Tekken 4: King FAQ By: Mike Hamlin e-mail cmhamlin@mchsi.com 11/16/02 Table of Contents ================= 1. Copyright Info 2. Version History 3. Intro 4. About King 5. Conventions 6. Move List 7. Strategy 8. Combos 9. Outro 10. Credits ================= 1. Copyright Info This document copyright 2002 to me, Mike Hamlin. You know the drill. No illegal activities or manipulation of the contents of this FAQ. Period. Please notify me if you want to use this FAQ, or part of this FAQ, but GIVE CREDIT WHERE IT'S DUE. This guide will only be at gamefaqs.com for now. ================= 2. Version History v.01 12/01/02- First version complete. v.02 2/17/03- Fixed some errors and added properties for a throw. ================= 3. Intro Tekken 4 is an awesome game, and the wrestler supreme, King, really adds to it. King is an impressive character and sadly, many look down at him. I personally think he is an excellent character. His punches and kicks are powerful, but he's an exciting character to watch because of his stunning repertoire of grappling techniques. It takes some getting used to, but in the right hands King really is a king. ================= 4. About King There are actually two Kings. The first was trained under Armor King, but after the King of Iron Fist Tournament 2, King was murdered by Ogre. One of the children in King's orphanage was taken under Armor King's wing, and after he received the mask, he became King II. The new King then attempted to seek revenge on Ogre during King of Iron Fist Tournament 3... Later, Armor King was murdered by Craig Marduk, a powerful Vale Tudo fighter. King swore that he would seek vengeance. King learned that Craig was in an Arizona penitentiary. King used money earned from wrestling to bail Craig out of jail. King then sent Craig an airplane ticket and a newspaper clip about the King of Iron Fist Tournament 4. King planned to confront Craig during the tournament... ================= 5. Conventions The following are the numbers and symbols I use to refer to pad motions and button presses: 1- left punch 2- right punch 3- left kick 4- right kick f- tap forward b- tap backward d- tap down u- tap up F- hold forward B- hold backward D- hold down U- hold up N- pad in neutral position /- press in between the arrows (d/b means down and back together) +- press buttons simultaneously ~- press buttons very quickly >- the next button press can be delayed =- Move is an "add-on" to the move above with lesser indent _- moves are interchangeable QCF- Quarter Circle Forward (d,d/f,f) QCB- Quarter Circle Backward (d,d/b,b) HCF- Half Circle Forward (b,d/b,d,d/f,f) HCB- Half Circle Backward (f,d/f,d,d/b,b) WR- while rising WC- while crouching SS- during sidestep SSR- during right sidestep SSL- during left sidestep iWS- instant while rising (d, d/b, N) CD- crouch dash (f, N, d, d/f) CH- counter hit CL- clean hit Hit ranges There are 5 hit ranges: h- High range attack. Block by standing. Avoid by ducking. m- Mid range attack. Block by standing. Will hit crouching opponent. l- Low range attack. Block by crouching. sm- Special mid range attack. Hits mid, but can be blocked when crouching. !- unblockable. ================= 6. Move List This is a list of all of King's moves. I've included the name, how to do it, the damage, and any special properties a move might have. If there is an asterisk (*), look for the move name in the section below for the move property. ------------------------------------------------------------------------------- Name Command Damage Property Palm Attack 1,2 hh/6,15 Palm Strike Head Jammer 1,2,2+4 hhh/6,15,30 * Palm Strike Power Bomb 1,2,d+2+4 hhm/6,15,45 * Palm Attack to Uppercut 1,2>1 hhm/6,15,10 Palm Upper to Suplex 1,2>1,2+4 hhmh/6,15,10,30 * Palm Upper Power Bomb 1,2>1,d+2+4 hhmm/6,15,10,45 * Jab Uppercut 2,1 hm/10,12 Jab Upper to Suplex f+2,1,2+4 hmh/12,10,40 * Jab Upper to Power Bomb f+2,1,d+2+4 hmm/12,10,45 * Neck Cutter Kick 3+4 h/28 Moonsault Body Press 1+4 !