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Character Overview

TMM Notes

Throws are really strong in Tekken 8 because normally 20f break window but on CH its only 8frames, throws now track fully, damage done by throws is not recoverable

King has a 10f throw in Giant Swing (1 break) that does a ton of damage, can be mixed up with Muscle Buster and Shining Wizard (both 1+2 break) which look the same. Jab into Giant Swing is uninterruptible by jabs! Also mix in Tijuana Twister and Tombstone (2 break), good Okizeme after Tombstone.

Keep opponent honest with Kings good poke game in 1 and df1. 2,1 is great to setup thows. d3 is a low poke with +1 on hit so it sets up giant swing. ffn2 is +7 on hit. Chestbump (f1+4) is +3 on block and +7 on hit. Jaguar sprint into unbreakable throw is a thing. Can mix it up with a mid elbow that knocks down. 1,2,1 is safe. On CH it guarantees 2,1 or GS attempt. df1 only -1 on block, has a df1,2 NC followup that is -10. f3 safe mid and if it connects you can press 1+2 for big damage and KND and good oki. ffn1+2 (shove) has huge range, is a mid check and is neutral on block, +7 on hit but deals no damage, on CH it gives a free f2,1 heat engage. ffn2 is a great low that is only -13 on block and +7 on hit so it sets up throws as well, evasive (goes under a lot of stuff), huge range, on CH absurd damage from an automatic throw with no recoverable health.

Muscle armor (db1+2) is a super strong armor move. Can tank deathfist and then launch it by waiting a bit after tanking the hit into uf4. Can cancel it instantly if it doesnt absorb anything. uf3+4 another strong armor attack but -12 on block. Huge reach, on hit +25 into sprint mixup.

Jaguar sprint (f3+4) has armor in heat and goes into JGS 1 (now safe on block mid launcher) or unescapable throw in JGS 1+3/2+4.

About King

Movement not that great, worst backdash in the game

Strategy

Gameplan

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Mixups

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Frame traps

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Combos

Normal Combos

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Counterhit Combos

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Wall Combos

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Heat Combos

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Guaranteed Followups

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Punishment

Block Punishment

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Whiff Punishment

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Moves

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Key Moves

1    i10 h +1/+8
1,2    h,h -3/+8  jails
1,2,1    h,h,m -4/+5
1,2,1,2+4    2 break throw
1,2,1,d2+4    unbreakable crouch throw
1,2,2+4    2 break throw
1,2,d2+4    unbreakable crouch throw
1,2,1,1,2,4,4,4,1,3  10 hit combo

2    i10 h +1/+7
2,1    h,m -3/+8

King has access to a lot of fast jabs offering good damage, and can setup other pokes and buffer throws (e.g. Muscle Buster, Tombstone, GS) --> 1 into throw mixup is extremely powerful on its own, they have to break or duck

Once they duck King has access to mid pokes such as:

df1    i14~15 m -1/+3  good range elbow with good tracking, again setup for throws
df1,2    m,m -10/+5  delayable, NC unless too delayed

df2    i13 m -6/+4
df2,1    m,h -4/+24  NCc, can delay hit confirm

High/Mid Pokes

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Low Pokes

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Homing moves

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Defensive Moves

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Situational Moves

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Frame advantage

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Throws

Throws in Tekken 8 are strong: they track to both sides and if they challenge you off of plus frames (literally a single jab) King has access to a 10f throw in GS that becomes uninterruptible by jabs and has a reduced break window (13f window on CH instead of 20f).

Throw Input Break Damage Notes















Strings

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At the Wall

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Okizeme

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Stances

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Heat

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Resources

asdLil Majin Tekken 8 King Guide