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    King by Kent Dela Pena

    Version: 1.6 | Updated: 05/19/02 | Printable Version | Search Guide | Bookmark Guide

    Author: Kent Dela Pena
    Email: anus_maximus@hotmail.com
    Version 1.6
    This FAQ is copyrighted (c) Kent Dela Pena 2001-02.  All rights reserved.
    I can't really believe I have to say this, but this work is not to be used for
    profit and doing so bequeaths you the title of poor sad loser who must find a 
    real job. Really, there's better ways to make money out there.
    Do not try to reproduce this and write it off as yours. You'll never amount to
    anything in life if you're out there copying FAQs and saying it's yours. There
    are better and more important things to plagiarize. Do not go out there
    claiming to be me either, or an FAQ writer for that matter. Although I know
    these moves, I am not the greatest player, nor should I recommend living my
    life. It's something you don't wanna do. If you knew me, you wouldn't wanna
    be me.
    This FAQ is in English and the only foreign language I can speak is French.
    I'm sorry if you can't understand it or get any of the jokes (there's jokes?)
    Please do not email me in languages other than French or English. Those will
    be deleted immediately. Also put "King FAQ" as the subject.
    This FAQ should be posted on www.gamefaqs.com unless you ask me for permission
    to post it on your site (chances are, I'll say yes, especially if you baked
    This FAQ can also be found on the following sites:
    *Table of Contents*
      1. Version History
      2. Introduction
      3. Legend
      4. Who is this Masked Man?
      5. Move list
      6. In depth moves
      7. The Game
      8. Chain throws
      9. Credits
     10. Main Contributors
     11. Final Words
    *Version History*
    1.4 - Oct 10, 2001 - Fixed an error on the Arm Breaker Chain Throw
                         Removed the Jaguar hook due to its futility
                         Fixed the Reverse Arm Drag command
                         Fixed the last of Chain throw errors
                         Added a Mashing sequence for chain throws
                         Always have to add comments.  Removed some too
    1.5 - Oct 22, 2001 - Added more comments
                         Added the Tornado Clothesline
                         Removed Mashing sequence
    1.6 - May 18, 2002 - Added more useful moves and removed some usless ones
                         New email address
    This FAQ is for all those players who use King or want to learn to use him.  
    We all have our reasons, so just continue reading and see what's up with him
    in his latest Tekken adventure.
    I made this FAQ and my previous FAQs mainly for myself.  I used it as a guide
    for which moves to use under various conditions.  I've always believed in
    sharing my wealth so I would like to pass on this knowledge to anybody else
    who wishes to learn King.  If there are errors, holes, or strats, you are more
    than welcome to kindly send an email.
    I'm assuming that you know the conventions such as 1_2 and so on. Here's just
    a rundown on all the buttons and directions. I think the illustration below
    insults your intelligence, but if ya stil need them...
         Facing Right                             Facing Left
         UB  U  UF                                UF  U  UB   
           O O O                                    O O O
            \|/         (1)  (2)                     \|/         (1)  (2)
         B O-N-O F                                F O-N-O B
            /|\         (3)  (4)                     /|\         (3)  (4) 
           O O O                                    O O O
         DB  D  DF                                DF  D  DB        
    I'm guessing that you're aware of the PS2 buttons, so I won't use an illustration
    here. Plus, everyone has their own button layout. Here are some other terms used
    in the FAQ:
    u,d,f,b: Tap direction                   U,D,F,B: Hold direction
         CD: Crouch Dash (f,N,d,df                 N: Neutral(no joystick direction)
         WS: While Standing from crouch           FC: Full Crouch
         BT: Back Towards opponent                 >: Move is delayable
        KND: Face Up Feet Towards                 CH: Counter Hit (interrupt opp's move)
          ~: Input the next command immediately   SS: Side step (u_d)
        qcf: Quarter circle forward (d,df,f)     qcf: Quarter circle forward (d,df,f)   
        qcf: Quarter circle forward (d,df,f)     hcf: Half circle forward (b,db,d,df,f)
          1: Left Punch                            2: Right punch
          3: Left Kick                             4: Right Kick
        ALL: Must I explain?
    *Who is this Masked Man?*
    King is a Mexican pro wrestler. That's all you need to know. Do you really
    care about his story? What is this? The King's Story FAQ? Read for it somewhere
    else. Given his fighting style, you know King won't be depending on fancy kicks and
    punches, but devastating throws and holds. Actually, he can use both aspects, just
    like in wrestling, just don't expect fancy strings and juggles with him. You'll be
    setting up or retaliating with throws and simple powershots, then punishing opponents
    with his ground game.
    *Move list*
    Okay, maybe not. There is no movelist on this FAQ. If you need one that badly,
    check out www.tekkenzaibatsu.com; www.tekkencentral.com; and many other FAQs that
    lists King's moves (Specifically Catlord's. You do know Catlord, don't you?).
    Tekken websites also gives you frame rates, damage properties, and such detailed info
    as well. Please check there if you need it that badly. I'm just assuming you know
    all of King's moves and just want to know how to play him (or at least how I do).
    *In depth moves*
    The following are moves I use the majority of my matches. If some moves I find are
    pretty useless, I won't mention it, unless it's so bad I gotta say why. In no
    particular order, here are King's moves that I use a lot during his fights.
    Jab Strings (1,2; 1,2,1; 2,1)
    King's primary poke strings. When you're not throwing or punishing, you'll
    probably be annoying your opponent using these. With the 1,2; 1,2,1; and f+2,1
    strings, you can immediately do into a throw by pressing 2+4. If you think your
    opponent will duck the throw attempt, crouch throw them with d+2+4. Since Tekken 4
    has become a jab fest, you'll be using these as retaliation. Jabs are also a primary
    source for setting up throws and your offense.
    Low Jab Uppercut (d+1~N+2)
    Another great poke string for King. Good vs. jabbers as well since King's 1st hit
    has him ducking. Since Namco toned down d+1, this golden string doesn't shine as
    much as it did back in TTT, but it's still useful and serves many purposes. Don't
    abuse this as much as you may have done in TTT.
