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King (Tekken 6): Difference between revisions

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[[File:t6kingarmbreaker.png]]
[[File:t6kingarmbreaker.png]]


<h2>Reverse Arm Slam</h2>
<h2>Reverse Arm Slam</h2>


[[File:t6kingreversearmsslam.png]]
[[File:t6kingreversearmsslam.png]]
{{MoveCard
|title=cd 1+4
|image=
|description=test
}}


<h2>Standing Heel Hold</h2>
<h2>Standing Heel Hold</h2>

Revision as of 08:29, 2 October 2025

King II

King is a grappler with an amazing throw game with very strong oki and 50/50s but has bad whiff punishment and weak pokes.

Legend

  • cd: Crouch Dash
  • JAG: Jaguar Step
  • GS: Giant Swing
  • SW: Shining Wizard

Starter Guide

Key Moves

These are the main moves you will want to use in a match.

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

Stance Moves

This is what you can do out of your stances.

JAG 1

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

JAG 2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

JAG 3

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

JAG 2+3(1+4)

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
H

JAG 4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

JAG df+4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

cd 4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

cd 1+2

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

cd 2+3

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
H

Chain grab (Standing Heel Hold)

cd 1+4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter
H

Chain grab (Arm Breaker)

Grab Tree

Arm Breaker


Reverse Arm Slam

cd 1+4

   [[File:|center|link=]]


Startup Hit Level On Block On Hit On Counter

test

Standing Heel Hold

Cobra Clutch

Reverse Special Stretch Bomb

Extras & Extensions

Combos

Combo resources can be found here.

Stance Transitions

How to get into stance.

Input Transitions To
3+4 JAG
Input Transitions To
f,hcf+2 GS
Input Transitions To
f,f,f+2+4 SW

Punishers

Use these moves when you have at least a +10 frame advantage to punish your opponent.

Frames Standing Crouching
10 2,1 FC 1
11 2,1 ws 4
12 b+1,2 ws 4
14 df+1,2 ws 4
15 uf+4 FC uf+4

Plus on block moves

Startup Hit Level Properties On Block On Hit On Counter

Neutral on block moves

Startup Hit Level Properties On Block On Hit On Counter

Safe on block moves

Startup Hit Level Properties On Block On Hit On Counter

Unsafe on block moves

These are moves that can be punished by your opponent if blocked.

Launch punishable moves

These are moves where you can be launched by your opponent if blocked.