Strongest throw game among all characters, with all the mixup potential and damage one can ask for.
King is Tekken's iconic implementation of a grappler, having access to a wide variety of very strong and very useful throws. King has great approach tools and great pokes, enabling him to get in on his opponents and stay in to make opponents hesitate to create openings for him to make use of his ambiguous throw mixup between Giant Swing and Shining Wizard (the latter of which is referred to as Tomahawk in-game). To discourage opponents from ducking his throws, he is also equipped with an arsenal of strong mids and very rewarding crouch throws for hard reads. The introduction of King's new and repurposed powercrush moves are exceptionally powerful tools for dealing with pressure and stealing turns from the opponent, rewarding him with big damage and knockdowns, and mixups from his new stance. King's new Jaguar Sprint (notated as JGR) gives him a mixup between an unbreakable heat engager throw, a homing mid that low crushes, a low-crushing dropkick, and an elbow mid that becomes an instant bound launcher during Heat.
Strongest throw game among all characters, with all the mixup potential and damage one can ask for.
Large hurtbox with below average movement, and his backdash cancel is awkwardly slow.
Stances
- CD (Crouch Dash) – f,n,d,DF
- JGS (Jaguar Step) – 3+4
- JGR (Jaguar Sprint) – f+3+4
Heat Smash
Mid, i17~18 i21~22, +12 JGR
- Certain throws become homing (WR2+4, f,hcf+1, f,hcf+2, qcb+1+2)
- JGR becomes armored
- JGR moves are powered up (JGR.1, JGR.2, JGR.3, JGR.4)
Strengths
- Suplex City
Strongest throw game among all characters, with all the mixup potential and damage one can ask for.
- Backstage Brawler
Devastating mids like uf+4, db+2, f+4, f+2,1, and f,F+1 compliment his throws, punishing those who prefer to duck throws instead of breaking them.
- Tank
Very abusable power crushing moves. Muscle Armor also comes out 1f faster than usual, allowing for retaliation where typical power crushes may not work.
- Turn Stealer
Great CH tools like b+1,2 and df+2,1. He also possesses a faster than average low crush with JGS.
- AS GOD IS MY WITNESS, HE IS BROKEN IN HALF
Heat makes his JGR fully armored and JGR moves perform better. His Heat Smash deals the most damage in the game, and can even hit grounded opponents & break hard floors for a full combo.
Weaknesses
- The Big Show
Large hurtbox with below average movement, and his backdash cancel is awkwardly slow.
- Remain Calm
Panic moves are quite risky.
- Worked Into a Shoot
Whiff recovery is quite prominent.
Moves to learn first
Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.
- Signature↗○
uf+4
Jumping Knee Lift
- Signature↓✕
d+3
Stomp
- Launcher↗○
i15 · 13 dmg · -13 on block
Jumping Knee Lift
- LauncherFury Counter↘△
i15 · 21 dmg · -14 on block
Body Blow
- Wall splat←△□
i20 · 16 dmg · -9 on block
Chupacabra > Spinning Back Elbow
- Wall splat↓△△
i15 · 11 dmg · -12 on block
Round Trip Chop
- Counter-hit launcher←□△
i19 · 13 dmg · -13 on block
Quick Hook > Uppercut
- Counter-hit launcher↘△□
i20 · 12 dmg · -4 on block
Double Hook Disaster
- Heat engager→△□
i15 · 12 dmg · -9 on block
Elbow Impact
- Heat engager→△✕
i20 · 27 dmg · -5 on block
Shoulder Tackle
- Heat engager↙□△△
i15 · 15 dmg · -9 on block
Muscle Armor > Emerald Elbow
- Fastest launcher→△□
i15 · 12 dmg · -9 on block
Elbow Impact
- Safe on blockss✕○
i27 · 50 dmg · 0 on block
Deadly Boomerang
Missing generics: d+4 (i14)
Watch the guide
Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.