Tekken 4: King FAQ
       By: Mike Hamlin e-mail cmhamlin@mchsi.com 11/16/02

Table of Contents
=================

1. Copyright Info
2. Version History
3. Intro
4. About King
5. Conventions
6. Move List
7. Strategy
8. Combos
9. Outro
10. Credits

=================

1. Copyright Info

This document copyright 2002 to me, Mike Hamlin. You know the drill. No 
illegal activities or manipulation of the contents of this FAQ. Period. 
Please notify me if you want to use this FAQ, or part of this FAQ, but 
GIVE CREDIT WHERE IT'S DUE. This guide will only be at gamefaqs.com for 
now.

=================

2. Version History

v.01 12/01/02- First version complete.
v.02 2/17/03- Fixed some errors and added properties for a throw.

=================

3. Intro

Tekken 4 is an awesome game, and the wrestler supreme, King, really 
adds to it. King is an impressive character and sadly, many look down 
at him. I personally think he is an excellent character. His punches 
and kicks are powerful, but he's an exciting character to watch because 
of his stunning repertoire of grappling techniques. It takes some 
getting used to, but in the right hands King really is a king.

=================

4. About King

There are actually two Kings. The first was trained under Armor King, 
but after the King of Iron Fist Tournament 2, King was murdered by 
Ogre. One of the children in King's orphanage was taken under Armor 
King's wing, and after he received the mask, he became King II. The new 
King then attempted to seek revenge on Ogre during King of Iron Fist 
Tournament 3...

Later, Armor King was murdered by Craig Marduk, a powerful Vale Tudo 
fighter. King swore that he would seek vengeance. King learned that 
Craig was in an Arizona penitentiary. King used money earned from 
wrestling to bail Craig out of jail. King then sent Craig an airplane 
ticket and a newspaper clip about the King of Iron Fist Tournament 4. 
King planned to confront Craig during the tournament...

=================

5. Conventions

The following are the numbers and symbols I use to refer to pad motions 
and button presses:

1- left punch
2- right punch
3- left kick
4- right kick
f- tap forward
b- tap backward
d- tap down
u- tap up
F- hold forward
B- hold backward
D- hold down
U- hold up
N- pad in neutral position
/- press in between the arrows (d/b means down and back together)
+- press buttons simultaneously
~- press buttons very quickly
>- the next button press can be delayed
=- Move is an "add-on" to the move above with lesser indent
_- moves are interchangeable
QCF- Quarter Circle Forward (d,d/f,f)
QCB- Quarter Circle Backward (d,d/b,b)
HCF- Half Circle Forward (b,d/b,d,d/f,f)
HCB- Half Circle Backward (f,d/f,d,d/b,b)
WR- while rising
WC- while crouching
SS- during sidestep
SSR- during right sidestep
SSL- during left sidestep
iWS- instant while rising (d, d/b, N)
CD- crouch dash (f, N, d, d/f)
CH- counter hit
CL- clean hit

Hit ranges
There are 5 hit ranges:

h- High range attack. Block by standing. Avoid by ducking.
m- Mid range attack. Block by standing. Will hit crouching opponent.
l- Low range attack. Block by crouching.
sm- Special mid range attack. Hits mid, but can be blocked when 
crouching.
!- unblockable.

=================

6. Move List

This is a list of all of King's moves. I've included the name, how to 
do it, the damage, and any special properties a move might have. If 
there is an asterisk (*), look for the move name in the section below 
for the move property.