/25 * Head Spinner 1+2,1 mm/15,21 * Toll Kick b+3 h/20 Disgraceful Kick b+4 h/20 * Water Parting Chop b+1 h/30 Rolling Sobat f+4 m/23 Low Drop Kick d/b+4 l/16 Shadow Lariat f+1+2 h/25 * Jaguar Lariat f+1+2 !/50 * Frankensteiner d/f+3+4 sm/15 * Corporate Elbow d+1+2 m/21 Capital Punishment u/f+1+2 m/35 * Burning Knuckle u/f+1+2 !/45 * High Elbow Drop u_u/b_u/f+2+4 m/35 Shoulder Tackle f+2+3 m/40 Sidewinder b+2 h/10 * Straight Arrow b+2 h/30 Straight Arrow Power Bomb b+2,d+2+4 hm/30,45 * Elbow Sting d/f+1,2 mm/15,12 * Lasso Kick d/f+3,4 mm/17,15 * Low Jab Uppercut d+1,2 smm/5,13 Stagger Kick d+3+4,4,4 lll/17,7,7 * =Spinning Uppercut 2 m/10 Stagger Kicks d+3+4,4,4,4 lllll/20,7,5,4,3 * =Spinning Uppercut 2 m/10 * Jaguar Straight f,f+1 m/20 K's Flicker f,f+2 m/20 * Konvict Kick f,f+4 m/24 Konvict Kick to DDT NA NA/20 * Flying Cross Chop f,f+1+2 h/15 * Exploder f,f+3+4 m/25 * Diving Body Press f,f+2+3 m/30 * Snap Uppercut WR,1+2 m/12 Jaguar Thrust SS,2 m/22 Deadly Boomerang SS,3+4 h/54 Crouching Uppercut WC,d/f+2 m/20 Leg Breaker WC,d/f+1 l/21 Atomic Blaster 1+2 !/50 * Blind Kick 3 m/15 * =Neck Breaker 1+2 NA/20 * Stomach Smash f,f,N,2 l/6 * Lay Off f,f,N,1+2 !/0 Jumping Knee f,N,d,d/f+4 m/25 * Black Bomb f,N,d,d/f,N,1+2 m/28 * Running Exploder f,f,f+3+4 m/40 ------------------------------------------------------------------------------- Throws Name Command Position Damage Escape Property Suplex 2+4 Front 35 2 Winding Nut f+2+4 Front 35 2 Mega Bomb 2+4~B Front 35 2 Argentina Back Breaker 2+4 Left 40 1 Knee Crusher 2+4 Right 42 2 Cobra Twist 2+4 Behind 60 None Half Boston Crab f+2+4 Behind 60 None Stretch Buster b,f+1+2 Behind 75 None Reverse Special Stretch Bomb d/f,d/f+2+4 Front 28 2 * Jumping Power Bomb d+2+4 Front 45 1+2 * Attack Reversal b+2+4 Front Varies NA * =Figure Four Leg Lock 3+4 NA 33 None * Ultimate Tackle WC,1+2 Any 5 1+2 * =Ultimate Punches 1,2,1,2,1 NA 25 1_2 * =Arm Lock 1,2,1,1+2 NA 25 1+2 * =Wrist Lock 1+2 NA 10 None =Leg Lock 1,2,1,3+4 NA 20 1+2 * =Stretch Combo 1+2 NA 40 None Figure Four Leg Lock d/b+1+2 Front 32 1+2 * Knee Bash d/f+2+3 Front 30 2 Muscle Buster QCB+1+2 Front 50 1+2 Clothesline Press WC,d/f,d/f+1+2 Front 45 1+2 Tombstone Piledriver d/b,F+2 Front 58 2 Giant Swing HCF+1 Front 70 1 * Tomahawk f,f,f+2+4 Front 30 1+2 Throw Away b+1+2 Front 0 None * =Throw Away Feint 1+3 NA 0 1 =Throw Away Knockdown 2+4 NA 8 2 =Throw and Destroy 3+4 NA 10 3+4 =Turn Around 1+2 NA 0 1+2 Pile Driver QCF+1 Front 25 1 =Double Arm Face Buster 1+2 NA 30 3+4 * =Boston Crab 1+2,3,4,1+2 NA 50 3+4 Hi-Jack Back Breaker 1+2 Front 30 1+2 * Jaguar Driver 1+2,u,d,3+4 Front 60 3+4 * Position Change 1 1+3 Any NA 1 Position Change 2 f+1+3 Any NA 1 Position Change 3 d+1+3 Any NA 1 Position Change 4 u+1+3 Any NA 1 ------------------------------------------------------------------------------- Ground Throws (executed while enemy is lying on ground. The position column shows what position the enemy needs to be in. Name Command Position Damage Escape Shoulder Cracker d/f_d/b+2+4 Face up/feet away 28 1+2 Swing Away d/b+2+4 Face up/feet towards 30 1 Head Bomber D/F+2+4 Face up/feet towards 33 2 Figure Four Leg Lock d/f+2+4 Face up/feet towards 33 1+2 Turn Over d/b_d/f+2+4 Face up/from side 0 1_2 Wing Tearer d/b_d/f+2+4 Face down/feet away 32 1+2 Half Boston Crab d/b_d/f+2+4 Face down/feet towards 30 3+4 Camel Clutch d/b_d/f+2+4 Face down/from left 35 1 Bow & Arrow Stretch Hold d/b_d/f+2+4 Face down/from right 37 2 ------------------------------------------------------------------------------- 10-hit combos 1,2,1,1,2,4,4,4,1,1- 83 damage f+2,1,1,2,4,4,4,1,1- 74 damage 