****************** Tekken 4 FAQ file King the second Version 1.0 By Master-King. ****************** *********************************************************************** Disclaimer *********************************************************************** I made this FAQ to give you my thoughts of the great wrestler king.The tekken series is copyright namco. If you want you can use this FAQ for your own personal use but don’t change anything. Please don’t misuse this FAQ. Most of the info belongs to my so it has my copyright (Ferenc Greguss). If you take my info you should give the credit to me. Well, enough of this. I hope you enjoy my FAQ. *********************************************************************** Author’s note *********************************************************************** Well, my name is Ferenc. I live in Holland and I love playing tekken. This is my first FAQ. I have been playing tekken since tekken 1. In tekken 1 and 2 Paul always used to be my favorite. Since tekken 3 King became my favorite because he is so damn cool. I love his fighting style, especially because is multi throws. I don’t play arcades to much because there aren’t many arcades in the neighborhood. I also play tournaments and I became second on the last one. Tekken is not the only beat’em up I play. I also play other fighting games but that is not important. If you live in Holland you can always mail me to challenge me. Well this is all you need to know. Let’s get further with the FAQ. *********************************************************************** Conventions. *********************************************************************** 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) 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 *********************************************************************** Move list *********************************************************************** This move list was taken directly from the Tekken Zaibatsu site. I made some few modifications myself. 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 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 u_uf_ub+4 hop kick 13 m JG 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 f,f+2 K's Flicker 20 m JGc f,f,N+2 Stomach Smash 6 L DSc =1+2 High Jack Breaker 30 throw =1+2,u,d,N,3+4 Jaguar Driver 60 throw 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 15,45 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 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 15,45 #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 *********************************************************************** moves list *********************************************************************** This is the section where I give my thoughts about king’s moves. I don’t explain every move because he also has bad moves. These are the moves I use. 1,2 Palm Attack 6,15 h,h =2+4 Russian Leg Sweep 30 throw =d+2+4 Jumping Power Bomb 45 throw Two standard high jabs. The jabs are not very fast but you can chain 2 throws after it. If you know that your opponent won’t duck go for the Russian Leg Sweep and if the duck go for the jumping power bomb. I think this is a good move. Don’t overuse it though because there are escapes or the will eventually ss. 1,2>1 Palm Attack Uppercut 6,15,10 h,h,m =2+4 Stall Suplex 40 throw =d+2+4 Jumping Power Bomb 45 throw This is almost the same attack as the palm attack except for the last hit. The palm attack and the palm attack uppercut should be mixed. Well, you can link it in a standard throw and a crouch throw. But there is a large difference between the two strings. The last hit of the uppercut is 1 so you can also buffer giant swing for even greater damage. If they escape your stall suplex go for the giant swing and if they usually duck go for the jumping powerbomb. df+1 Elbow Sting 15 m =2 Side Swipe 12 m I think this is king’s greatest string move. They both hit mid and if the elbow sting connects the side swipe is guaranteed. On ch the elbow sting smashes the opponent to the ground for a people elbow or other low moves. This is also great for landing a throw because they won’t duck anymore because this string hits mid. An great move. d+1~N+2 Low Jab Uppercut 5,15 sm,m In tekken tag this was a great move but they toned it down in tekken 4. It good for poking but don’t overuse it. It still is fast and should be used once in a while. I suggest you use the elbow sting to side sweep. 2,1 Jab Uppercut 10,12 h,m This move have been improved from tekken tag. It has much priority and it doesn’t push your opponent back when blocking so you can also buffer the giant swing. A very goon move and you should use it often. df+4 Knee Buster 15 l A fast low kick to the knees. It is great for poking or in a string. You should mix it up with the rib buster for a good guessing game. 1+2,1 Head Spinner 15,21 m,m A great move. Two blows to the mid. It is fast and it leaves you save when blocked. You shouldn’t overuse it though because it can be sidestepped and watch out for the reversal so also buffer a chicken. You can also use this move in juggles for good damage. f,N,d,df+4 Jumping Knee 25 m The jumping knee king learnt from armor king. Because the black bomb has been toned down a bit always use this move. It has a block stagger and on ch the opponent will fly away hoping he will hit a wall. You should miw this move up with the cd throws. If they duck when you try a cd throw go for this move. An great move. d+1+2 People's Elbow 21 M (u_uf)+2+4 High Elbow Drop 35 M These two moves should only be used for grounded opponents. I placed them together because they are almost the same. After a reversal you can use these. But The high elbow drop can also be used for others things like after a side throw. It does great damage so use it when you can( only on grounded opponents). 