    Elbow Sting (df+1>2)
    Another useful poke string. Can be used for many more as well. If you catch the
    elbow on a CH, your opponent will be knocked down, setting him up for okizeme.
    You may also use this against crouching opponents and some special stances.
    Low Drop Kick (db+4)
    Effective vs. newbies and obvious turtlers. Can also be used in okizeme. I find
    this also useful when running up to an opponent and whipping this out. Hits
    countless times.  he bad part of this move is this oddly enough, can interrupted
    by a jab. You'll probably stop using this often when your friends are familiar
    with its windup...if you have friends.
    Hop kick (ub_uf+4)
    This is King's primary juggle starter. I mix this up along with King's
    throws. When people duck in anticipation of a throw, a hopkick will knock them
    into the air resulting in a juggle. Be warned, this is no longer guaranteed
    after a low parry. Use the ub version of the hop kick as an escape tactic vs.
    pitbulls. Though it won't do much damage, it'll keep you nice and safe.
    Dynamite Uppercut (FC,df+2)
    If you find yourself FC, use this when people develop a habit of crouching when
    you do in fear of taking a Side Body Clutch Slam. Nice laucher for juggle/tech
    roll trap setups.
    Clothesline (f+1+2)
    Mid range punisher. Nice and quick. Same as Armor King's back in TTT,
    but nothing is guaranteed afterwards unfortunately. Also a lightning quick 
    alternative to closing the gap to the knuckle bomb. If your opponent blocks this,
    they get guard stunned and knocked further back, keeping you safe from retaliation.
    Be warned, this move can be ducked and even punch parried, so try not to be
    predictable with it.
    Konvict kick (f,f+4)
    I use this move only for punishing and keeping opponents at bay. If you catch
    this on a CH, this move becomes a DDT. Anything into a throw is cool.
    Shoulder tackle (f+2+3)
    If I'm not CDing in, I use this to close the gap between myself and my opponent.
    You'll find this move hits a lot since Tekken 4 has become more offense oriented
    and the majority of your opponents will pitbull you. In order to do that, they
    have to run up to you, thus putting their guard down. This is also effective
    vs. Steve Fox's sways.
    Elbow Drop (d+1+2)
    Use this move only for okizeme. If your opponent likes to lie down, drop this on
    them as punishment. Catch your opponent on a crumple stun or wall stun, and they
    fall to the ground, you've got a sweet followup here.
    Knucklebomb (uf+1+2)
    A midrange substitute to the Shoulder Tackle. Come flying in at your opponent in
    a few short frames. This move also serves well in okizeme. Bust this out when
    you know your opponent will roll backwards.
    Black Bomb (CD+1+2)
    A mid hitting non-flying knucklebomb. Slower than the flying knee, but a useful
    substitute. If you're lucky, you can catch this as a CH and get a free bounce 
    Suicide Dive (f,f+1+2)
    A highly underrated move. As long as your opponent doesn't SS this, they will
    suffer guard stun. From here, you can go for a throw or hop kick. This also
    can be served as okizeme, but I don't recommend it.
    Sucker Punch (SS+2)
    Nothing like a quick punisher after successfully SSing a move. The stun after
    creates time to CD into your opponent or whatever.
    European Uppercut (WS+1+2)
    Part of the FC mix up. This move always has great results. Hard to punish if
    blocked, causes a crumple stun if this move hits normally, and a juggle launcher
    if this is a CH which can happen a lot.
    Blind Kick (BT 3) Just Frame 1+2 for a Neck Breaker
    Use this to protect yourself if you find yourself BT. Can be used to follow up
    a Muscle Buster. It's not guaranteed after a Disgraceful kick anymore. On a CH,
    this move causes a crumple stun, which happens when your opponent thinks they've
    got a free shot on your back. Set that up by pressing 1+2. If you caught your
    opponent on a regular hit and your opponent is close enough, press 1+2 and King
    will do a Neck Breaker throw. This is a Just Frame move and really hard to get.
    The damage isn't worth the effort, but you can always try. It looks really cool.
    Moonsault (1+4_f+1+4)  Can be done while BT
    If this move isn't abused, this has a "deer-in-headlights" effect. Many people
    freeze when King does this flip in the air. I use right after a Muscle Buster
    or a Side throw.
    Flying Knee (CD+4)
    King is known for having 2 devastating chain throws after his crouch dash. Mix
    up King's CD game by using this flying knee used by Armor King in TTT.  Good
    damage and the opponent flies back, hopefully knocking them into a wall.
    Inziguri Kick (df+3~4)
    A cool looking move that is done like Lee. Although it's easier to do than
    Lee's version, the 2nd kick can be blocked, ducked, and jabbed out of.  If you
    catch this on a CH though, the 2nd kick is guaranteed. The 1st kick is useful
    during your custom strings. Anyways, this is always useful for showing off,
    unless the crowd has seen it thousands of times.
    Spinning knife hand (1+2,1)
    One of my favourite moves. If the 1st hit connects, the 2nd one is guaranteed.
    There are so many uses for this move. This can be used as part of juggles,
    punishers (the best part is, the 1st hit is irreversable which means bad news
    vs reversal scrubs), and ending custom strings. You also have the option of
    doing the first part of the move, leaving you BT. From here, you can go for
    a Blind Kick to catch your opponent by surprise. If your opponent is too
    close, but expecting a Blind Kick, surprise them with the Tornado Clothesline
    unblockable by pressing 1+2. That trick will only work once per opponent.
    Rolling sobat (f+4)
    A simple jumping spin kick that has its uses. Give yourself breathing room by
    using this, finish your custom strings, or punish crouchers. Simple yet effective.
    Frankensteiner (df+3+4)
    The damage isn't the same anymore. Oh well...if your opponent, who isn't that
    good, is being too defensive and is visibly walking backwards, whip out the move
    Scott Steiner invented. You can use this in okizeme as well.
    Disgraceful Kick (b+4)
    Strictly a punishing move and not to be thrown out at random. You'll find scrubs
    doing this move a lot. Long reach and easy to chicken. Leaves you BT so if you're
    fast enough and your opponent tries rolling backwards, you can land that BT 3. On
    a clean hit, your opponent will drop straight to the ground. If not, they'll be
    sent rolling back.
