Tekken 3/King

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Introduction

Strengths Weaknesses
  • King of Grappling: As Tekken's resident grappler, King's throw game is unmatched. Catching the opponent in his unique chain throws presents the danger of being KO'd from full health if they fail to guess correctly during the break intervals. His Giant Swing (f,hcf+1) is faster and has better range than most grabs and does very high damage, and setting the opponent up for attempting it is actually pretty easy for King. If that's somehow not enough, he has the exclusive ability to grab opponents that are crouching or lying on the ground, and he even has ways to setup guaranteed throws off the floor.
  • 2,1: For some reason, this jab string is so advantageous on hit that King is guaranteed a free follow-up move, including another 2,1. This gives him standing link combos more typical of a Street Fighter game than of Tekken.
  • Mediocre Juggle Damage: King usually has to settle for a 2,1 followed by Winding Nut (1+2~1) as his combo after a launcher. So for example, after a hopkick, this only nets him about 50 damage.
  • Approach: King doesn't really have great approaching moves to set up his preferred gameplan from a range. He has Explore (ff+1+2), but it's rather slow and steppable. This makes keepout a good way to counterplay him.
King
T3 King Face.jpg
Archetype
Fastest launch
Fastest CH launch
Archetypal Moves
Mid Check
Magic 4 No
Generic Moves
Remapped Moves
Missing Moves

Introduction

MoveList

Throws

Combos

The Basics

Advanced Strategies

T3 Navigation

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Anna Williams
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