From: littletheo@aol.com (LittleTheo) Newsgroups: rec.games.video.arcade Subject: [TK2] The kind of complete King Attack FAQ Date: 29 Apr 1996 00:25:33 -0400 King Attack FAQ v.1.0 Date: 4/9/96 Author: LittleTheo@aol.com It's been some time since the Nina Williams Attack FAQ v.1.1 so I believe it is time to put some effort in for the Master of Multis. Table of Contents: 1) King Moves from the definitive Tekken 2 Abstract FAQ (All moves altered are marked with @@@) 2) Homemade King Combos: (forgive the pun KI people) Combos that work and when to use them 3) King's timing Timing description for his more demanding strings and multis 4) King and the Art of Okizeme What to do to keep people on the ground 5) King against the World An indepth fight analysis against more popular characters 1) King Moves The move list added on here is excerpted from Eric & Luke's Tekken 2 FAQ (The Luke Mook) Abstract Version 1.0 from lukejedi@ix.netcom.com (K W Amico) ******** * KING * ******** ---Counters for MultiParts are listed in enclosures {}--- GRAPPLING TECHNIQUES 1+3 Coconut Crush 2+4 Backfall Suplex d/b,d/b+1+2 DDT d/b,f+1+2 Tombstone Piledriver 1+3 Half-Crab 2+4 Cobra Twist @@@ QCT+1 Jaguar Driver 1+2 Flying Press 1+2,3,4,1+2 Boston Crab f,HCT+1 Giant Swing d/b+1+2 Figure-4 {3+4} @@@ D/F~(1+3 or 2+4) Reverse Arm Clutch [1+3] or [2+4] USED: 2,1,1+2 Backdrop {1+2} or {2+4} 3+4,1+2 German Suplex {3+4} or {1+3} 1,2,3+4 Powerbomb 2,1,3,4 Giant Swing {2+4} or {1+2} @@@ D/F~2+3 Standing Achilles Hold 1,2,3,1,1+2 STF {1+3} 1+2,3,1,1+3 Scorpion Death Lock {1+2} 1+2,1,3,1+2+4 Indian Death Lock {2+4} 1+2,3,4,1+2,ALL Romero's Special SPECIAL TECHNIQUES 1,2,1 1-2,Uppercut (WC)+3+4,4,4,4,4 Ali Kick(s) (see notes for Octopus Special) @@@ (WC)+3+4,2 Ali Kick, Uppercut D#,d/f+4,2 Ali Kick, Middle Smash f,f+2 Smash Uppercut @@@ f,f+1+2 Flying Cross Chop (The Pounce) f,f+4 Jail Kick f,f+3+4 Drop Kick 3+4 Delayed Drop Kick f,f,F+3+4 Satellite Drop Kick D#,D/F+2 Dynamite Uppercut u/f+1+2 Knuckle Bomb (WC)+1+2 Short Elbow Drop D+1~(N+2) Low jab, Uppercut (mix-up) f,f,N+2 Stomach Smash (stuns on counterhit) 1+2 Backbreaker N+1+2,u,d+3+4 Powerbomb @@@ (U/B or U or U/F)+2 Elbow Drop U/F+3+4 Double Knee Drop d/f+3+4 Frankensteiner (often a throw, depending on use) @@@ d/f+1 Elbow Sting @@@ d/f+2 Elbow Swipe F+1+2 Jaguar Impact (unblockable) F+1+4 Moon Press (unblockable) Octopus Special: Press (4,2,1,3) very quickly between the third and f ourth Ali Kick hit. The button presses go: (WC)+3+4,4,4,4,2,1,3 @@@ 1,2,1,1,2,4,4,4,(1,[1 or 3]) Tenstring @@@ 1,2,1,1,3,3,4,4,(1,[1 or 3]) Tenstring 1,2,1,1,3,3,4,3,2,1+2 Tenstring (ends with a jumping powerbomb) ***These can be started from the second attack by holding the stick forward and pressing 2 ex: F+2,1,1,3,3,4,3,2,1+2 Ninestring 2) Homemade King Combos: (forgive the pun KI people) These combos are what I use besides his normal 10hitstrings and ali kicks. Poor King does not have much strength in the normal techniques department, but more than makes up for it in the major throws division. 10hitstring uppercut bait: When you have perfected the timing of any of his 10hitstrings, you can insert a delayed uppercut smash after any low initiated move to catch your opponent off guard. i.e. 1,2,1,1,3,3,4,3,,2 Delay the 2 to activate the uppercut instead of the middle smash 1,2,1,1,2,4,4,4,2 You can add in the uppercut anywhere in the ali kick sequence Mini Heavenly Hash: (WC)+3+4,2,,,,F+1+4 A good ali-uppercut combo will if it both connects will give you time to Moon Press your opponent on the ground. This works perfectly if the ali kick major counters any high attacks initiated. If the ali kick is blocked, your opponent has a chance to roll backwards which is the only way you can avoid the Moon Press. Rolling to the side or forward will make you eat more King on his way down. Major Counter Heavenly Hash: (WC)+3+4,4,4,4,2,,,F+1+4 This gives five hits depending on how stupid your opponent is. It also conditions your foe to block low two more times and then you hit them with the built in uppercut combo. Finish with the Moon Press. Hey, you don't always get to combo