    Thrust kick (b+3)
    Another move taken from Armor King. Use this if the Disgraceful kick won't reach
    and also as a juggle ender. That's all this move is useful for. Sends your
    opponent fairly far back, which is good around walls.
    Stagger kicks (d+3+4,4,4,[4,4 on a CH])
    A move that was once guaranteed in okizeme.  But in Tekken 4, nothing's guaranteed
    so don't be too eager to throw this out.  You can also use this for King's low game,
    but it looks very scrubby.  If the first stagger kick connects on a CH, King can do
    up to 2 more kicks as well, but they're all not guaranteed.
    Stagger kick to uppercut (d+3+4,2)
    If you're fighting a slow opponent that is used to the 3 low stagger kicks, mix it
    up by throwing out an uppercut. On a CH, you can do up to 3 stagger kicks before
    the uppercut. This move is also nice in okizeme when your opponent rolls back.  If
    they do, both hits are guaranteed. If your opponent opts to lie still, only the
    stagger kick will connect.
    Ankle Swipe (FC,df+1)
    You should only use this move under two circumstances.  fter doing a sweep from KND
    and you've successfully knocked your opponent on their ass, use this. This connects
    88% of the time. I use this after a successful Low Drop Kick as well.
    Regular throws (2+4_f+2+4_2+4~B)
    A throw is a throw and it's essential in every Tekken game. If you don't have
    enough time to use a command throw, go for one of these. Be warned, okizeme isn't
    guaranteed after these throws. Now that really screwed King over.
    Side Body Clutch Slam (FC,db,d,DB+1+2)
    With the abuse of 1,2 in Tekken 4, I personally find this throw great vs. those
    scrubs. King ducks under those jabs then rises into the Rock's finisher. This throw
    has amazing tracking ability as well. Though it is good when mastered, nothing is
    guaranteed after it. Try and get used to doing the motion and you've just developed
    an invaluable tool in your game. This throw is meant to be set up not thrown at
    Giant Swing (f,hcf+1)
    Now that the majority of throws in Tekken 4 are broken using 2 or 1+2, the
    Giant Swing has gotten much more effective this time around because of its
    different break. What makes this throw even better is if it's been tech rolled,
    your opponent takes 45 damage, which is more than half the damage of the GS and
    that's more than most other throws. If you toss an opponent into a wall or
    structured object, that's even more golden.
    Tombstone (db,f+2)
    This is King's most powerful throw excluding a non techrolled Giant Swing (but who
    can't tech out of that?). The triple ground throw isn't guaranteed anymore.
    Always looks cool. This is a throw I like buffering before a round starts.
    Muscle Buster (qcb+1+2)
    Same old throw from T3 and TTT. The guessing game after it is guaranteed as well.
    If your opponent lies still, go for a moonsault. If your opponent attempts to roll
    backwards or to the side, go for the Blind Kick.
    Kneelift (WR_f,f,f+2+4)
    A cool looking throw done while running. This is effective vs. wall techs and turtles.  
    Sadly, this can only be setup while running or f,f,f.
    Jumping powerbomb (d+2+4)
    King will only land this on 3 of your opponent's positions. Off a crouch, off a
    tech roll, and after parrying a low kick. This is effective in a tech roll trap.
    If your opponent has great reaction or reads you like a book, this move is useless
    since it's breakable.
    Ground throws (db_df_DB_DF+2+4)
    Obviously, this is something done in Okizeme. There are no more guaranteed
    ground throws after throws like the Tombstone and right kick reversal anymore.
    You'll get this if your opponent stupidly stays on the ground for too long. At
    least this time, ground throws land more often and you don't whiff even if you're
    just a single sprite away from your opponent. You can catch side rolling opponents.
    Kick reversal (b+2+4) On a Right Kick, press 3+4 for a Figure Four Leglock
    King is blessed with having an irreversable kick reversal. Take advantage of it
    vs. kick happy players such as Hwoarang scrubs or predictable Christie strings
    (which shouldn't happen). An elbow drop is guaranteed after a left kick
    reversal and if you press 3+4 during the right kick reversal animation, King will
    give his opponent a figure four leg lock. The figure four is a Just Frame input.
    Change position (1+3+f_b_u_d)
    Something new added in Tekken 4. Get yourself out of a corner and put your
    opponent into one by forcing a side switch with this command. You may shove your
    opponent into a wall by pushing them into one. Your opponent is stunned briefly
    which can set you up for a quick jab or some throws.
    Chain throws (See the Chain throws section)
    Do not neglect this part of the game. There is a reason why King has them. This
    was why I picked King in the first place. Perhaps others did as well. (Yeah, 'twas
    scrubby!!)  Strike fear into other people's hearts by doing them or threatening to
    do them. Just don't abuse it. When you find out about the uses of King's other
    moves, you'll be using this less and less...but I didn't say not at all.
    *The Game*
    As you fight, you'll be put into various situations. Here are some moves that I've
    suggested during each scenario.
    Pre fight - What you do right off the bat can determine the outcome and flow of the
               match. Now that can move before throwing out moves, it's good to get
               some good positioning before duking it out.
     Before the announcer says fight:
       - SSing - A good idea to move yourself into open area and not close to a wall.
        Also a setup to some SS buffered moves.
       - F dash - Show your aggressiveness before a fight. Also an indication that
        you'll go for a throw. Watch out for jabs and throws when the fight begins.
       - B dash - Shows defensiveness and turtling. Try B dashing repeatedly by doing
        qcb,qcb...this is a way to buffer a Tombstone before fighting.
       - Hop over opp. - If you can time it right, you'll find yourself behind your
        opponent just as the announcer starts the fight.
       - FC - Assume this position and have your opponent guess what you'll be doing.
        See the FC aspect of the game to find out your options from here.    
       - WD - Repeated CDs can scare your opponent into guessing between a chain throw,
        Black Bomb, or flying knee.
     When the announcer says "fight":
       - Throw - Command throw, regular throw, or CDed throw, if you've caught your
        opponent turtling at the start of the match, here's some good instant damage.
        A buffered Tombstone's my fave here.