-------------------------------------------------------------------------------

Name                      Command         Damage           Property

Palm Attack               1,2             hh/6,15
Palm Strike Head Jammer   1,2,2+4         hhh/6,15,30      *
Palm Strike Power Bomb    1,2,d+2+4       hhm/6,15,45      *
Palm Attack to Uppercut   1,2>1           hhm/6,15,10
Palm Upper to Suplex      1,2>1,2+4       hhmh/6,15,10,30  *
Palm Upper Power Bomb     1,2>1,d+2+4     hhmm/6,15,10,45  *
Jab Uppercut              2,1             hm/10,12
Jab Upper to Suplex       f+2,1,2+4       hmh/12,10,40     *
Jab Upper to Power Bomb   f+2,1,d+2+4     hmm/12,10,45     *
Neck Cutter Kick          3+4             h/28
Moonsault Body Press      1+4             !/25             *
Head Spinner              1+2,1           mm/15,21         *
Toll Kick                 b+3             h/20
Disgraceful Kick          b+4             h/20             *
Water Parting Chop        b+1             h/30
Rolling Sobat             f+4             m/23
Low Drop Kick             d/b+4           l/16
Shadow Lariat             f+1+2           h/25             *
Jaguar Lariat             f+1+2           !/50             *
Frankensteiner            d/f+3+4         sm/15            *
Corporate Elbow           d+1+2           m/21
Capital Punishment        u/f+1+2         m/35             *
Burning Knuckle           u/f+1+2         !/45             *
High Elbow Drop           u_u/b_u/f+2+4   m/35
Shoulder Tackle           f+2+3           m/40
Sidewinder                b+2             h/10             *
Straight Arrow            b+2             h/30
Straight Arrow Power Bomb b+2,d+2+4       hm/30,45         *
Elbow Sting               d/f+1,2         mm/15,12         *
Lasso Kick                d/f+3,4         mm/17,15         *
Low Jab Uppercut          d+1,2           smm/5,13
Stagger Kick              d+3+4,4,4       lll/17,7,7       *
 =Spinning Uppercut       2               m/10
Stagger Kicks             d+3+4,4,4,4     lllll/20,7,5,4,3 *
 =Spinning Uppercut       2               m/10             *
Jaguar Straight           f,f+1           m/20
K's Flicker               f,f+2           m/20             *
Konvict Kick              f,f+4           m/24
Konvict Kick to DDT       NA              NA/20            *
Flying Cross Chop         f,f+1+2         h/15             *
Exploder                  f,f+3+4         m/25             *
Diving Body Press         f,f+2+3         m/30             *
Snap Uppercut             WR,1+2          m/12
Jaguar Thrust             SS,2            m/22
Deadly Boomerang          SS,3+4          h/54
Crouching Uppercut        WC,d/f+2        m/20
Leg Breaker               WC,d/f+1        l/21
Atomic Blaster            1+2             !/50             *
Blind Kick                3               m/15             *
 =Neck Breaker            1+2             NA/20            *
Stomach Smash             f,f,N,2         l/6              *
Lay Off                   f,f,N,1+2       !/0
Jumping Knee              f,N,d,d/f+4     m/25             *
Black Bomb                f,N,d,d/f,N,1+2 m/28             *
Running Exploder          f,f,f+3+4       m/40

-------------------------------------------------------------------------------

Throws

Name                         Command        Position Damage Escape Property

Suplex                       2+4            Front    35     2
Winding Nut                  f+2+4          Front    35     2
Mega Bomb                    2+4~B          Front    35     2
Argentina Back Breaker       2+4            Left     40     1
Knee Crusher                 2+4            Right    42     2
Cobra Twist                  2+4            Behind   60     None
Half Boston Crab             f+2+4          Behind   60     None
Stretch Buster               b,f+1+2        Behind   75     None
Reverse Special Stretch Bomb d/f,d/f+2+4    Front    28     2      *
Jumping Power Bomb           d+2+4          Front    45     1+2    *
Attack Reversal              b+2+4          Front    Varies NA     *
 =Figure Four Leg Lock       3+4            NA       33     None   *
Ultimate Tackle              WC,1+2         Any      5      1+2    *
 =Ultimate Punches           1,2,1,2,1      NA       25     1_2    *
  =Arm Lock                  1,2,1,1+2      NA       25     1+2    *
   =Wrist Lock               1+2            NA       10     None
  =Leg Lock                  1,2,1,3+4      NA       20     1+2    *
   =Stretch Combo            1+2            NA       40     None
Figure Four Leg Lock         d/b+1+2        Front    32     1+2    *
Knee Bash                    d/f+2+3        Front    30     2
Muscle Buster                QCB+1+2        Front    50     1+2
Clothesline Press            WC,d/f,d/f+1+2 Front    45     1+2
Tombstone Piledriver         d/b,F+2        Front    58     2
Giant Swing                  HCF+1          Front    70     1      *
Tomahawk                     f,f,f+2+4      Front    30     1+2
Throw Away                   b+1+2          Front    0      None   *
 =Throw Away Feint           1+3            NA       0      1
 =Throw Away Knockdown       2+4            NA       8      2
 =Throw and Destroy          3+4            NA       10     3+4
 =Turn Around                1+2            NA       0      1+2
Pile Driver                  QCF+1          Front    25     1
 =Double Arm Face Buster     1+2            NA       30     3+4    *
 =Boston Crab                1+2,3,4,1+2    NA       50     3+4
Hi-Jack Back Breaker         1+2            Front    30     1+2    *
Jaguar Driver                1+2,u,d,3+4    Front    60     3+4    *
Position Change 1            1+3            Any      NA     1
Position Change 2            f+1+3          Any      NA     1
Position Change 3            d+1+3          Any      NA     1
Position Change 4            u+1+3          Any      NA     1

-------------------------------------------------------------------------------

Ground Throws (executed while enemy is lying on ground. The position column shows what 
position the enemy needs to be in.