3+4 Neck Cutter Kick 42 h I love this move. A new move king learned from armor king. You should always use this move after a move with long recovery. If paul misses his deathfist use it. It does great damage, staggers on block and it is very fast. I have never seen it reversed, so don’t worry to much for a reversal. b+4 Disgraceful Kick 20 h Ahh, King’s disgraceful kick. I think this is a good move because it is fast, has a very long reach and by a clean hit you can get a free blind kick. You shouldn’t use it to much because it is high so they can duck under it. I use it when people are running to me. I get a clean it with a free blind kick. A good move indeed but don’t overuse it. BK+3 Blind Kick 25 m This is one of king’s bk moves. He gives a mid kick to the balls. It’s a good move for surprising your opponent. If they block a disgraceful kick and attack watch them moving in your blind kick. It can also be used as told above after a clean disgraceful kick. On a clean hit you can link a throw after it. Difficult but handy. f+4 Rolling Sabat 23 m A good overall move king has. It is fast has good range and staggers on block. It also hits mid so they can’t duck under it. This kick looks like the disgraceful kick but this one hits mid so mix it up. You can also stagger kick after a hit for even more damage. Watch out for a reversal though. df+3 Rib Buster 17 m =4 Mist Trap 15 h This is a very good move. It is great for poking because hits very fast, hits mid, and has a very large range. It pushes the opponent away when blocked and on a counter the mist trap is guaranteed. It can be used often because it is very save. You should be aware for reversals though. (FC_d)+3+4 Stagger Kick 13_17 L =4,4 Stagger Kicks 7,7 L,L =4,4 Stagger Kicks 4,3 L,L =2 Spinning Uppercut 10 m I only use these moves for wake-up games or after a stagger block of your opponent. You can hit the opponent if they stay down or roll away. You should never use more than one stagger kick for wake-up games only if you know all 3 hits will hit. It can also be used as a juggle ender. If the first hit hits on counter you can do 5 stagger kicks or 3 stagger kicks with a spinning uppercut. db+4 Low Dropkick 16 L The dropkick king learnt from a. king. A double kicks to the legs. It is fast and hits low. You shouldn’t use this move to often because it can be predictable. b+3 Toll Kick 20 h This is another move taken from armor king. This is a fast high kick with great range. I don’t use this kick often but it is great in juggles. b+2+4 Kick Reversal varies h+m Kings kick reversal. King can only reverse kicks but his reversal is unchikenable. If you ever see a high or mid kick coming reverse it. A left kick results in a reverse heel hold and a right kick in a dragon screw leg whip. After the heel hold a people’s elbow is guaranteed and after a leg whip a ground throw. You can also do a figure four leglock but the timing is hard. Good damage though. You should use king’s kick reversal whenever you can because it’s save and does great damage. 1+4 Moonsault Body Press 25 ! An unblockable that doesn’t need to charge. I love this move. It is fast, it’s unblockable, and hits grounded opponents. You should use this move often. You can do this after some moves like the first hit of the headspinner or after a muscle bomber. Use this move, but watch out because some people can hit you out of it. *********************************************************************** Throws and chains. *********************************************************************** In this section I will explain king’s (multi)throws. Just as the move list I only give my thoughts about king’s good (multi)throws. 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 Figure Four Leg Lock* 33 at feet Turn Over 0 on side *-done by pressing DB+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 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 King’s standard front throws. All are easy to escape but they do 35 points of damage instead of 30(except for the shining wizard). I suggest you use the throws I listed here under. Giant Swing 70 f,b,db,d,df,f+1 1 This is king’s strongest front throw if it isn’t techrolled. King grabs the opponent by his legs and sways him away. I think this is one of king’s best throws because it’s great damage even when techrolled. What makes this throw better than the other throws except for the damage? Well, you can easily buffer a gs after moves and that makes this throw even greater. Look