       - Jabs/pokes - Use some annoying but quick tick damage to start the match. Your
        opponent would've probably have done the same. Perhaps you could set up a
        throw from here too.
       - Hopkick - Juggles are always nice.
       - Spinning knifehand - Good vs. reversal scrubs plus if the 1st hit connects,
        the 2nd is guaranteed. Can't be punished if the move is blocked. Sounds like
        a good start.
       - FC mix up - See the FC section about your options.
       - CD moves - See the CD section about your options. Start a deadly guessing
        game this way.
       - Idle - Stand still, block, then retaliate. Starting on defense can be
        rewarding at times. There's no risk of receiving a CHed attack from your
        opponent and you have the opportunity to read some tendencies and patterns in
        one string or series. Watch out for throws.
    Pokes/custom strings - Now that everybody fights without a partner, ticking and
                          chipping away at your opponent's life is more important than
                          ever. Poking and jabbing is a big part of King's game since
                          he doesn't have any long strings. Here are a few quick
                          strings I use when playing. Put these in combination to make
                          your own custom strings:
       - Jabs (1,2,[1]) - Standard poke for everybody. The first 2 hits high so you're
        kinda screwed if your opponent is crouching. You have the option to the a
        throw after the 2nd or 3rd jab. This string also moves you forward.
       - Jab uppercut (2,1) - My favourite little string. The 2nd hit strikes mid and
        King moves forward a bit. My favourite jab setup for the Giant Swing.
       - Low jab to Uppercut (d+1~N+2) - This move has lost its priority from TTT.
        Still a good string anyways since you duck on the 1st hit. Nothing is
        guaranteed after the 2nd hit and a quick jab is what you'll get in return if
        your opponent blocks it.
       - Elbow sting (df+1>2) - Both hits mid and if the 1st elbow is a CH, your
        opponent hits the ground. Bait your opponent into a Spinning knife hand
        after using this string.
       - Ankle kick (df+4) - Quick low kick. Something useful in poking. Low kicks
        keep your opponent from high parrying or reversing by throwing this out once in
        a while.
       - Mid kick (df+3) - The 1st kick in King's new Inziguri kick move. You don't
        always have to use the Inziguri all the time. This move has always been
        effective in poking. When your opponent is used to seeing other poke/custom
        strings after this, whip out the 2nd kick and that'll be the last time they try
        interrupting with their heads up. Also good for tracking SSers to King's left.
    Whiff punisher - If your opponent does a move from too far and completely misses,
                    you've successfully dodged it, or you blocked a move with lots of
                    recovery, try these:
       - Command Throws - Usually devastating and spirit breaking
       - Hopkick to juggle - When opponents always react by ducking, since they think
        they're gonna get thrown, which is natural against King.
       - Disgraceful Kick (b+4) - Just a powershot now. I bet you're asking, why didn't
        you add the BT 3 after it? The reason is, if you get caught with the initial
        kick, all you have to do is mash 2, recover straight up, and you'll block the
        Blind kick. So, that combo isn't guaranteed anymore. Doesn't mean you shouldn't
        try it though. If you get lucky, you could get a Neck breaker after the
        blind kick.
       - Super Kick (b+3) - For times when the Disgraceful kick can't reach. Will
        guarantee to send the opponent rolling back. Useful after blocking deathfists.
       - Konvict kick (f,f+4) - Knock them back and if your opponent tries to interrupt,
        you've got a CH DDT.
       - Rolling Sobat (f+4) - Quick and easy if you're feeling brainless. If you
        messed on your timing and your opponent blocks, you're safe from retaliation. This
        kick also has tracking properties against SSers.
       - Clothesline (f+1+2) - Be like a real pro wrestler and punish with clotheslines.
       - Knucklebomb (uf+1+2) - Knock an opponent on their ass and follow it up
        immediately with an Elbow Drop for great damage.
       - Shoulder Tackle (f+2+3) - With an opponent rolling back from the blow, there's
        a chance to knock them into a wall. Better if you're at long range.
       - Spinning knifehand (1+2,1) - Decent damage. If the 1st hit connects, the 2nd
        hit is guaranteed. The 1st hit is irreversable so that means people who reverse
        by reaction will get nailed.
       - CD mixup - Since your opponent will be on the defensive, make them worry about
        what they'll be eating when King comes CDing in. Good time for Chain Throws.
       - Throw setups - Using one of your favourite throw setups will increase chances
        of landing a throw. Sometimes, players duck on reaction after whiffing or
        recovering. Use setups to keep them standing before throwing.
    Okizeme - In this version of Tekken, nothing is guaranteed in okizeme anymore. No
             character gets a free hit. This doesn't mean you can't hit them while
             they're down. Okizeme is more of a guessing game now rather than
             guaranteed ground beating. These are the moves that I use in okizeme and
             their situations:
       - Elbow Drop (d+1+2) - If your opponent lies still. Guaranteed after a kick
        reversal if you're quick.
       - Ground Throws (db_DB_df_DF+2+4) - If your opponent lies still for too long.
        It can also catch side rolling opponents at times.
       - Stagger Kick (d+3+4) - Will always nail your opponent.
       - Knuckle Bomb (uf+1+2) - If your opponent rolls backwards.
       - Stagger Kick to uppercut (d+3+4,2) - If your opponent rolls backwards.
       - Flying Knee (CD+4) - If your opponent rolls backwards and you're close enough.
       - Moonsault (1+4_f+1+4) - If you're in BT and your opponent lies still. Works
        right after the Argentine Back Breaker, an opponent lying still after eating a
        Muscle Buster, or standing straight up from a Disgraceful Kick in order to avoid
        the Blind Kick.
       - Low Drop Kick (db+4) - Good tracking low hitting move.
       - Ankle Swipe (FC,df+1) - Use this only after landing a KND 3 or a Low Drop Kick
        while your opponent is lying still or trying to roll back.
       - Hop over, Blind kick (BT 3) - If your opponent likes to lie still and use
        wake ups vs. you.
       - Shoulder Tackle (f+2+3) - If your opponent rolls back. Can be more reliable
        than the Knuckle Bomb since it doesn't require a diagonal.