Name                     Command     Position               Damage Escape

Shoulder Cracker         d/f_d/b+2+4 Face up/feet away      28     1+2
Swing Away               d/b+2+4     Face up/feet towards   30     1
Head Bomber              D/F+2+4     Face up/feet towards   33     2
Figure Four Leg Lock     d/f+2+4     Face up/feet towards   33     1+2
Turn Over                d/b_d/f+2+4 Face up/from side      0      1_2
Wing Tearer              d/b_d/f+2+4 Face down/feet away    32     1+2
Half Boston Crab         d/b_d/f+2+4 Face down/feet towards 30     3+4
Camel Clutch             d/b_d/f+2+4 Face down/from left    35     1
Bow & Arrow Stretch Hold d/b_d/f+2+4 Face down/from right   37     2

-------------------------------------------------------------------------------

10-hit combos

1,2,1,1,2,4,4,4,1,1- 83 damage
f+2,1,1,2,4,4,4,1,1- 74 damage
1,2,1,1,2,4,4,4,1,3- 89 damage
f+2,1,1,2,4,4,4,1,3- 80 damage
1,2,1,1,3,3,4,4,4,1,1- 90 damage
f+2,1,1,3,3,4,4,4,1,1- 81 damage
1,2,1,1,3,3,4,4,4,1,3- 96 damage
f+2,1,1,3,3,4,4,4,1,3- 87 damage
1,2,1,1,3,3,4,3,2,1+2- 101 damage
f+2,1,1,3,3,4,3,2,1+2- 92 damage


Move Properties
Palm Strike Head Jammer- Throw escaped with 2.
Palm Strike Power Bomb- Throw escaped with 1+2.
Palm Upper to Suplex- Throw escaped with 2.
Palm Upper to Power Bomb- Throw escaped with 1+2.
Jab Upper to Suplex- Throw escaped with 2.
Jab Upper to Power Bomb- Throw escaped with 1+2.
Moonsault Body Press- Can also be used with 1+4 while your back is 
turned.
Head Spinner- No guard point. If first connects, second is guaranteed. 
If you do not finish with second attack, King's back will be turned.
Disgraceful Kick- Leaves King's back turned. 30 damage on CL.
Shadow Lariat- Hold 1+2 to make this the Jaguar Lariat.
Jaguar Lariat- Unblockable but can be avoided by ducking.
Frankensteiner- If this moves contacts a standing opponent, whether 
they blocked it or not, move becomes a throw for 30 damage.
Capital Punishment- Hold 1+2 to make this the Burning Knuckle. Also 
possible to execute with this motion: f,N,d,d/f,N,1+2. Hold 1+2 
slightly for Capital Punishment. Hold completely for Burning Knuckle.
Burning Knuckle- If King leaps over the enemy, he will automatically 
turn around.
Sidewinder- Hold 2 to make this the Straight Arrow.
Straight Arrow Power Bomb- Throw escaped with 1+2.
Elbow Sting- No guard point. If first hit connects, second is 
guaranteed. First hit floors opponent on CH.
Lasso Kick- First kick must make contact with enemy to use the second 
kick.
Stagger Kick- First kick causes 7 damage if used alone. Can also be 
used with WC,d/f+4...
Stagger Kicks- Only possible if first hit connects as CH.
Spinning Uppercut- The 2 can only be used after the first hit on 
regular Stagger Kick. If Stagger Kick connects as CH, the 2 can be 
added after the first, second, third kick.
K's Flicker- Juggle on CH.
Konvict Kick to DDT- Only when Konvict Kick connects as CH. Throw can 
be escaped with 1+2.
Flying Cross Chop- At a distance, move connects low for 15 damage.
Exploder- f,f+3+4 cancels the delay.
Diving Body Press- Becomes a throw at close range.
Atomic Blaster- Can only be executed when King's back is turned. 
Unblockable but can be ducked.
Blind Kick- Can only be executed when King's back is turned. Causes a 
crumple stun on CH.
Neck Breaker- Throw can be escaped with 2.
Stomach Smash- Causes a crumple stun on CH. Throw follow-ups possible 
only on CH.
Jumping Knee- Launches and causes 37 damage on CL.
Black Bomb- Tap 1+2 quickly and lightly. Juggle on CH.
Reverse Special Stretch Bomb- Can only be used on crouching opponent. 
See chain throw section for details on follow-ups.
Jumping Power Bomb- Can only be used on crouching opponent.
Attack Reversal- Only works on kicks. Not possible to chicken.
 =Figure Four Leg Lock- Only possible when right kick is reversed.
Ultimate Tackle- Can also be used like this: f,N,d,d/f+1+2. Tackle can 
be escaped with 2 or reversed with 1+2.
Ultimate Punches- Can be escaped with 1 (for right punch) or 2 (for 
left punch) for the first for fourth punch.
Arm Lock- Escaped by pressing 1+2 repeatedly. Paul, Nina, King, and 
Craig can reverse it.
Leg Lock- Escaped by pressing 1+2 repeatedly. Paul, Nina, King, and 
Craig can reverse it.
Figure Four Leg Lock- Can be reversed by pressing 3+4 at the exact 
moment the enemy takes damage.
Giant Swing- Opponent can tech roll the throw, decreasing the damage to 
45. If you throw the enemy into a wall, damage becomes 80 and tech roll 
is not possible.
Throw Away- Causes 3 damage if enemy hits a wall.
Double Arm Face Buster- Not two separate throws.
Hi-Jack Back Breaker- Only when Stomach Smash connects as CH.
Jaguar Driver- Enter 1+2 to start Hi-Jack Back Breaker, then input to 
u,d,3+4 to change into Jaguar Driver.