with an unblockable unless it's canned. Fake-out Knuckle Bomb: u/f or u or u/b,N,u/f+1+2 This is a more funky version of Armor King's fake-out hammer. You have more latitude in attacking range and really messes your opponents strategy to try and counter a supposedly incoming high attack. Ali Clothesline: (WC)+3+4,F+1+2 This combo is difficult to land because of the large setup time, but it does eat up 45% damage on normal machines. Do this only if the Ali kick major counters so your opponent is still staggering as you get the clothesline out. 3) King's Timing I'm guessing that since King requires so much finesse to utilize his more damaging attacks, it is important for people to know how to more successfully execute his strings and multithrows. When there is a ~ it means the next button is immediately pressed after. When there is a , it means pause one keystroke. When there is a (), it means hold the button down and do not release until after the following button push. 10hitpowerbomb 1~2~1~1,3~3,,4~3,(2)~1 10hitjailkick 1~2~1~1~2,4~4~4,1~3 10hitelbowdrop 1~2~1~1~2,4~4~4,1~1 Five Flips of Doom D/F~2+4 As soon as King grabs: 2~(1)~2 After the first flip: 3+4~1+2~3+4~1+2~,etc. While King flips over his foe's body for another suplex: 1~2~3+4 As King grabs his foe's legs for the powerbomb: 2~1~3~4 Romero's Special Deluxe Pretzel D/F~2+3 As soon as you see King lifting the leg above above his waist: 1+2~1~3~1+2+4 While King is falling down in the Indian Death Lock: 1+2~3~4~(1+2)~(3+4) STF D/F~2+3 As soon as you see King lifting the leg above above his waist: 1~2~3~(1)~2 Scorpion Sitdown D/F~2+3 As soon as you see King lifting the leg above above his waist: 1+2~1~(3)~1 4) King and the Art of Okizeme Okizeme - Rising High Kick Ali Surprise - For all risers who kick high, (WC)+3+4,2 will not only major counter, but will knock them right down again. Perfect okizeme tactic. Mid Smash - When an opponent tries to rise and kick high, f,f,N+2 (Pick your choice of throw) ducks under the sweep when timed properly and stuns the opponent. Extremely useful to do the followup throw for extra damage. King's ducking multis - This is also a perfect okizeme tactic against high rising attacks. The initial ducking dash motion will completely make a high kick whiff. Followup as shown above. Okizeme - Rising Low Sweep Knucklebomb Special - u/f+1+2 is a good foil against would be low sweepers. One problem, it needs to be executed just as your opponent is sweeping. If not, their sweep for some reason knocks you out of the sky even when you are not touching the ground. Hop Kick - u/f+4 will knock down a low sweeping foe with a quick jumping kick. The moon flip - F+1+4 will definitely knock down a rising low sweeper. Disadvantage, you need to get up faster than your foe after execution. Okizeme - Rolling to the Side Clothesline - F+1+2 is not the best okizeme against rising people, but you can't imagine the number of times you can get this off. King essentially sidesteps the opponent and sets up with it. You need to activate it up close so you don't have to rush up and execute. Do it as someone starts the roll. Most the time it will hit before the rising high kick comes out. Ali kicks tracking - As your opponent rolls, immediately initiate a single punch to track their trajectory and followup with the ali kicks okizeme tactic. Okizeme - Launching lunges One move, u+4 to hit them as they reach you. Okizeme - Feet Launch This is more fun to hit people out of with the simple u+4 kick. Slower attack time compared to the launching lunges. 