    Throw setups - This is a big part of King's game. Being a wrestler, he needs to
                  use throws to win fights. The main throws you'd like to land are the
                  Giant Swing, Tombstone, Muscle Buster, and the Side Body Clutch Slam.
                  Here are a few common setups:
       - f+1,hcf+1 - If you are new to King and the concept of throw setups. I that
        suggest that you begin learning the concept of throw setups by doing this simple
        setup. All you are simply doing is a single jab, buffered into a Giant Swing. 
       - Jab strings - Kinda self explanatory. My favourite is the Giant Swing tick
        (2,1,Giant Swing)
       - WS+4,Giant Swing - Whiffs at times, but still possible.
       - df+1>2,Giant Swing - Don't abuse too much 'cause the 2nd hit from the Elbow
        Sting can be interrupted.
       - d+1,SBCS - d+1 gets you into a FC. Then from there, it's Side Body Clutch
       - KND b_f,f+1+2,SBCS - Another setup into a Side Body Clutch Slam. This one's
        better to do if your opponent blocked your cross chop from knock down position.
       - f+1+3, Giant Swing - You can buffer the f-change position into a Giant Swing.
        Amazing results.
    Note:  If your opponent if familiar with your setups and ducks, mix up the throw
         with a Hopkick, Rolling Sobat, or Spinning Knife Hand.
    SSing - Side Stepping has become even more important than ever in Tekken 4. This
           is an effective way to evade attacks and punish. King also has moves that
           he can do off a SS. Here they are:
       - Sucker Punch (SS+2) - King will do the same punch as Armor King did back in
        TTT. This punch is nice and quick and it also knocks the opponent back,
        setting you up for a CD.
       - Gory Guerrero Special (SS+2+4) - A common way King started one of his Chain
        throws back in the previous Tekkens.  This is the scrub's choice for Chain
        throws, but it can still be deadly.
       - GGS cancel (SS+2+4~b) - When people see the wind up for the SS+2+4, they will
        always duck on reaction to avoid the throw.  Well, lucky for you, King can
        cancel this throw and end up in FC.  Actually, I prefer using a hopkick to a
        juggle when my opponents tried ducking in order to avoid the GGS.
       - Tombstone Piledriver (db,SS~f+2) - Whip out an unexpected buffered Tombstone
        right off the SS.
       - Spinning knifehand (1+2,1) - Cancelling a SS into this is just real sweet.
        It works on so many levels. You can catch a crouching opponent who thought
        you'll go for a SS+2+4 a little too early. This also serves as a good punisher
        for a move you've freshly SSed. As long as you don't whiff both hits, you're
        pretty safe.
    FC mix ups - A crouching opponent can be a dangerous opponent. Just look at Bryan
                and Kaz. King can become a serious threat while he's ducking. Some
                people like to start the FC by simply ducking, while others use d+1 or
                d+4 before getting into the crouch. Holding D after diving moves will
                leave King in FC. Here are some useful moves from the crouch position:
       - Rising Kick (WS+4) - A nice simple yet effective while rising kick. You can
        use this to set up a Giant Swing or other moves. This leaves you relatively
        safe from retaliation if blocked.
       - European Uppercut (WS+1+2) - If this connects, great! Leaves you safe if
        blocked as well.
       - Dynamite Uppercut (FC,df+2) - If people expect the throw, launch them with
        this mid hitter.
       - SBCS (FC,db,d,DB+1+2) - Good damaging throw and sort of like a low hit
       - Stagger kicks (FC,df+4,...) - Kinda scrubby but a quick low hit alternative.
    CD mix ups - King's CD is even faster than ever. To my observation though, the
                range of the crouch dash is shorter. The best time to do a CD mix up is
                when your opponent is about to rise to their feet from CD range. Anyways,
                here are some good options upon attacking from a CD:
        - Chain throws (CD+1+4_2+3) - Something King's known for doing. Please see the
         Chain throws section.
        - Flying knee (CD+4) - Stronger than ever and knocks your opponent pretty far
         back and hopefully into a wall.
        - Hop kick (uf+4) - Nothing like a launcher buffered from a CD.
        - Konvict kick (CD,f+4) - A buffered Konvict Kick can be useful if your
         opponent ducks a lot when they see King CDing.
        - Black bomb (CD+1+2) - An alternative to the Flying Knee. If you're lucky and
         catch this on a CH, your opponent will bounce, thus resulting in a juggle.
    Launchers - King only has 1 reliable launcher to start juggles. It's not too
               powerful which was probably why his juggles have never been that damaging.
               He has a few other launchers, but they aren't that good. Anyways, here
               they are:
       - Hopkick (uf+4) - King's best launcher out there. Hits mid so ducking enemies
        aren't safe.  Comes out quick and has a lot of priority.
       - CH European uppercut (WS+1+2) - Useful after ducking in a FC game.
       - Dynamite Uppercut (FC,df+2) - Only useful after blocking a low move with lots
        of recovery and mixing with the SBCS.
       - CH Jaguar Uppercut (f,f+2) - Not that reliable. If this move is blocked, lots
        of punishment will be coming your way.
       - CH Black Bomb (CD+1+2) - This will result in a cool looking bounce juggle.
        Once again, don't depend on this since the bounce only occurs on a CH.
    If you want to be successful with juggles, you have to have the mentality that all
    your launchers will connect. That way when you see your opponent in the air, 
    you won't be caught off guard.
    Juggles - King isn't a strong juggler like Kazuya. He does possess the ability
             though. Juggles have been toned down in T4, but you need to be able to do
             them with King in order to create an effective mix-up in throw setups. If
             your opponent ducks a lot, do not hesitate to launch them in the air. Here
             are a few that I use (these are juggles after the launcher):
       - f,2,1,1+2,1 - This is a common juggle since T3. You'll have to wait a bit
        this time in order to connect with the 2,1. You have to move forward first so
        the 1+2,1 can reach. Classic TTT King juggle.
       - 2,1,d+3+4,2 - In case you were going for the previous juggle, but the 2,1
        knocked your opponent a little far for the 1+2, the stagger kick to uppercut
        will reach.
       - 2,1,b+4_b+3_f+4 - A simple juggle that ends with one of King's various power
       - f+1+2,df+1,2,d+3+4,2 - Clothesline juggles are probably the best way to juggle
        now since juggles have been toned down.