for the gs buffer section below for more info. Muscle Buster 50 d,db,b+1+2 1+2 This throw does great damage and has a 2 button escape. After this throw you can do a blind kick if they role to the side or a moonsault body press if they role to the back. You have also some buffering capabilties that I will explane in the buffering section below.A great throw. Rock Bottom 55 FC,db,d,db+1+2 1+2 King’s only fc throw but also a great throw. Great damage and a two button escape. You can do this after a low block or buffer it after a down 1 or 2. Tombstone Piledriver 58 db,F+2 2 King’s strongest throw after a non techrolled gs. 58 points of damage! Use this if they constantly escape the giant swing. A good throw and maybe some wake up game after it. Throw Away 0 b+1+2 =Turn Around 0 1+2 =Throw and Destroy 10 3+4 =Throw Away Knockdown 8 2+4 I like all the throw away moves except for the faint. After throw and destroy you can do a ground throw or a leg breaker. After the knockdown you can do a high elbow drop. After the turn around you van buffer a Stretch Buster for great damage. They can duck it but you should try it because the damage is worth it. ENEMY ON BACK Move Name Damage Position --------- ------ -------- Shoulder Cracker 28 at head Swing Away 30 at feet Figure Four Leg Lock 33 at feet Turn Over 0 on side 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 These are all king’s ground throws. I love them. If you can get a ground throw go for it. If the opponent lays on his back at feet you have two ground throws so mix it up. If they know the escapes don’t use them and use the stagger kick instead. 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 I mix this multi throw up with the arm breaker. After the first throw you have 3 options. You can do a s.t.f for 65 damage, a good follow up. You can do a scorpion deathlock for 70 damage, also good. But you can also do a Indian deathlock follow up with a king’s bridge for 110 points of damage! Mix these links up and they have a hard time getting out of it. 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 As I said above I mix this one up with the standing heel hold. I like all the links after the arm breaker but I especially the head jammer link. Because the most players think you will go fot the rdc the start jamming 1+2 but the escape for the head jammer is 2 and if the head jammer connects the struggle combination is guaranteed because it has no escape. I they don’t know how to escape the chicken wing facelock go fot that one because with the rdc it does al lot of damage. King has other throw chains but I never use them because everybody knows how top escape them. If you want to see them go check the move list. *********************************************************************** Tips *********************************************************************** How to play king! You can play king in many ways. He can poke, has good throws, power moves and decent defense moves. I think king is a great poker so I play king with much poking moves combined with is great throws. My favorites are kings Elbow Sting to side Swipe, the palm attack, palm attack uppercut, jab uppercut and the low jab uppercut. I don’t use them all in one round but you should use these moves often. This is what I do. Just hit your opponent with mid pokes and strings. They can’t duck anymore because they will get hit by your mid attacks. And if they don’t duck throw them. I like this strategy a lot because it is fast and save. King had also good long reach moves. Use them wisely to. And remember, if you are being pressured by hwoerang, law etc. scrubs, you have a un-chickenable reversal. So even if you fight players like lei who hasn’t have that much kicks, don’t bother to think that your reversal will be chickened. Buffering a throw King has great moves where you can buffer a throw after. After all his moves that end with 1 you can buffer a giant swing. After the d+1 you can buffer a rock bottom. This is also a playing style for king(I mentioned it above). There is also a move where you can buffer a back throw! After the throw away turn around you can buffer a stretch buster. Be aware that it can be ducked but they have to be fast and so are you. juggles King isn’t a good juggler. He does not have very much juggle starters and damaging juggles. Here is al list of juggles. There aren’t to much but when I update it I will list more. u_uf_ub+4 hop kick 13 m 2,1 2+1,1 1,2, f+f+2+3 uf+4, df+4 f+1+2, df+1,2, d+3+4,2 b+4 FC,df+1 Leg Breaker 21 L 4,d+2+3,2 1, df+1,2 d+2+3,2 f,f+2(counter) K's Flicker 20 m FC,df+2 Crouching Uppercut 20 m 2,1 2+1,1 1,2, f+f+2+3 uf+4, df+4 f+1+2, df+1,2, d+3+4,2 b+4 *********************************************************************** Final words *********************************************************************** This was the end of my faq. When I update my faq I will put many new things to it like okizeme, wall tactics, character strategies and more. I also want to thank some people: Namco: for there great game. Tekkenzaibatsu: for there great site. Bob Ijmker: Because of him I became better and better. Darkmanx: for taking his movelist.