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* '''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. | * '''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. | ||
|cons= | |cons= | ||
* '''Mediocre Juggle Damage''': King usually has to settle for 2,1 followed by Winding Nut (1+2~1) for | * '''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. | |||
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Latest revision as of 08:40, 4 March 2024
Introduction
Strengths | Weaknesses |
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