    Tech roll traps - Kind of a juggle, but these work (in their ways) if your
                     opponent techrolls when they fall, they will be caught with the
                     last hit.  Here are a few that I know after a launcher:
       - 1,2,f,f+2+3 - Classic TTT King tech roll trap.  Watch out though, you're
        prone to okizeme because the flying cross body doesn't pin your opponent to
        the ground.
       - 1+2,1,dash,d+2+4 - Go for this if you think your opponent will tech roll.
        If they don't, go for the stagger kick to uppercut.
       - uf+4,dash,d+2+4 - Again, if you don't think your opponent will tech roll, go
        for the stagger kick to uppercut.
    If your opponent does not fall for the trap, a d+3+4,2 is guaranteed.
    Guaranteed stuff - These aren't juggles exactly, but after doing these moves, 
                      their followups are guaranteed.  Here's stuff King can do in
       - FC,df+1,WS+4,d+3+4,2 - If you can read, if you knocked down an opponent from
        the Ankle swipe, the followups are guaranteed.
       - Kick reversal, d+3+4 - If you're fast enough, you can replace d+3+4 with d+1+2.
       - FC,db,d,DB+1+2, d+3+4
       - uf+1+2,d+1+2
       - Side throw,f+1+4 - Moonsault is guaranteed after any side throw.
       - KND 3,FC,df+1 - Not exactly guaranteed if your opponent is on an incline or
        if you didn't catch the sweep deep enough.
       - CH BT 3, u+2+4
    Walls - With the addition of walls, Tekken has taken an interesting twist.  
           Punishing your cornered opponent seems to be the focus of this Tekken.
           Catching somebody beside a wall or structured object can be so much fun.
           Slamming them into one is even more fun. Here are some useful moves given
           in certain situations:
       - Stagger Kick (d+3+4) - If your opponent falls to the ground from a wall stun,
        this kick will float them back up and into the wall again.  Try not to use
        other followups since a wall tech will leave you open.  That doesn't mean you
        shouldn't try it out.
       - Knee Lift (f,f,f+2+4) - Use this throw if your opponent wall techs
       - Spinner (1+2) - Mid hitting and irreversable.  Leaves you BT which can be a
        good thing in this case.  Doing the Knife Hand is optional, but if your
        opponent wall teched, you're in for a lot of trouble.
       - Elbow Sting (df+1>2) - Guaranteed hits.  This is always a safe way to go.
       - Elbow Drop (d+1+2) - If your opponent fell to the ground, just drop this on
       - Moonsault (1+4) - Works if your opponent is down or hopefully, you'll get the
        "freeze" effect from a standing opponent.
       - Shoulder Tackle (f+2+3) - If you're too far from a standing stunned opponent.
       - Flying Knee (CD+4) - Fancier alternative to the Shoulder Tackle.
       - Command throws - If your opponent wall teched, they'll instinctively go for a
        standing block  This is where command throws come in handy.
       - Ground throws - Allow your opponent to drop to the ground and use whatever
        ground throw will be granted to you. After a while, this will scare your
        opponent into rolling backwards, thus setting them up for more damage with
    *Chain throws*
    This is something King is known for doing. Hell, this was a main reason why I
    picked him in the first place, aside from the fact that he looked different from
    everybody else because he wore a mask. Chain throws are an easy yet cool way
    to deliver high amounts of damage to your opponent.  They also give you that
    psychological advantage as well. I really hope you didn't skip all the
    way down to this section. I demand that you read everything before this section in
    order to use King effectively.  
    Before I begin, this is how the links to each throw will be charted.
    Throw Chart (Starter name(A))
      |   |   |
      |   |   |
    F--   B   D
    Throw A initiates the chain. Throw A can be followed by throw B or throw C.
    Throw C can be followed by throw E or throw D. Throw F is an optional starter.
    Now for the chains...
    Throw Chart (Reverse Armdrag Take Down or Gory Guerrero Special) 
       |         |
       |         ---J
             |   |
             |   ---J
    Note: Throw D will not link to throw C.
    A. Reverse Arm Drag Take Down (DF+1+3_2+4) Escape: 1_2 depending on command
    This may be familiar to all you Tekken 2 vets out there. This path leads you to
    King's longest and most damaging chain, but it isn't really a good series. If your
    opponent tried to break the initial start up, chances are, they'll escape the next
    throw. If you used 1+3 to initiate the throw, the escape was 1 and the same for
    the next link.  I can't really do the throw and it's one I stay away from. It
    looks a lot like Paul's shoulder throw. If you will be using this, at least use
    the 1+3 one since most of the other chains are broken with 2.
    B. Gory Guerrero Special (SS+2+4_df+1+2_df,DF+2+4) Escape: 2_1+2 for df+1+2
    Probably the multi-throw starter you'll see most often, especially the
    side step version. You'll see scrubs do that most often. The side step
    version is cancellable by tapping b, which ironically, can be more useful
    than the actual throw. The (df,DF+2+4) will only catch a crouching opponent.
    C. Backdrop (2,1,1+2) Escape: 1_2 same as A
    If your opponent couldn't escape the Reverse Arm Drag, all they have to do is tap
    the other punch button to escape. In other words, it's the same escape as the
    Reverse Arm Drag. Looks like the suplex counter off a side headlock on tv.
    D. Cannonball (2,2,1+2) Escape: 2 only after Backdrop
    This move is guaranteed after you do it from the GGS. Not much to say here.
    Buffer the move to increase the chances of doing it. Tap 2 twice and hold it then
    tap 1. You'll get this move if you tried a SS GGS, but caught them on the side or
    from behind.
    E. Inverted Atomic Drop (3+4,1+2,1+2+4) Escape: 2
    Common move you see in wrestling. Taking this path results in greater damage, but
    this is one sequence most vets know, actually, they should know them all.
    F. German Suplex (3+4,1+2) Escape: 1
    It looks better on TV and by Chris Benoit. Can't comment much 'cause I've never
    done it in a match. At least it's follow up is inescapable when you use this.