5) King Against the World I am going to set up the World section so it is divided among the main characteristics of characters. This will decrease the specific actions King needs to do against specific opponents, but I'm hoping people will read this whole FAQ before trying out the strategies. The reversal people: This poses a serious problem against King since most his strings are executed by a series of high attacks. When faced with a reverser, see if he incorporates it into his strategy. Do a series of (1,2,1), (f,f+2), and high kicks. Seeing this volley of stupidly all high attacks, your opponent will seize the opportunity to try for reversals. If he is any good, you can see him whiff reversals a lot. These moves are not entirely reversal proof so mix it up good. Any other single high attacks will work. The point of playing King is to setup for his most damaging throws (multis or whatever you can grab at the moment). Whiffed reversals are the easiest to throw into. Think of King being assaulted by all these Akira reversal happy people. Set up for a throw and execute. Best ones are those which require motions that end with forward. Like the tombstone PD, the giant swing, and the Jaguar Driver multis. If the opponent is fairly decent at grabbing your high attacking self, switch to low tactics. Ali kicks and the ali-uppercut are your best friends. Your foe being the rerverser he is will switch between quick strings ending with a reversal motion if you want to retaliate after his attack. I have had opponents who mix up Paul's 10hitstrings, reversals, and other small strings to build up a formidable defense. Mind you that it is all defense against my multis. That is the main reason people would pick a reverser against King. If they are fairly good with that reverser, so much better. Believe in yourself and your ability to setup throw attempts. Here is one good setup combo. (WC)+3+4,2 (When it knocks down) if they roll back dash in D/F+2+4,five flips of doom if they roll forward dash back D/F~2+4, five flips of doom if they roll sideways dash back (to track) and they roll back dash in D/F~2+4, five flips of doom and they roll forward too close u+4 kick to the head and simply get up D/F~2+4, five flips of doom any other u/f+4 kick, a simpler execution timed throw The Jacks: Like the name of their family implies, they are simple folk who enjoy a good face pounding. :) A newbie Jack will go for the scissors all the time. Ali kick out of there. As for Jack-2 they also love to follow up on this with a meltdown. Block both and d/f+1 to stup them up and break their concentration. The Jacks, main strength is also in their throws, but they have an added advantage of extremely life draining combos and strings. Know your opponent. Know the 10hitstrings so you know how to block every level of it. Believe me there is nothing to blocking L,L,H,H,H,H,H,H,H,H for their trademark 10hitstring. Know the breaks in the string and punish with a mini uppercut D,N+2 or your choice of hits. Moon flip aggressively. They initiate moves too slowly. Things to watch for are their attempts to setup throws. Easy response are ali kicks. When caught by a Jack-2 in a rush i.e. meltdown, hell press, sweep, debugger, sweep, hell press, etc. do not be discouraged from using King's easy to flip out 10hitstrings and mini combos. Remember that punches always take precedence than kicks when executed at the same time. 10hitstring happy people: Baek, Law, Lee, Jun, Kazuya, Heihachi, Ganryu, and Devil all go to this category. I don't mean that their 10hitstrings are easy to execute, but that their mini strings and combos are devastatingly fast, and can knock King off his feet fairly easily. The object to winning against these people is aggressive play. Their easy to accomplish mini strings are matched by King's 1,2,1,1 punches. Always go into a rush play with a flurry of punches. Watch their level of attack and ali kick major counter them. Execute the Heavenly Hash to these people, they deserve the thrashing and are countered by the ali kicks easily. If they play more defensively or are stuck in cheap mode i.e. Lee's d+4,4,4,4, block this particular move if it hits initially by going d/b till the third kick then b. In Tekken 2, the recovery from strings is always two hits. After the initial two go into the offensive after blocking the rest. Defensive mode for these people is always a waiting game to see what you will go into then counter attack. They are successful if you are not watchful of what they do. I am going to list below a specific trick each of the above characters love to do to keep you away from them so you can't throw. Baek - d+3,N,3,3 Launch