,m,h,l,l,l,m,m \ \ \ 1 h,h,m,m,h,l,l,l,m,M \ 3,3,4,3,2,1+2 h,h,m,m,h,m,l,l,l,throw \ 4,1,3 h,h,m,m,h,m,l,l,m,m \ 1 h,h,m,m,h,m,l,l,m,M *-can be started as 9 string by pressing f+2 MOVE ANALYSIS Palm Attack [h,h 6,15] King has one of the best 1,2's in the game. Fast, good reach and MAD frame advantage after it hits. On CH, mad damage. Use this shit. Jab Uppercut [h,m 10,12] Just like 1,2, but more priority and slower. Use this string when your opponent is ducking like crazy. 1,2/2,1 are common ways to set up throws. Disgraceful Kick [h 20] This is your retaliation move. Violent knockdown on a clean hit and a rollback on CH. Use up close, the recovery is better. Head Spinner [m,m 15,21] One of King's power moves. guaranteed combo on hit. buffer a chicken at the end on reversal-happy players. Don't abuse, it's recovery is worse than in TTT. Hop Kick [m 13] Must use. One of his best juggle staters. Use u+4 to play it safe. Black Bomb [m 28] This move is still as good as it was in TTT. But don't try this too much, cuz it recovers pretty bad. But when it hits, it leaves your opponents in perfect position for a Capital Punishment. Elbow Sting [m,m 15,12] The best string move King has. Guaranteed combo when df+1 hits. Abuse this shit, it corrects chronic duckers. It's also a nice set up for your throws. Learn to delay the Elbow Sting when it's blocked. Otherwise, Jin gets a free 2,4/Lee gets 1,2,4:4 if they block a non-delayed Elbow Sting. You don't wanna give away free damage, right??? People's Elbow [M 21] Use this for grounded opponents. You auto-recover after this, so you don't have to worry about staying on the floor, plus it leaves a nice block stagger. Use this to bait your opponents into a attack. Toll Kick [h 20] This has the same uses as the Disgraceful Kick. I use this when I don't wanna end up with my back turned. The only difference between this and the Disgraceful Kick is the Toll Kick is more juggle-friendly. Leg Breaker [L 21] Use this. Good damage, fast recovery. It's a little slow, but if used right, you'll never get hit outta it. Don't abuse this, low parry will fuck you up. Lifting Elbow [m 15] His best juggle starter. Use this if you what the most damaging Shadow Lariat combos. Other than that, it has the same uses as the Hop Kick. Crouching Uppercut [m 20] This juggles everytime. Fast but slow recovery. Use with caution. Capital Punishment [m 35] One of your best weapons when in wake-up games. Use it when your opponent back rolls too much. Has a nice block stagger in it too. After block, mix it up between a throw and Hopkick/df+1,2. Blind Kick [m 25] This move sucks now. Still gives a free u+2+4 on CH, but that's about the only time you receive and decent damage. It does pitiful damage when used in oki. Don't even bother tryin the JF 1+2 after. Shadow Lariat [h 25] This is your long-range punisher. Most of the time, King ends up in a wierd BK position when this hits. Either Shadow Step away or try to hit them with a BK+3 as they are getting up. If you get lucky, you can sneak in a side throw. High Elbow Drop [M 35] This move is somewhat underrated by most King players. Like I mentioned before, this is a good move to use in a combo. Also, you can use the u+2+4 version to punish those who attack you foolishly. Rolling Sabat [m 23] Good strong mid. The space it puts between you and your opponent when it hits is useful in set ups. If they hold down to counter the stagger, a 1+4 is guaranteed. Deadly Boomerang [h 54] The strongest non-unblockable in the game. Safe on block. Hits high, but too much damage in this move for you not to try it. Jumping Knee [m 25] Only mid move he has from the crouch dash. safe on block(barely.) Usually sends the opponent flying. Otherwise, it staggers the opponent. A Shining Wizard is good after this. K's Flicker [m 20] Another uppercut. Knockdowns on hit and juggles on CH. Use when you want quick oki. Stomach Smash [L 6] Use this from a distance. You'll gets more CH's that way. You can use a command throw after the stun, but it's just safer to stick with the