1,2,1,1,2,4,4,4,1,3- 89 damage f+2,1,1,2,4,4,4,1,3- 80 damage 1,2,1,1,3,3,4,4,4,1,1- 90 damage f+2,1,1,3,3,4,4,4,1,1- 81 damage 1,2,1,1,3,3,4,4,4,1,3- 96 damage f+2,1,1,3,3,4,4,4,1,3- 87 damage 1,2,1,1,3,3,4,3,2,1+2- 101 damage f+2,1,1,3,3,4,3,2,1+2- 92 damage Move Properties Palm Strike Head Jammer- Throw escaped with 2. Palm Strike Power Bomb- Throw escaped with 1+2. Palm Upper to Suplex- Throw escaped with 2. Palm Upper to Power Bomb- Throw escaped with 1+2. Jab Upper to Suplex- Throw escaped with 2. Jab Upper to Power Bomb- Throw escaped with 1+2. Moonsault Body Press- Can also be used with 1+4 while your back is turned. Head Spinner- No guard point. If first connects, second is guaranteed. If you do not finish with second attack, King's back will be turned. Disgraceful Kick- Leaves King's back turned. 30 damage on CL. Shadow Lariat- Hold 1+2 to make this the Jaguar Lariat. Jaguar Lariat- Unblockable but can be avoided by ducking. Frankensteiner- If this moves contacts a standing opponent, whether they blocked it or not, move becomes a throw for 30 damage. Capital Punishment- Hold 1+2 to make this the Burning Knuckle. Also possible to execute with this motion: f,N,d,d/f,N,1+2. Hold 1+2 slightly for Capital Punishment. Hold completely for Burning Knuckle. Burning Knuckle- If King leaps over the enemy, he will automatically turn around. Sidewinder- Hold 2 to make this the Straight Arrow. Straight Arrow Power Bomb- Throw escaped with 1+2. Elbow Sting- No guard point. If first hit connects, second is guaranteed. First hit floors opponent on CH. Lasso Kick- First kick must make contact with enemy to use the second kick. Stagger Kick- First kick causes 7 damage if used alone. Can also be used with WC,d/f+4... Stagger Kicks- Only possible if first hit connects as CH. Spinning Uppercut- The 2 can only be used after the first hit on regular Stagger Kick. If Stagger Kick connects as CH, the 2 can be added after the first, second, third kick. K's Flicker- Juggle on CH. Konvict Kick to DDT- Only when Konvict Kick connects as CH. Throw can be escaped with 1+2. Flying Cross Chop- At a distance, move connects low for 15 damage. Exploder- f,f+3+4 cancels the delay. Diving Body Press- Becomes a throw at close range. Atomic Blaster- Can only be executed when King's back is turned. Unblockable but can be ducked. Blind Kick- Can only be executed when King's back is turned. Causes a crumple stun on CH. Neck Breaker- Throw can be escaped with 2. Stomach Smash- Causes a crumple stun on CH. Throw follow-ups possible only on CH. Jumping Knee- Launches and causes 37 damage on CL. Black Bomb- Tap 1+2 quickly and lightly. Juggle on CH. Reverse Special Stretch Bomb- Can only be used on crouching opponent. See chain throw section for details on follow-ups. Jumping Power Bomb- Can only be used on crouching opponent. Attack Reversal- Only works on kicks. Not possible to chicken. =Figure Four Leg Lock- Only possible when right kick is reversed. Ultimate Tackle- Can also be used like this: f,N,d,d/f+1+2. Tackle can be escaped with 2 or reversed with 1+2. Ultimate Punches- Can be escaped with 1 (for right punch) or 2 (for left punch) for the first for fourth punch. Arm Lock- Escaped by pressing 1+2 repeatedly. Paul, Nina, King, and Craig can reverse it. Leg Lock- Escaped by pressing 1+2 repeatedly. Paul, Nina, King, and Craig can reverse it. Figure Four Leg Lock- Can be reversed by pressing 3+4 at the exact moment the enemy takes damage. Giant Swing- Opponent can tech roll the throw, decreasing the damage to 45. If you throw the enemy into a wall, damage becomes 80 and tech roll is not possible. Throw Away- Causes 3 damage if enemy hits a wall. Double Arm Face Buster- Not two separate throws. Hi-Jack Back Breaker- Only when Stomach Smash connects as CH. Jaguar Driver- Enter 