kick, repeat No possible counter for this besides the knucklebomb special and that is only when you anticipate that they are going for this tactic. They are also fond of the three low swipes attack. If you are caught napping, this will tick off all your energy before you can retaliate. Jump back to escape and execute a flying kick attack. Stupid as some people are, they continue this even if you are not close. Law - F+1,1,1,1,1,2,2,2 and d+3,3,3,u+3 Law is quick and annoying with these simple get away tactics. Respond with ali kicks and return the favor with either the Hash or followup strings. Lee - d+4,4,4,4 and infinity kicks Lee has these two annoying attacks. The former is already mentioned above, the latter is tricky as it has a wide range of movement and you have to know what move to execute to break the infinity kicks. When they are in the high kicks motion, rush and ali kick them out. Another good move to do which requires precision timing is the D/F multi- throw which can duck a high infinity kick. The problem comes when they punctuate this combo with low kicks which can knocked out by a f,f+2 uppercut, f,f,N+2 counter (evil grin) followed by your choice of counter-throw, a well timed clothesline F+1+2 which is more dangerous because of the setup time, a flying kick that knocks them out, or a standing kick at just the right distance. Jun - Infinity combo, F+2 uppercut, cartwheels, and sweeps Her differing hit levels make Jun the worst character to fight King against, and add on her reversal and its an uphill battle for an average King. The infinity combo can be broken at the 3 ring circus 1+4,2,1,2. Watch for the low kick high punch end and hit them from crouching with a simple punch to break the combo and go neutral+2 to uppercut them. Jun also has a nasty uppercut which has excellent priority against kicks and punches. Do not be aggressive toward Jun when she knows how to reverse and counter. Cartwheels and sweeps are her main staple for keeping people away from her. Block and watch the followup moves. There are plenty of opportunities to attack so long as you stay focused. Throwing her is very difficult and can result in getting thrown yourself. This happened to me a couple of times. Kazuya, Heihachi, Devil - flurries of punches strings, uppercuts, hell sweeps The Mishimas are masters of the uppercut which makes King's high attacks almost useless. Go for the ali kicks all the time and set them up for the big throws. Thankfully, if you can back away fast enough, their uppercuts have horrible recovery and can be used for throw opportunities. The larger uppercuts, go for the multi throw. I would suggest to time your multi throws as they finish their punch strings. It always gets them because of the recovery again. Lastly, the hell sweeps are very annoying and are not easily blocked after you block the initial ones. I suggest that you take the first hit or tow to get knocked down, and sweep them getting up. Ganryu - Sumo push 2,1,2,1,2,1..f,f+throw Not his best tactic, but certainly annoying. He can stop his attack anywhere and followup with a f,f+2+3 throw. Its almost guaranteed. Always keep a distance away and ali kick him down. Initiate throws from a distance and he usually obliges by rushing up. The Mitsus: Yoshi and Kuni are masters of guile and quick hits. A standing 3 ruins most attempts at a rush in. Yoshi's numerous sword swiping unblockables are also difficult to get around. The main suggestion is to use their slow recovery against them. Throw them whenever they attempt quick hits. Their 10hitstrings can be broken by hitting them from the high kick to the low kick sequence. Kuni's quick unblockables are jumpable. Quick u+4 will knock her back into place. Their spinning attacks are their folly. Ali kick them if out of range or wait it out. The recovery at the end is also horrible that you can throw them here too. That's it for now. I am tired and wish to pursue other goals. Forgive the lateness of this FAQ. LittleTheo@aol.com Noel T. Sig Crash: We are revoking your degree United States Academy of Video Arcade Games Entertainment U.S.A.V.A.G.E.