multis afterward. Flying Cross Chop [h 15] Used primarily for set-ups. Blocked at the right distance, a throw is free. If blocked low, you're fucked. Other than that, it's a safe way to get closer to the opponent. Water Parting Chop [h 30] Use to stop pit-bulls. Has great priority. Don't get predictable with this, it'll be ducked. Arrow Elbow [h 10] A variation of the Black Arrow. Use it when your opponent is turtling as it turns your opponent on block. You can sneak in a side throw. on normal hit, it slightly stuns your opponent, so have a Giant Swing ready for them when they recover. Useful on pitbulls. Lay Off [! 0] Used only for mind games. Perform this over and over again to shake your opponent when he see's he can't block it. Use this to your advantage. Rib Buster [m 17] Much like Yoshi's df+4. Fast and damaging. Plus, it spaces very well. Use to create room. Frankensteiner [M 15,35] throws on clean hit. Use after a 2,1/wall push. Low Jab Uppercut [sm,m 5,15] Best counter move. 8 frames, recovers decently. Low parry will kill you if abused. Jaguar Straight [h 20] King's ONLY new move. Knockdowns on hit. Great for starting Wake-up games. Sneak Uppercut [m 22] Treat this as a SS Water Parting Chop/Rolling Sabat. Has exactly the same uses, so you know what to do. Neck Cutter Kick [h 42] useful in stopping throw attempts. Throw it out every now and then. Konvict Kick [m 26] King's deathfist, nuff said. On CH, chains into a throw. Low Dropkick [L 16] Good move when not blocked. Block=your ass. after it hits, you can mix it up between a FC,df+1 and f,f+4. FC,df+1 will usually hit them. f,f+4 will hit them when they stand up to block low. Running Exploder [m 40] Use this, it has a big block stagger. Best uses near a wall to force a mix-up between KND 3/4. If KND 4 hits=free wall stun. Exploder [m 25] Read above explanation. Shoulder Tackle [m 40] Best used in oki. Can also be used as a long range counter. Don't use it besides that. Knockout Punch [h 30] Don't use, it sucks. Knee Buster [l 15] His best low attack. Useful into training you topponent to duck for a 1+2,1/d+2+4. Diving Body Press [M 30] Use this move to punish those chronic liers. You can also use for a tech roll trap(uf+4, 1,2 f,f+2+3.) Although it doesn't stun like it did in TTT, it's very handy for forcing people to move while on the floor. Best used for those who lie to avoid rolling combos like d+3+4,2. Stagger Kicks(to Spinning Uppercut) [L,L,L_m 17,7,7_10] Primarily use for wake-up games. Hits grounded and rolling opponents. You can also chip away health with this if your opponent never blocks low. Kick Reversal [h+m varies] Use whenever gets predictable. I'm sure a d+1+2 is guaranteed afterwards. The JF 3+4 can only be done after a right kick reversal. Jaguar Lariat [h! 50] A quick and powerful closeline to the throat. use every now and then. After it hits, you can use a ground throw. Atomic Blaster [h! 50] Use as a surprise move. I use when my opponent expects me to shadowstep only to run into an unblockable. Burning Double Knuckle [! 45] Surprise move. Otherwise, it has no useful purposes. Moonsault Body Press [! 25_30] Used in oki. No other useful purpose. ======================================================================= THROWS & CHAINS ======================================================================= BASICS THROWS Move Name Damage Command --------- ------ ------- Position Change -- 1+3 Suplex 35 2+4 Winding Nut 35 f+2+4 Tomb Drop 35 (2+4_f+2+4)~B Shining Wizard 30 (RN_f,f,f)+2+4 Argetina Backbreaker 40 right side, any throw Knee Crusher 42 left side, any throw Half Boston Crab 60 back, 2+4 Cobra Twist 60 back, f+2+4 Stretch Buster 75 back, b,f+1+2 FRONT THROWS Move Name Damage Command --------- ------ ------- Punch String throws varies 2+4 Figure Four Leg Lock 32 db+1+2 Knee Bash 30 df+2+3 Muscle Buster 50 d,db,b+1+2 Rock Bottom 55 FC,db,d,db+1+2 Tombstone Piledriver 58 db,F+2 Giant Swing 70 f,b,db,d,df,f+1 Frankensteiner 45 df+3+4 Pile Diver 25 d,df,f+1 =Face Buster 30 1+2 =Boston Crab 50 1+2,3,4,1+2 Jumping Power