    G. Powerbomb (1,2,3+4) Escape: 1 only after Cannonball
    Nice standard wrestling powerbomb. More damaging than the Inverted Atomic Drop,
    but only 1 follow up after that.
    H. Sit-down Powerbomb (1,2,3+4,1+2) No escape
    Different looking powerbomb, but at least it's inescapable. This and the Inverted
    Atomic Drop adds up to more damage than the Powerbomb, plus it has one more move to
    I. Giant Swing (2,1,3,4) Escape: 1
    A weaker version of the command throw. Not as much damage as the other follow up,
    plus it can be tech rolled. To make matters worst, this is the most common
    follow-up and the one scrubs use most often. Do it only when your opponent escapes
    the Muscle Buster often, expects a Muscle Buster, or just taps 2 when caught in a
    chain throw.
    J. Muscle Buster (3,1,2,3+4,ALL) Escape: 2
    Most damaging final move of this series. Looks cool and you can follow it up with
    a Moonsault or a Blind kick. I normally go for this move, but there are times when
    people will break it. I haven't seen this yet on TV, but then again, I don't get
    to watch the real Mexican wrestling.
    Throw Chart (Butterfly Underhook Driver [a weird looking Pedigree-like maneuver])
    A. Jaguar Driver (qcf+1) Escape: 1_3+4 during throw animation
    What an awful move. Less damage than a standard King throw and a late escape.
    One to stay away from. I only do this by accident when trying a Giant Swing
    B. Face slam (1+2 during A.) Escape: Same as A.
    Instead of slamming the opponent on the back of their neck, King changes the throw
    into a Pedigree variation. So it's 5 more points just to change the throw, but a
    standard King throw does more. Stay away!
    C. Boston Crab (1+2,3,4,1+2 after 1 sec. of throw animation) No Escape
    It adds 25 more, so if you get caught doing A, go for this one.
    Throw Chart (Standing Heel Hold)
    A. Standing Heel Hold (CD+2+3) Escape: 2
    My personal favourite of the chain throws. Decent initial damage and the follow
    ups will guarantee you at least 60 damage in total if you get one them. The only
    setback is, if the followups are escaped, you will eat 10 points in damage. Do it
    and you'll see why it's the preferred throw.
    B. Indian Death Lock (1+2,1,3,1+2) Escape: 1+2
    Nice lock, adds up to 60 damage, double button escape, and there's one inescapable
    move to go. Great move, but don't do this too often or your opponent might get
    smart about it. If you've first caught a vet with move A, don't try using this
    link yet.
    C. STF (1,2,3,1+2) Escape: 1_1+2 to reverse
    Looks nice, least damaging follow up though.  I only use it when I know one more
    follow up will finish the guy. Good for mix ups too. The reverse window is really
    small, so you shouldn't worry much about it.
    D. Scorpion Death Lock (1+2,3,1,1+3) Escape: 2
    Of the follow ups from A, this is the most damaging, but it ends here. I use this
    when I don't feel like doing the STF, but the 2nd lock will finish the opponent.  
    If your opponent keeps tapping the 1+2 buttons during hold A, switch up to this one.
    E. Romero Special (1,3,4,1+2,3+4) No Escape
    Looks awfully painful, most damaging, and inescapable. There's no reason why you
    shouldn't do this move, unless link B kills them.
    Throw Chart (Arm Breaker)
    |   |
    |   ----F
    A. Arm Breaker (CD+1+4) Escape: 1
    Name says it all. I only do this move if my opponent escapes the Standing Heel
    Hold repeatedly. This move has gotten better now that the majority of throws are
    broken with the 2 button. Having a 1 button escape is now even better. Other
    than that, I don't try this often, unless I'm gonna show off as well.
    B. Cross Face Chicken Wing (2,1,1+2+3) Escape: 1+2
    Decent move, double button escape, and has most damaging follow up. It's really
    easy to do if you buffer. Hold 2, hold 1, tap 3. It's that simple. Too bad it's
    a well known prerequisite for a well known move.
    C. Side Russian Legsweep (1+2,4,2+4) Escape: 2
    Looks cool and it's follow up is inescapable. I'm not sure if people know about
    this move since the majority of the time, you'll see a Cross Face Chicken Wing.
    Honestly, of this series, I go for this unless I'm playing a guy who has absolutely
    no idea about the Rolling Death Cradle.
    D. Triple Arm Breaker (1+2,1+2) Escape: 1
    Stay away. Looks bad, plus it's just as easy to do link B and it does the same
    damage, but there's no follow up for that move. If you're bored with the other links
    or just want to show your opponent there's more, by all means go for this.
    E. Reverse Guillotine Choke (2,1,3,1+2+4,1+2+4) Escape: 1
    Nice follow up and guarantees you one more shot at your grounded opponent. Do this
    when your opponent will try and break a Rolling Death Cradle. Which means they just
    mash 2 during chains.
    F. Kiwi Roll (1+3,3+4,2+4,1+2,1+2+3) Escape: 2
    Coolest looking move and most damage in the least amount of moves. Unfortunately,
    this is a well known move. Every expert in the Tekken community knows about this
    move and can break it. This can really difficult to execute because of it's
    sequence. I can get it about 3/4 of the time with my own sequence. Here's how I
    do it: I press 1+3 with my index finger and thumb, 3+4 with my index and middle
    finger, 2+4 with index and thumb, 1+2 with the index and middle and hold it so I
    can just press 3 with my thumb. This takes a lot of practice to do it. What's
    really pissing me off now, is the RDC can be mashed. So now, you don't even have
    to bother with the above. Damn!!!
    G. Arm Lock (4,3,4,3+4,1+2) No Escape
    I can't see why you shouldn't go for it since it's inescapable.
    Throw Chart (Ultimate Tackle) 
      | |
      | ---C--E
      | |
      | ---D--F
    A. Ultimate Tackle (FC,d+1+2_WR) Escape: 2_1+2 upon hitting the ground to reverse 
    A move I'm not too fond of doing since it can be reversed leaving you at your
    opponent's mercy.
    B. Punches (1,2,1_2,1,2) Escape: 1 if started with 2_2 if started with 1
    Not much to stay, just a standard mount and punch.  I prefer to stay away from this
    move since it's easily blocked.  Do it only if you know your opponent will try to
    escape link C or D.  If done from behind, these punches are inescapable.