Note: You can also see my Tackle FAQ for info on escapes and reversals 
for tackling techniques.

=================

7. Strategy

Let's take a look at King's strengths and weaknesses:

Strengths
-King is more powerful than most characters. His punches and kicks 
cause greater damage and often cause guard stuns if they are blocked.
-King has a myriad of throws at his disposal. His throws are power-
packed and have longer range, due to his crouch dash.
-King has a good low and mid attack game. He has some mid attack moves 
that can become low but they start as if they were mid.

Weaknesses
-King pays a price for his power; he is slower than most characters 
also. This does not mean he is VERY slow like Kuma, but his speed 
hinders his fighting ability.
-King's throws are easier to break than they look. Although his chain 
throws cause immense damage, most of them are escaped with 1, 2, or 
1+2. To make these throws effective, one must learn the possible 
sequences and mix them up.
-King has poor juggling ability. He has very little juggle starters and 
his speed and general lack of good juggle follow-ups make him inept at 
juggling.

Throws linked into moves
King has the unparalleled ability to link throws into his punches and 
kicks. His Palm Upper to Suplex does a high one-two punch followed by a 
mid uppercut and finishes with a powerful throw. There are many 
variations of this move. Most enemies will learn to duck the throw, but 
King can use the Jumping Power Bomb version of these attacks to catch a 
ducking opponent. Also, King can link throws into his Blind Kick and 
Konvict Kick, so try them if you connect.

Mixing up throws
King's throws are powerful, but use them sparingly because smart 
opponents will learn to duck, evade, and escape your throws. Lean on 
King's powerful mid attacks such as Head Spinner, Konvict Kick, and 
Disgraceful Kick to crush an opponent's crouching guard. Run up to the 
enemy as you're going for a throw, then throw in a mid attack instead. 
When you do use throws, practice them first because some are tricky to 
pull off. Giant Swing is very powerful but a great trick is to buffer 
the move. Use a different move, then enter the HCF as King finishes the 
move. When the move ends, you can hit 1 to instantly use Giant Swing. 
Of course, over-using throws, even if they seems to work, will ruin 
their usefulness.

Low attacks
King has some nice low attacks as well. Stagger Kicks and Stomach Smash 
are excellent low attacks that mix up well with mid. If you connect 
Stagger Kick as CH, throw in the Spinning Uppercut to surprise an 
opponent blocking the low kicks. K's Flicker and Stomach Smash start in 
a similar fashion, but Stomach Smash hits low, so mix these two up a 
lot to keep your enemy in the dark. Another low, mid mix up is the 
Crouching Uppercut and Leg Breaker. Use Leg Breaker to hit your enemy 
low (it has the added bonus of juggling as well), then switch up to the 
Crouching Uppercut to hit your enemy mid for a juggle.