Bomb(1) 45 d+2+4 Reverse Special Bomb(1)* 28 df,DF+2+4 Stomach Smash(2) 7 =High Jack Breaker 30 1+2 =Jaguar Driver 60 1+2,u,d,N,3+4 Throw Away(3) 0 b+1+2 =Turn Around(3) 0 1+2 =Throw Away Feint 0 1+3 =Throw and Destroy 10 3+4 =Throw Away Kockdown 8 2+4 Konvict DDT 20 CH f,f+4 *-see multi-throw section (1)-works on crouching opponents only (2)-must be a CH for throws to connect (3)-leaves opponent in BK position ULTIMATE TACKLE Move Name Damage Command --------- ------ ------- Ultimate Tackle 5 f,N,d,df_FC+1+2 =Ultimate Punches(1,2) 5,5,5,5,5 1,2,1,2,1 =Cross Arm Lock 25 1+2 =Arm Twist 25 1+2 =Leg Cross Hold 20 3+4 :Stretch Combo 40 1+2 (1) can start either chain throw at 3rd punch (2) can start Ultimate Punches with 2,1,2,1,2 GROUND THROWS (all ground throws are done by pressing db+2+4) ENEMY ON BACK Move Name Damage Position --------- ------ -------- Shoulder Cracker 28 at head Swing Away 30 at feet Head Bomber** 33 at feet Figure Four Leg Lock* 33 at feet Turn Over 0 on side *-done by pressing DB+2+4 **-done by pressing DF+2+4 ENEMY ON FACE Move Name Damage Position --------- ------ -------- Wing Tearer 32 at head Half Boston Crab 30 at feet Camel Clutch 35 on left side Bow & Arrow Stretch 37 on right side MULTI THROWS Move Name Damage Command --------- ------ ------- Standing Heel Hold 30 f,N,d,df+2+3 =S.T.F 35 1,2,3,1+2 =Scorpion Deathlock 40 1+2,3,1,1+2 =Indian Death Lock 30 1+2,1,3,1+2 =King's Bridge 50 1,3,4,1+2,3+4 Arm Breaker 20 f,N,d,df+1+4 =Triple Arm Breaker 25 1+2,1+2 =Chicken Wing Facelock 25 2,1,1+2+3 =Dragon Sleeper 30 2,1,3,1+2+4,1+2+4 =Rolling Death Cradle 75 1+3,3+4,2+4,1+2,1+2+3 =Head Jammer 20 1+2,4,2+4 =Struggle Combination 25 4,3,4,3+4,1+2 Reverse Special Stretch Bomb* 28 df+1+2_SS+2+4 =Cannonball Buster 18 2,2,1+2 =Manhattan Drop 17 3+4,1+2,1+2+4 =Victory Bomb 20 1,2,3+4,1+2 =Giant Swing 27 2,1,3,4 =Muscle Buster 32 3,1,2,3+4,1+2+3+4 =Power Bomb 22 1,2,3+4 =Giant Swing 27 2,1,3,4 =Muscle Buster 32 3,1,2,3+4,1+2+3+4 *-in SS version, if throw connects on side/back, it automatically goes into the Cannonball Buster. Reverse Arm Slam 25 f,DF+1+3_2+4 =Backdrop 18 2,1,1+2 =German Suplex 18 3+4,1+2 =Power Bomb 22 1,2,3+4 =Giant Swing 27 2,1,3,4 =Muscle Buster 32 3,1,2,3+4,1+2+3+4 =Cannonball Buster 18 2,2,1+2 =Manhattan Drop 17 3+4,1+2,1+2+4 =Victory Bomb 20 1,2,3+4,1+2 =Giant Swing 27 2,1,3,4 =Muscle Buster 32 3,1,2,3+4,1+2+3+4 =Power Bomb 22 1,2,3+4 =Giant Swing 27 2,1,3,4 =Muscle Buster 32 3,1,2,3+4,1+2+3+4 WHAT THROWS TO USE ------------------ This is by far, his best department. Not only does he have the most throws, but also have the most damaging! This section is entirely devoted to what throws to use when to opportunity shows itself. Every throw has a purpose. While some throws may not be great damage-wise, they may be a great way to play some OB/wake-up games. ============== |BASIC THROWS| ============== Throw Name Damage Command Escape ---------- ------ ------- ------ Suplex 35 2+4 2 Just a normal suplex. Recovers decently for some wake-up games. Winding Nut 35 f+2+4 2 Blah, another standard throw. Your opponent is at the perfect distance for a Capital Punishment after this. If they even flinch, they're slammed hard into the floor. Best used outta FC. Tomb Drop 35 (2+4_f+2+4)~B 2 Best outta the standard throws. Puts you in great position for wake-up games. You can Stagger Kick for guaranteed damage. Also useful when mixing it up with Shining Wizard. Shining Wizard 30 (RN_f,f,f)+2+4 2 King's best throw, bar none. Not only does it look cool as shit, but it's great for those pesky wall techers. Tracks very well for a throw. Great Oki afterwards. Best throw for the throw/mid mix up. Argetina Backbreaker 40 right side, any throw 1 King grabs his opponent and slams 'em into his shoulders, breaking their back. They're stunned long enough afterwards to land a free High Elbow Drop, but you must be quick. Even though its a one button escape, these will not be escaped as often, due to the surprise factor of side throws. Knee Crusher 42 left side, any throw 2 King lifts his opponent