    C. Cross Arm Lock (1+2) Escape: 1+2,2,2,2,2[,2 to reverse]
    Standard arm submission.  Easy to do, but can be reversed by those with an arm lock
    followup which are Jin, Paul, Nina, Craig, and King.
    D. Cross Leg Lock (3+4) Escape: 1+2,1,1,1,1[,1 to reverse]
    Same as C, but you're doing this to a leg. I prefer this one since no one really
    sees it and it has a really cool follow up.
    E. Arm Lock (1+2,1+2) No Escape
    Just like all inescapable followups, you should always do this.
    F. Arm Coil to Cross Face (1+2) No Escape
    Same as E but a bit harder to do. You must press 1+2 just when King's back hits
    the ground on move D. Looks cool too. This is a Just Frame move.
    G. More punches (1,2_2,1) Escape: Same as A
    It's the same as A. Refer to that.
    Throw Chart (Irish Whip)
    A. Irish Whip (b+1+2) No Escape
    This throw doesn't do any damage, but is inescapable. Even though the followups
    are weak, they may serve a purpose. This move is the same throw that wrestlers
    use to throw people into the ropes. In Tekken 4, there are no ropes, but there
    are walls. If you're facing a wall, there's not better way to get a stun than by
    throwing your opponent into a wall. You don't have to use any of the followups
    and use the Shoulder Tackle.
    B. Ground smash (3+4) Escape: 3+4
    This throw doesn't guarantee ground throws now that Tekken 4 reduced the recovery
    on the ground.  
    C. Knockdown (2+4) Escape: 2
    King skips his opponent off the ground. Would be useful if the opponent skipped
    into a wall...
    D. Turnaround fake (1+2)  Escape: 1+2
    Another useless link. Don't even bother.
    E. Fake out (1+3) Escape: 1
    Nothing really useful can be done here. Basically just fakes the whip and leaves
    your opponent in the same position before you chucked him.
    That's all for the chain throws. I really hope you don't depend on these during
    your matches. People say that you should never do them because they're easy to
    break. Well, that's all up to the King user and the opponent if he chooses to
    look at your hands. Anyways, getting caught in them always pisses people off and
    throws them off their game. That's why you should do them. Remember, the object
    of a Chain throw isn't to do as much damage as possible, but to complete as many
    successful links as you can during each series.  
    I know that chain throws can be accomplished by mashing the buttons. Though it
    is possible, I strongly suggest you do not do this.
    I would like to thank the following:
    Anybody who's made a King FAQ - Showing me moves, sequences, and most importantly,
                                   how to play effectively (at least decently) with
                                   King in previous Tekkens.
    Avex Honda NSX - Giving me those mercy rounds so I could practice on campus.
                   It's a real pity that you've left the Tekken scene. Well, life
                   Pity you've "retired" retired from Tekken. Life goes on.
    Every opponent - Challenging me. Nobody likes to play the CPU all the time.
                    This is the only way we get better.
    Game sites - Posting this up.
    Me - Need I explain?
    Namco - Making a great game to a great series with a great character
    Pascal - See Avex Honda NSX and also for getting me into Tekken (Is that good?)
    Pro wrestling - Without you, there'd be no King
    Tekkencentral - Having that forum for Canadian players and other useful info.
                   Hilarious posts...you should read some of the stuff I've posted.
    Tekkenzaibatsu - Information on move lists and such.
    Tekken_Toronto - Like Tekkencentral but with Canadians only.  Funny yet useful
                    stuff.  Maybe not useful if you don't live in T.O.
    T_T Crew - Showing me that there are many people better than me in Toronto.
    Video Amusements - For having this game and for being 15 minutes away from my
    York University - Having this game on campus so that I could find some time to
                     play when I'm not studying or getting drunk on campus. But no
                     thanks for charging us a loonie to play!
    You, the reader - Giving a purpose for this FAQ
    *Main Contributors*
    These guys had some major input when it came to this FAQ. Although I started writing
    this, these people helped out on some strats regarding King:
     Xero483 - Reminding me that the Shoulder Tackle okizeme can be used in okizeme.
     Akiva Sklar - Groundthrows at the wall game, ub hopkick escape tactic
     Darkmanx - Making a rival King FAQ so that I can steal some of your strats.  Hee hee
               Check out his FAQ at the following site:
    *Final Words*
    This FAQ wasn't that difficult to write, just long. Unless I get real bored and
    start using someone else or have reached my maximum potential with King, this FAQ
    will never be finished. Always feel free to write (email's at the top of the page)
    and you will receive credit for any worthwhile contributions. Just because I am
    teaching others out there how to use King doesn't mean that I won't learn anything
    I only listed and suggested moves to use during each aspect of play. Some King
    players perfer to set up their opponents using throws. Others may like to mix up a
    CD and FC game. There are many ways to play him. Well, in the end, the best play
    similarly. Right now, Tekken 4 is fairly new. There's so much to experiment and
    no fighter fights the same back in TTT.
    If you want some character specific strats and other types of strats, I suggest
    that you check out Darkmanx's FAQ. The website is listed on the previous section.
    Though his style may differ from mine, he has found success with King his own way.
    If you ever catch a guy in a multi-throw and you see them going mad on the
    stick, please tell them that doing that is useless and to stop it. Nobody likes
    to play with damaged joysticks.
    I am not the greatest King player in the world or even in Toronto for that
    matter. I can't even do his moves 100% of the time (especially when you've got
    awful sticks). I'm sure there are some readers out there who can beat me using
    King.  In the Tekken Central, GameFAQs, Toronto_Tekken, Tekkenzaibatsu, and any
    Tekken related forums my screen name is Mini King. If you're from Toronto and you
    know Avex, Pascal, or any of the Tekken Crew, then they can tell you who I am.
    If I ever come across an establishment with this game, I'll be there playing.
    Currently, my source for Tekken 4 has been on Campus Cove at York University.
    From time to time, I play Craig Marduk as well.
    I don't have internet access at home during the summer, so you may not get any
    replies right away.
    Remember, reading every FAQ will not substitute for experience. So go out there and play.