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    King Attack by LittleTheo

    Version: 1.0 | Updated: 04/09/96 | Search Guide | Bookmark Guide

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

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