and slams their knee into his. Guaranteed ground throw afterward, but you have to dash in a bit. King's side throws are far more useful, due to their follow-ups. Half Boston Crab 60 back, 2+4 none Back throw. What else to say??? Cobra Twist 60 back, f+2+4 none Same as above. Stretch Buster 75 back, b,f+1+2 none you'll hardly ever use this one since a BK+3 on a BK opponent is no longer guaranteed. Bust it out whenever you can. ============== |FRONT THROWS| ============== Throw Name Damage Command Escape ---------- ------ ------- ------ Punch String Throws Use them whenever you opponent blocks too much. Figure Four Leg Lock 32 db+1+2 1+2 Shitty damage, great position afterwards. If they reverse, it's only 26 points. Big deal. Knee Bash 30 df+2+3 2 An even better choice for Oki options. This where you can use all of King's wake-up game. Muscle Buster 50 d,db,b+1+2 1+2 Easy motion, 50 pts, double-button escape. Use it. Rock Bottom 55 FC,db,d,db+1+2 1+2 Use it after ducking a high. The buffer makes it very easy to use when standing. If your opponent like to stand up afterwards, reward them with a GS/f+1+2*. Tombstone Piledriver 58 db,F+2 2 Another throw you must use. This throw has a tiny bit of "slop" to it, meaning you can walk a tad before executing the throw. Great mix up with the Muscle Bomber, as the break is different. But now, nothing is guaranteed except a Stagger Kick(unlike in the previous Tekkens, a Shoulder Cracker was guaranteed.) All in all, it's still a great throw. Giant Swing 70 f,b,db,d,df,f+1 1 Use it. Frankensteiner 45 df+3+4 none Used to break down block defense. Also help in switching sides when you're back is to the wall. Pile Diver 25 d,df,f+1 1 =Face Buster 30 1+2 3+4 =Boston Crab 50 1+2,3,4,1+2 3+4 This would be a good throw, but any attempt to land this throw will be wiped out since the Pile Driver has like a bazillion frame escape window. Sometimes this comes out instead of the Giant Swing on poor arcades. In the event that this accidentally comes out(it even happens to me), it's wise to know what to do. Pressing 1+2 will only increase the damage by 5 pts. However, the Boston Crab doubles it. Input the command for the Boston Crab at the very apex of the throw(and quick, too.) Like I said before, this can be escaped by pressing 3+4 during the throw. So, unless it's an accident, stay clear from this. Jumping Power Bomb 45 d+2+4 1+2 Best used in wake-up games/mix-ups. Reverse Special Stretch Bomb 28 df,DF+2+4 2 Refer to multi section Stomach Smash 7 =High Jack Breaker 30 1+2 1+2 =Jaguar Driver 60 1+2,u,d,N,3+4 3+4 Great throws, but the Stomach Smash needs to be a CH to work. Always go for the Jaguar Driver(if you're going for the links.) Most people don't know its escape. Its a cinch to do, just make sure your at neutral before pressing 3+4(don't worry, there's plenty of time to input the throw.) Throw Away 0 b+1+2 none =Turn Around 0 1+2 1+2 =Throw Away Feint 0 1+3 1 =Throw and Destroy 10 3+4 3+4 =Throw Away Knockdown 8 2+4 2 One of King's better links, I think. The links must be inputted at the very beginning of the throw, EXCEPT for the Turn Around, which is done at the very end of the throw. All of the links are useful. Turn around is great for Stagger Kicks. Feint is great for setting up an multi. Destroy gives a free High Elbow Drop. Knockdown gives a free People's Elbow/Shoulder Cracker. Use can use the Leg Breaker to mix it up with the guaranteed stuff for some fear/confussion tactics. Ultimate Tackle 5 f,N,d,DF_FC+1+2 Varies =Ultimate Punches 5,5,5,5,5 1,2,1,2,1 1_2 =Cross Arm Lock 25 1+2 1+2,2,2,2,2 =Arm Twist 25 1+2 none =Leg Cross Hold 20 3+4 1+2,1,1,1,1 =Stretch Combo 40 1+2 none Great on turtlers who just stand and block everything. This is your "Icebreaker" move. This move will put the crack in your enemy's armor. Other than that, it too slow for any real use. Keep the surprise level high with this and it will connect often. Konvict DDT 20 CH f,f+4 1+2 You'll get this off a CH Konvict Kick. No way to set this up. =============== |GROUND THROWS| =============== ENEMY