1+2 to start Hi-Jack Back Breaker, then input to u,d,3+4 to change into Jaguar Driver. Note: You can also see my Tackle FAQ for info on escapes and reversals for tackling techniques. ================= 7. Strategy Let's take a look at King's strengths and weaknesses: Strengths -King is more powerful than most characters. His punches and kicks cause greater damage and often cause guard stuns if they are blocked. -King has a myriad of throws at his disposal. His throws are power- packed and have longer range, due to his crouch dash. -King has a good low and mid attack game. He has some mid attack moves that can become low but they start as if they were mid. Weaknesses -King pays a price for his power; he is slower than most characters also. This does not mean he is VERY slow like Kuma, but his speed hinders his fighting ability. -King's throws are easier to break than they look. Although his chain throws cause immense damage, most of them are escaped with 1, 2, or 1+2. To make these throws effective, one must learn the possible sequences and mix them up. -King has poor juggling ability. He has very little juggle starters and his speed and general lack of good juggle follow-ups make him inept at juggling. Throws linked into moves King has the unparalleled ability to link throws into his punches and kicks. His Palm Upper to Suplex does a high one-two punch followed by a mid uppercut and finishes with a powerful throw. There are many variations of this move. Most enemies will learn to duck the throw, but King can use the Jumping Power Bomb version of these attacks to catch a ducking opponent. Also, King can link throws into his Blind Kick and Konvict Kick, so try them if you connect. Mixing up throws King's throws are powerful, but use them sparingly because smart opponents will learn to duck, evade, and escape your throws. Lean on King's powerful mid attacks such as Head Spinner, Konvict Kick, and Disgraceful Kick to crush an opponent's crouching guard. Run up to the enemy as you're going for a throw, then throw in a mid attack instead. When you do use throws, practice them first because some are tricky to pull off. Giant Swing is very powerful but a great trick is to buffer the move. Use a different move, then enter the HCF as King finishes the move. When the move ends, you can hit 1 to instantly use Giant Swing. Of course, over-using throws, even if they seems to work, will ruin their usefulness. Low attacks King has some nice low attacks as well. Stagger Kicks and Stomach Smash are excellent low attacks that mix up well with mid. If you connect Stagger Kick as CH, throw in the Spinning Uppercut to surprise an opponent blocking the low kicks. K's Flicker and Stomach Smash start in a similar fashion, but Stomach Smash hits low, so mix these two up a lot to keep your enemy in the dark. Another low, mid mix up is the Crouching Uppercut and Leg Breaker. Use Leg Breaker to hit your enemy low (it has the added bonus of juggling as well), then switch up to the Crouching Uppercut to hit your enemy mid for a juggle. Poking King has a nice poking game thanks to his quick low attacks and his Low Jab Uppercut. Stagger Kicks and Stomach Smash work well, but if you attack and your opponent blocks, continue on with Low Jab Uppercut to quickly turn the tables. Your opponent may not expect the move to be so fast. Stagger Kicks are also an important part of King's Okizeme game. Chain Throws Let's face it; King is the ultimate throwing machine, clearly demonstrated in his chain throw sequences. He can string up anywhere between 3 and 6 throws so you can rack up a lot of damage. However, almost every throw can be escaped, so don't think the chain throws are infallible. Most opponent can simply hit 1 and 2 like mad to escape, others know precisely