Poking
King has a nice poking game thanks to his quick low attacks and his Low 
Jab Uppercut. Stagger Kicks and Stomach Smash work well, but if you 
attack and your opponent blocks, continue on with Low Jab Uppercut to 
quickly turn the tables. Your opponent may not expect the move to be so 
fast. Stagger Kicks are also an important part of King's Okizeme game.

Chain Throws
Let's face it; King is the ultimate throwing machine, clearly 
demonstrated in his chain throw sequences. He can string up anywhere 
between 3 and 6 throws so you can rack up a lot of damage. However, 
almost every throw can be escaped, so don't think the chain throws are 
infallible. Most opponent can simply hit 1 and 2 like mad to escape, 
others know precisely when to press which buttons. I've drawn up a 
crude chain throw table here and since I am a horrible artist, I hope 
you can understand it, heh heh. Anyway, here it is:

A-->B-->C-->D-->E
    |       \-->F
    |
G-->H-->D-->E
    |   \-->F
    |
    I-->J-->E
        \-->F

This table if for the sequences beginning with Reverse Special Stretch 
Bomb and Reverse Arm Slam. Look at the label in the following list to 
find the name of the throw, how to do it, damage, and the escapes.

-------------------------------------------------------------------------------

Label Name                         Command           Damage Escape

A     Reverse Arm Slam             f,d/f+2+4_1+3     25     1_2
B     Backdrop                     2,1,1+2           18     1_2
C     German Suplex                3+4,1+2           18     1
D     Power Bomb                   1,2,3+4           22     1
E     Giant Swing                  2,1,3,4           27     1_2
F     Muscle Buster                3,1,2,3+4,1+2+3+4 32     2_1
G     Reverse Special Stretch Bomb d/f+1+2           28     1+2
H     Cannonball Buster            2,2,1+2           18     None
I     Manhattan Drop               3+4,1+2,1+2+4     17     2
J     Victory Bomb                 1,2,3+4,1+2       20     None

-------------------------------------------------------------------------------

The escapes on some of throws are a little sketchy, so here's some 
detail for the escapes:

Reverse Arm Slam- The escape depends on what buttons your opponent 
pressed. If he did f,d/f+2+4, the escape is 2. If it was f,d/f+1+3, the 
escape is 1.
Backdrop- Again the escape depends on what buttons your opponent 
pressed for Reverse Arm Slam; 2+4, escape is 2. 1+3, escape is 1.
Power Bomb- The escape is 1 if it was used ONLY after Cannonball 
Buster. If it was used after German Suplex, it is inescapable.
Giant Swing and Muscle Buster- The escape for Giant Swing is 1. The 
escape for Muscle Buster is 2. However, if either of these two throws 
is used after Victory Bomb, the escape switches to the other punch 
button; Giant swing escaped with 2, Muscle Buster escape with 1.

About these Chain throws
These are the most complicated sequences for King's chain throws. They 
are also the most powerful, but the easiest to escape. The trick is to 
mix up the various sequences. Start with Reverse Arm Slam and continue 
with that sequence, or use Cannonball Buster to switch to the Reverse 
Special Stretch Bomb sequence. There are many possibilities, so 
repetition should be easy to avoid. The most powerful sequence, by the 
way, is this one:

d,d/f+2+4_1+3 2,1,1+2 2,2,1+2 3+4,1+2,1+2+4 1,2,3+4,1+2 
1,2,3,3+4,1+2+3+4

That's 6 hits, 130 damage. Now that seems to be a lot, but remember 
that your opponent will have FOUR chances to escape the sequence. If he 
fails to escape at one point, then you can keep racking up damage until 
the next escape. But, unless you're playing an absolute knucklehead who 
doesn't respond to chain throws, it is highly unlikely that you'll land 
all 6 hits. Not impossible, but highly unlikely.

The sequences you choose are completely up to. Always going for the 
most powerful isn't the best idea. Unpredictability is key.


The next set of chain throws deals with 2 sequence starters, the Arm 
Breaker and Standing Heel Hold. Here's some more of my crappy text 
editor art:

/-->C
|
A-->B
|
\-->D-->E


/-->H-->I
|
F-->G
|
\-->J-->K
    \-->L

Another table here, same thing as the last one:

-------------------------------------------------------------------------------

Label Name                   Command               Damage Escape

A     Standing Heel Hold     f,N,d,d/f+2+3         30     2
B     S.T.F.                 1,2,3,1+2             35     1
C     Scorpion Death Lock    1+2,3,1,1+3           40     2
D     Indian Death Lock      1+2,1,3,1+2           30     1+2
E     King's Bridge          1,3,4,1+2,3+4         50     None
F     Arm Breaker            f,N,d,d/f+1+4         20     1
G     Triple Arm Break       1+2,1+2               25     1
H     Head Jammer            1+2,4,2+4             20     2
I     Struggle Combination   4,3,4,3+4,1+2         25     None
J     Chicken Wing Face Lock 2,1,1+2+3             25     1+2
K     Dragon Sleeper Finish  2,1,3,1+2+4,1+2+4     30     1
L     Rolling Death Cradle   1+3,3+4,2+4,1+2,1+2+3 79     2

(Note: if an enemy escapes any of the Standing Heel Hold throws, with the exception of 
the Standing Heel Hold itself, King sustains 10 damage.)

-------------------------------------------------------------------------------

About these chain throws
As you can see, these sequences aren't nearly as complicated, but 
unpredictability is still easy to accomplish. Why? Because there are 
usually THREE possibilities for you after the initial throw. After you 
get the initial throw, you need to pick one of the sequences and hope 
your opponent doesn't escape. Now of course, in an arcade, your 
opponent can simply look at what buttons you're pressing, but on a PS2, 
hiding your controller works. Remember, that the most powerful chain 
throw sequence isn't always the best. If you keep trying for King's 
Bridge, then your opponent will escape Indian Death Lock every time. By 
mixing it up with Scorpion Death Lock, for instance, you can still 
cause substantial damage. What's better, 30 or 70? So mix up your 
sequences.

Another issue is the initial throw. The crouch dash gives it away, but 
an opponent may simply try to duck the throw. If this keeps happening, 
throw in the Black Bomb, to surprise your opponent. So, again, avoid 
repetition to keep your enemy in the dark. Here's my synopsis and 
recommendations for these chain throw sequences:

Standing Heel Hold- The S.T.F. and Scorpion Death Lock aren't as 
powerful as the King's Bridge, but they are useful alternatives. King's 
Bridge causes a TON of damage and it's inescapable. The only way to 
escape it is by escaping Indian Death Lock, which is a 1+2 escape. Even 
if your enemy mashes 1 and 2, they still might fail to escape. If they 
do, be calm and careful with your button presses and prepare to witness 
your enemy's health dwindle.

Arm Breaker- This is another one with 3 sequences. The most powerful 
combinations come from Chicken Wing Face Lock, which is another 1+2 
escape, but the throws after are escapable. What's worse is that both 
follow-ups are difficult but if you can pull them off, it's well worth 
the effort. The Triple Arm Break and Head Jammer sequences aren't 
nearly as damaging, but they are a LOT easier to do. It's really 
judgment call for you with this sequence. Do you want to use quick easy 
chain throws or go for the tough, high-risk, yet high-damaging 
sequences? If you're really losing, I would suggest just trying to go 
for the Rolling Death Cradle, but if your enemy is at death's door, the 
Triple Arm Break or Struggle Combination would be a better choice.

The King Step
One other aspect about chain throw starting is the King Step. This is 
executed with SS,2+4. King lunges sideways and grabs. He gets the 
opponent from the side or from behind, he starts with Cannonball 
Buster. If from the front, he starts with Reverse Special Stretch Bomb. 
You can also do this to lunge sideways and fake out your enemy by not 
grabbing: SS,2+4~B.

=================

8. Combos

The following are some nice juggles for King. The first five are the 
sample combos available in Practice mode. The rest are my own and some 
others that I've seen. If you have any good combos, especially wall 
combos, please e-mail me and tell me about them.

WR,1+2 1+2,1
WC,d/f+1 WR,4 d+3+4,2
u/f+4 f+1+2 WC,2 WC,d/f+4,4
u/f+4, SSR 2 1 d/f+1,2 d+3+4,2
WC,d/f+1 f,f,N,1+2 1,2 b+3
u/f+4 1,2,1 d+3+4,2
u/f+4 2,1 1+2,1
WC,d/f+1 WC,d/f+1
u/f+4 2,1 f+4
WC,d/f+1 d+1,2 d+3+4,2
u/f+4 d/b+1 WC,d/f+2 d+3+4,2

=================

9. Outro

King is a fun character to play or watch. His chain throws take a lot 
practice, but it's rewarding to see your opponent get smashed around by 
the 5 throws you put together. He isn't the most popular character but 
he is still one of my favorites.

=================

10. Credits

If you contributed anything to this FAQ, such as a combo or if you correct me 
on an error, I will be sure to include your name here:
gamefaqs.com: for being a really good site.

Until we meet again...

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