ON BACK Move Name Damage Position Escapes --------- ------ -------- ------- Shoulder Cracker 28 at head 1+2 Swing Away 30 at feet 1 Figure Four Leg Lock 33 at feet 1+2 Turn Over 0 on side 1_2 The most used throws are in this position. Primarily, you will use the Swing Away and the Shoulder Cracker. Swing Away just looks so damn cool, and the Shoulder Cracker has SO many setups. And the best thing about the Shoulder Cracker is after landing it, you have a free People's Elbow. Use the Turn Over whenever you can. If you ever land a Turn Over, another ground throw is guaranteed, but you must be quick. These ground throws have the most set-ups, so you can land these often. One note of caution, NEVER attempt Turn Overs on smaller framed people like Ling. They will NEVER connect. Set up for Swing Away Jaguar Lariat(be quick!) Jaguar Driver(dash in a bit) Jaguar Straight(be VERY quick!) Jumping Power Bomb(dash in a bit) Dragon Screw Leg Whip(dash in a bit) Capital Punishment(be VERY quick!) Knee Crusher(dash in a bit) Set up for Shoulder Cracker Leg Breaker(dash in a bit) Dragon Sleeper(easy $$$$!!!) Throw and Destroy(easy $$$$!!!) Reverse Arm Slam(easy $$$$!!!) Set up for Turn Over Stretch Buster(precise timing) Reverse Heel Hold(easy $$$$!!!) Struggle Combination(be quick!) Shoulder Cracker(easy $$$$!!!) ENEMY ON FACE Move Name Damage Position Escapes --------- ------ -------- ------- Wing Tearer 32 at head 1+2 Half Boston Crab 30 at feet 3+4 Camel Clutch 35 on right side 2 Bow & Arrow Stretch 37 on left side 1 The only throw you can set up from this position is the Wing Tearer. You can get it off a either a perfect Shadow Lariat or CH Elbow Sting_Blind Kick. The rest you can get only if your opponent just lies there. ========= |MULTI'S| ========= Throw Name Damage Command Escape ---------- ------ ------- ------ Standing Heel Hold 30 f,N,d,df+2+3 2 =S.T.F 35 1,2,3,1+2 1 =Scorpion Deathlock 40 1+2,3,1,1+2 2 =Indian Death Lock 30 1+2,1,3,1+2 1+2 =King's Bridge 50 1,3,4,1+2,3+4 none My personal favorite throw chain. Major damage anyway you go. Confuse your opponents by going into a different link every time, as each link has a different break. BTW, any escape will do 10 pt of damage to King. Personally, I go for the Indian Death Lock. Double button escape, 'nuff said. Mashers cannot break this at all. To make thing worst for your opponent, it links into a unescapable throw. Throw Name Damage Command Escape ---------- ------ ------- ------ Arm Breaker 20 f,N,d,df+1+4 1 =Triple Arm Breaker 25 1+2,1+2 1 =Chicken Wing Facelock 25 2,1,1+2+3 1+2 =Dragon Sleeper 30 2,1,3,1+2+4,1+2+4 1 =Rolling Death Cradle 75 1+3,3+4,2+4,1+2,1+2+3 2 =Head Jammer 20 1+2,4,2+4 2 =Struggle Combination 25 4,3,4,3+4,1+2 none I use it 50/50 with the Standing Heel Hold. I always go for Chicken Wing. Double button escape and the EASIST link to land. To land this 100% of the time, input it like this: press 2. While holding 2, press 1. While holding 1+2, press 3. There you have it, guaranteed execution. This leads to the most devastating link in the game, the Rolling Death Cradle. That 75 pts of damage is glaring you straight in the face, but I would never attempt this. Even with button buffering, it's a bitch to do. Mashing it out will just give it away. Just go for Dragon Sleeper. If offers better oki afterwards. Throw Name Damage Command Escape ---------- ------ ------- ------ Reverse Special Stretch Bomb 28 df+1+2_SS+2+4 1+2 =Cannonball Buster 18 2,2,1+2 none =Manhattan Drop 17 3+4,1+2,1+2+4 2 =Victory Bomb 20 1,2,3+4,1+2 none =Giant Swing 27 2,1,3,4 2 =Muscle Buster 32 3,1,2,3+4,1+2+3+4 1 =Power Bomb 22 1,2,3+4 1 =Giant Swing 27 2,1,3,4 1 =Muscle Buster 32 3,1,2,3+4,1+2+3+4 2 If you use the SS version, cancel it a lot into WS attacks. This will force your opponent to stand. Then you an sneak a throw in. Seriously, you'll land this multi off low parries more than from the df+1+2/ss+1+2 version. Throw Name Damage Command Escape ---------- ------ ------- ------ Reverse Arm Slam 25 f,DF+1+3_2+4 1_2 Backdrop 18 2,1,1+2 varies German