when to press which buttons. I've drawn up a crude chain throw table here and since I am a horrible artist, I hope you can understand it, heh heh. Anyway, here it is: A-->B-->C-->D-->E | \-->F | G-->H-->D-->E | \-->F | I-->J-->E \-->F This table if for the sequences beginning with Reverse Special Stretch Bomb and Reverse Arm Slam. Look at the label in the following list to find the name of the throw, how to do it, damage, and the escapes. ------------------------------------------------------------------------------- Label Name Command Damage Escape A Reverse Arm Slam f,d/f+2+4_1+3 25 1_2 B Backdrop 2,1,1+2 18 1_2 C German Suplex 3+4,1+2 18 1 D Power Bomb 1,2,3+4 22 1 E Giant Swing 2,1,3,4 27 1_2 F Muscle Buster 3,1,2,3+4,1+2+3+4 32 2_1 G Reverse Special Stretch Bomb d/f+1+2 28 1+2 H Cannonball Buster 2,2,1+2 18 None I Manhattan Drop 3+4,1+2,1+2+4 17 2 J Victory Bomb 1,2,3+4,1+2 20 None ------------------------------------------------------------------------------- The escapes on some of throws are a little sketchy, so here's some detail for the escapes: Reverse Arm Slam- The escape depends on what buttons your opponent pressed. If he did f,d/f+2+4, the escape is 2. If it was f,d/f+1+3, the escape is 1. Backdrop- Again the escape depends on what buttons your opponent pressed for Reverse Arm Slam; 2+4, escape is 2. 1+3, escape is 1. Power Bomb- The escape is 1 if it was used ONLY after Cannonball Buster. If it was used after German Suplex, it is inescapable. Giant Swing and Muscle Buster- The escape for Giant Swing is 1. The escape for Muscle Buster is 2. However, if either of these two throws is used after Victory Bomb, the escape switches to the other punch button; Giant swing escaped with 2, Muscle Buster escape with 1. About these Chain throws These are the most complicated sequences for King's chain throws. They are also the most powerful, but the easiest to escape. The trick is to mix up the various sequences. Start with Reverse Arm Slam and continue with that sequence, or use Cannonball Buster to switch to the Reverse Special Stretch Bomb sequence. There are many possibilities, so repetition should be easy to avoid. The most powerful sequence, by the way, is this one: d,d/f+2+4_1+3 2,1,1+2 2,2,1+2 3+4,1+2,1+2+4 1,2,3+4,1+2 1,2,3,3+4,1+2+3+4 That's 6 hits, 130 damage. Now that seems to be a lot, but remember that your opponent will have FOUR chances to escape the sequence. If he fails to escape at one point, then you can keep racking up damage until the next escape. But, unless you're playing an absolute knucklehead who doesn't respond to chain throws, it is highly unlikely that you'll land all 6 hits. Not impossible, but highly unlikely. The sequences you choose are completely up to. Always going for the most powerful isn't the best idea. Unpredictability is key. The next set of chain throws deals with 2 sequence starters, the Arm Breaker and Standing Heel Hold. Here's some more of my crappy text editor art: /-->C | A-->B | \-->D-->E /-->H-->I | F-->G | \-->J-->K \-->L Another table here, same thing as the last one: ------------------------------------------------------------------------------- Label Name Command Damage Escape A Standing Heel Hold f,N,d,d/f+2+3 30 2 B S.T.F. 1,2,3,1+2 35 1 C Scorpion Death Lock 1+2,3,1,1+3 40 2 D Indian Death Lock 1+2,1,3,1+2 30 1+2 E King's Bridge 1,3,4,1+2,3+4 50 None F Arm Breaker f,N,d,d/f+1+4 20 1 G Triple Arm Break 1+2,1+2 25 1 H Head Jammer 1+2,4,2+4 20 2 I Struggle Combination 4,3,4,3+4,1+2 25 None J Chicken Wing Face Lock 2,1,1+2+3 25 1+2 K Dragon Sleeper Finish 2,1,3,1+2+4,1+2+4 30 1 L Rolling Death Cradle 1+3,3+4,2+4,1+2,1+2+3 79 2 (Note: if an enemy escapes any of the Standing Heel Hold throws, with the exception of the Standing Heel Hold itself, King sustains 10 