Suplex 18 3+4,1+2 1 Power Bomb 22 1,2,3+4 1 Giant Swing 27 2,1,3,4 1 Muscle Buster 32 3,1,2,3+4,1+2+3+4 2 Cannonball Buster 18 2,2,1+2 none Manhattan Drop 17 3+4,1+2,1+2+4 2 Victory Bomb 20 1,2,3+4,1+2 none Giant Swing 27 2,1,3,4 2 Muscle Buster 32 3,1,2,3+4,1+2+3+4 1 Power Bomb 22 1,2,3+4 1 Giant Swing 27 2,1,3,4 1 Muscle Buster 32 3,1,2,3+4,1+2+3+4 2 DON'T EVER YOU THIS CHAIN! AVOID IT AT ALL COST!! Even though this chain has King's strongest throw link(the Black Widow link=>130 pts), try this on me and I'll cut it short, scrub. Sorry to burst your bubble, kido, but there is a 100% escape to this. Yeah, yeah, I'm opening my big mouth and letting everyone know(who doesn't know already) how to escape this. Starting the chain requires either a 1+3_2+4. The escapes of the throw at this point are the same as the escapes of the basic throws(i. e. 1+3 can be escaped with 1 and 2+4 can be escaped with 2.) If the throw is successful and the Reverse Arm Slam connects, the escape is THE OTHER PUNCH BUTTON! An example would be: your opponent starts the Reverse Arm Slam with 1+3. The escape is 1, but you begin to press 2 as fast as possible. The throw will connect and you will receive 25 pts of damage. However, by reading my FAQ, you know that the next throw can be escape by pressing 1. You start pressing 1 and you escape with your life. In other words, if you start mashing 1 or 2 to escape but it doesn't work, mash the other punch button to escape the next throw. Don't think that you're smart and stop the chain after the slam, cuz I know what you will try. Given the best scenario, the best damage you'll get is 35 pts. All that trouble for 35 pts. You could have done a basic throw and got more damage than this. This is the most obvious throw chain there is, please don't use it!!! ======================================================================= OFFENSE ======================================================================= I could give you all my set ups that I have created/aquired since the last FAQ, but that would make this too long. Plus, checking out the King thread on TZ would do a better job than I would. Anyways, I don't want every who reads this to play like me..0_0 THROW BUFFERS Learn them. If you don't use them, your King won't be anywhere. They're the fastest way to execute a throw. iSW=f,f,f+2+4 GS=input f during move, finish GS after move. TS=d,db,b,F+2. You can walk a little forward before the 2. RB=d,db,b,d,DB+1+2. Crouch for a split second then BAM!!! Landing those damn multi throws ------------------------------- Before you attempt even trying to use multi throws, you must know how to button buffer! Also, know all the escapes for ALL the links! What is Button Buffering? Holding down a button to allow the next button press to be easier. Sorry if I confused with that explanation, but that's what it does. Let me give you an example. You jab by pressing 1. After a jab, you would like to use a position change, which is done by pressing 1+3. You can do the traditional method by pressing 1, 1+3. But with Button Buffering, you can do the same thing, but easier by doing this: press 1 to jab, hold down 1 and press 3. Your throw will come out. Since you know the escapes, you can trick your opponents into doing the wrong escape by switching up your links. Knowing this vital information will ensure success in lading the multithrows! HOW TO BEAT THE "ESCAPERS" To tell you the truth, you will hardly find people you will constantly escape your multi throws. Anytime you land a multithrow, they will start hitting those buttons like an Cristie player!! But sometime during your playing, you'll will play someone like me you watches your hands during multithrows and I'll escape every time. You can do three things to counter this: 1. Multi Throw Feint Simply put, you're confusing the opponent by inputting more than one throw command. An example would be: during the Arm Breaker, you press 1+2,1+2,4,2+4. You can tell that I've combined the input of the Triple Arm Breaker and the Head Jammer. If your opponent saw this, they would be confused as to what escape to use. No matter what you do, the game will land the first successful throw input. So the Triple Arm Breaker would be the throw performed. If your opponent knows this too, then you can confuse them even more. Another example would be: during the Cannonball Buster, you want the Manhanthan Drop to connect. To make sure it connects, you press {1},2,3+4,1+2,1+2+4. See the special notation? You purposely missed the 1 input by faking the press(looks like you press it, but finger went off of the button.) So your opponent will start the escape for the Power Bomb, thinking that's what you put, but instead they get a big knee between the legs. Another example would be: After a Victory Bomb, you can either link into a Giant Swing or Muscle Buster. Wanting to land the Giant Swing, you can input it like this: 3,1,2,1,3,4. If your opponent was watching your hands, they would have started the escape for the Muscle Bomber since the first three button presses belonged to the Muscle Bomber command. Instead, they get spinned for stupidity. And to make your opponent red in the face, you can throw in other commands that doesn't even belong in that chain!! Most likely, as soon as any link connects, their eyes will automatically go to your hands, not even paying attention to what chain you're starting. I love doing this to people who watch my hands all the time. An example would be: I start with the Standing Heel Hold. My opponent start watching my hands, not even caring what crouch dash link I started. My goal is to land the Indian Death Lock. So I would put in something like this: 1+2,4,2+4,1+2,1+2,1,3,1+2. As soon as they see the input for the Head Jammer, my opponent will start pressing 2 to escape the Head Jammer. Instead, I chain into a unescapeable link and clown my opponent for being a complete jackass. The only problem with this is sometimes you will feint a throw and land a throw with the same escape. Taking the previous example, if I had put the command for the Chicken Wing instead of the Head Jammer, my opponent would have escaped, cuz the Chickenwing and Indian share the same escape. Practice this to ensure a correct feint. 2. Cut the chain short Keep it simple, don't go any farther in the chain where your opponent can escape. This works extremely well with the Reverse Special Bomb, as it has certain points in it you cannot escape. Also, you can stop the chain so you can get some guaranteed hits/throws after a throw. A great example would be using the Reverse Arm Slam. Since you're opponent can escape 100% after the first throw, you can simply land the slam and stop there. It puts you in excellent position for a Shoulder Cracker. You get the idea. Just experiment what links give the best opportunities for wake-up games. 3. Don't let your opponent see what your doing!!!!!!!! By far, the most effective and dishonorable way to land a multi. I do this on cheap bastards that think they're the baddest mutherfuckers on Tekken. To do this subtlely, turn your shoulder that is toward your opponent. Your shoulder will be in way of your opponent, clearly giving you the advantage. Block off your opponent's view to land the multi throw. Best way to do this is use one of your hands to cover your other hand from your opponent's eyes. The almighty crouch dash ------------------------ f,N,d,df. Use it. King has one of the most versatile crouch dashes in the game. Kings has many moves to his calling during a crouch dash. A normal crouch dash yields his multi starters, Ultimate Tackle, Black Bomb, Capital Punishment, and Jumping Knee. A buffered f,f can lead into a Jaguar Straight, K's Flicker, Stomach Smash, Konvict Kick, Flying Cross Chop, Lay Off, and Diving Body Press. A WS buffer has no official moves, but you can execute a WS+4(which is excellent for GS.) Did I mention that you can Hop Kick during a crouch dash? With all of these moves, you can have you opponent shitting bricks whenever you go into a crouch dash. Even better, pressing f,N,d,df,N,f returns you to standing