damage.) ------------------------------------------------------------------------------- About these chain throws As you can see, these sequences aren't nearly as complicated, but unpredictability is still easy to accomplish. Why? Because there are usually THREE possibilities for you after the initial throw. After you get the initial throw, you need to pick one of the sequences and hope your opponent doesn't escape. Now of course, in an arcade, your opponent can simply look at what buttons you're pressing, but on a PS2, hiding your controller works. Remember, that the most powerful chain throw sequence isn't always the best. If you keep trying for King's Bridge, then your opponent will escape Indian Death Lock every time. By mixing it up with Scorpion Death Lock, for instance, you can still cause substantial damage. What's better, 30 or 70? So mix up your sequences. Another issue is the initial throw. The crouch dash gives it away, but an opponent may simply try to duck the throw. If this keeps happening, throw in the Black Bomb, to surprise your opponent. So, again, avoid repetition to keep your enemy in the dark. Here's my synopsis and recommendations for these chain throw sequences: Standing Heel Hold- The S.T.F. and Scorpion Death Lock aren't as powerful as the King's Bridge, but they are useful alternatives. King's Bridge causes a TON of damage and it's inescapable. The only way to escape it is by escaping Indian Death Lock, which is a 1+2 escape. Even if your enemy mashes 1 and 2, they still might fail to escape. If they do, be calm and careful with your button presses and prepare to witness your enemy's health dwindle. Arm Breaker- This is another one with 3 sequences. The most powerful combinations come from Chicken Wing Face Lock, which is another 1+2 escape, but the throws after are escapable. What's worse is that both follow-ups are difficult but if you can pull them off, it's well worth the effort. The Triple Arm Break and Head Jammer sequences aren't nearly as damaging, but they are a LOT easier to do. It's really judgment call for you with this sequence. Do you want to use quick easy chain throws or go for the tough, high-risk, yet high-damaging sequences? If you're really losing, I would suggest just trying to go for the Rolling Death Cradle, but if your enemy is at death's door, the Triple Arm Break or Struggle Combination would be a better choice. The King Step One other aspect about chain throw starting is the King Step. This is executed with SS,2+4. King lunges sideways and grabs. He gets the opponent from the side or from behind, he starts with Cannonball Buster. If from the front, he starts with Reverse Special Stretch Bomb. You can also do this to lunge sideways and fake out your enemy by not grabbing: SS,2+4~B. ================= 8. Combos The following are some nice juggles for King. The first five are the sample combos available in Practice mode. The rest are my own and some others that I've seen. If you have any good combos, especially wall combos, please e-mail me and tell me about them. WR,1+2 1+2,1 WC,d/f+1 WR,4 d+3+4,2 u/f+4 f+1+2 WC,2 WC,d/f+4,4 u/f+4, SSR 2 1 d/f+1,2 d+3+4,2 WC,d/f+1 f,f,N,1+2 1,2 b+3 u/f+4 1,2,1 d+3+4,2 u/f+4 2,1 1+2,1 WC,d/f+1 WC,d/f+1 u/f+4 2,1 f+4 WC,d/f+1 d+1,2 d+3+4,2 u/f+4 d/b+1 WC,d/f+2 d+3+4,2 ================= 9. Outro King is a fun character to play or watch. His chain throws take a lot practice, but it's rewarding to see your opponent get smashed around by the 5 throws you put together. He isn't the most popular character but he is still one of my favorites. ================= 10. Credits If you contributed anything to this FAQ, such as a combo or if you correct me on an error, I will be sure to include your name here: gamefaqs.com: for being a really good site. Until we meet again... ==EOF==