position, allowing access to almost all of King's moves. Mix it up often from a CD. Wall Offense ------------ King near a wall=ownage. Of course, when King is near a wall, you can play him ala Jin style. But that's not how I play. All you need is 3 moves: df+3+4, df,df+2+4, and f+1+2*. Wall push into a df+3+4/f+1+2* is extremely affective. When they duck, df,df+2+4 leads to multi. Whenever you get a wall stun, f+1+2/f+2+3/f,f+2+3 is great. If they tech roll the f+1+2, 1+4 is guaranteed. f+2+3 is great for damage, but somewhat risky if your opponent wall techs. f,f+2+3 just looks nice. You can use df+1 after a wall stun to knock them down for some wake-up games. Also, If your in a juggle and your opponent is about to hit the wall, you can time a throw perfectly to grab them off the wall(can you say GS????) Here's what's guranteed off wall pushes: close 1,2/2,1 db+1,db+1 far uf+4 1+2,1 b+3 Wake-up Games ------------- To keep it simple, I'll divide this into four sections. Tech rollers: easiest to beat. You can let them tech roll as throw them as soon as they rise. f,f+2+3 beats it everytime. A well time d+2+4/df,df+2+4 will snatch them outta tech roll EVERYTIME if timed correctly. Back Rollers: uf+1+2/d+3+4,2/f+2+3 work the best here. back roll recovers FC, so you can chase them down for a d+2+4. Attackers: Make them whiff for big time damage. you can reverse the mid/ankle kick. If you parry any low kick, d+2+4 is guaranteed. Side rollers: 1+4/f,f+2+3/ground throws work the best here. IV. VS STRATEGY Everyone plays their character differently, so instead of strats, I'll give tips to beating a certain character. Ling Xioyou ----------- blocked BK+4=free b+4 df+1,2 knocks Ling outta AOP Ling can be crouch thrown outta AOP d+4 her outta California roll. blocked df+1,2=free GS. Steve Fox --------- blocked f,f+2 leaves you in FC. Can be low thrown outta ducking/sways df+1,2/db+4/f+2+3 knocks Steve outta stances Can escape Flk,2 after f,f+2 by side rolling. Can tech roll db+2/df+1+2 Blocked WS+1,2=GS Craig Marduk ------------ Eacape tackle by jumping Can reverse armbar with 1+2 blocked FC,df+4=free FC,df+2 Yoshi ----- Blocked f,f+4/uf+3=free GS Don't wall tech, you'll eat a sword fan. blocked FC,df+3=hopkick Hwoarang --------- d+3,4 is Sm. LFS, d+3,4 is low. duck under second hit of db+4,4. low jab after a 1,2/2 flamingo transition. blocked b+3=GS Kazuya Mishima -------------- blocked WS+2=GS jab after a blocked TGF blocked f,N,d,df+4=hopkick Paul Phoenix ------------ blocked DF/d+1+2/WS+2=free f,f+4 blocked f+1+4/missed JF d+4:2:1+2/f,f+2:1=GS Christie Montiero ----------------- df+1,2 hits her outta RLX d+2+4,2 hits her outta HND f,N,d,df+4 Out prioritzes most her moves King ---- You should know...... Forest Law ---------- Hop kick/df+1,2 after a block flip kick 1,2 after a blocked DSS 1 Kuma ---- f,f+2+3/f,f+2/df+1,2 knock Kuma outta HBS blocked f+1+2=f,f+4 Julia Chang ----------- blocked 1,1,1/1~2,1/df+2~1=GS Low parry second hit of 4,4 Lee Chaolan ----------- missed 1,2,4:4 JF=GS reverse 4,3,3 Blocked F,N+3,4=hop kick Lei Wulong ---------- blocked db+4=d+2+4. Can be hit outta stances. CRN auto-hops over lows, can parry while in TGR. can be low throw outta b+1+2. Can SS Razor Rush on block Jin Kazama ---------- reverse 1,2,3/1,2,4/1,3~3 block after a 2,1 hits. blocked d+3+4=GS SWR to avoid JFLS Nina Williams --------------- SWR after a blocked 1+4. blocked f+1+2=f,f+4. blocked FC,df+4=d+2+4 Bryan Fury ---------- 1,2 in between WS+3,4 blocked f,f+2=f,f+4 duck third hit of 4,3,4 Heihachi Mishima ---------------- you can tech d+1's on the ground Blocked 1,1,2/WS+4,4=GS blocked df+1,2=1+2,1/f,f+4 Missed JF f,N,d,df+4:4:4=hopkick V. CONCLUSION Well, I hope that this information is useful to you and I didn't bore the shit outta you. Although I can help you play a better King, practice and experience will make you a better player. Peace out!!!!!!!!!!!!!! ======================================================================= END OF DOCUMENT =======================================================================