###################################################################################

******
*King*
******

Author: Kent Dela Pena
Email: diamond_dela_pena@hotmail.com
Version 1.2

This FAQ is copyrighted (c) Kent Dela Pena 2001.  All rights reserved.

I can't really believe I have to say this, but this work is not to be used for
profit and doing so bequeaths you the title of poor sad loser who must find a
real job.  Really, there's better ways to make money out there.

Don't try to reproduce this and write it off as yours.  You'll never amount to
anything in life if you're out there copying FAQs and saying it's yours.  There
are better and more important things to plagiarize.  Do not go out there
claiming to be me either, or an FAQ writer for that matter.  Although I know
these moves, I am not the greatest player, nor should I recommend living my
life.  It's something you don't wanna do.  If you knew me, you wouldn't wanna
be me.

This FAQ is in English and the only foreign language I can speak is French.
I'm sorry if you can't understand it or get any of the jokes (there's jokes?)

This FAQ should be posted on www.gamefaqs.com unless you ask me for permission
to post it on your site (chances are, I'll say yes, especially if you baked
cookies).

This FAQ can also be found on the following sites:

  www.tekkenzaibatsu.com

*******************
*Table of Contents*
*******************

  1. Version History
  2. Introduction
  3. Legend
  4. Who?
  5. Move list
  6. In depth moves
  7. The game
  8. Credits
  9. Main Contributors
 10. Final Words

*****************
*Version History*
*****************

1.0 - Aug 31, 2001 - The birth of my 2nd FAQ.
1.1 - Sep 12, 2001 - Added some extra comments
                     Added the Change position
                     Added the Back Brain Kick name
                     Moved Version History section
                     Added a Main Contributors section
                     Added pre fight to The Game section
                     Added Pokes/Custom strings to The Game section
1.2 - Sep 18, 2001 - Fixed some spelling mistakes and typos
                   More comments added
                   Removed the Disgraceful kick combo

**************
*Introduction*
**************

This FAQ is for all those players who use King or want to learn to use him.
We all have our reasons, so just continue reading and see what's up with him
in his latest Tekken adventure.

I made this FAQ and my previous FAQs mainly for myself.  I used it as a guide
for which moves to use under various conditions.  I've always believed in
sharing my wealth so I would like to pass on this knowledge to anybody else
who wishes to learn King.

This is an early version of the FAQ.  There are many things still to sort out
and a lot of aspects of the game that is still to be developed.  If there are
errors, holes, or strats to add, you are more than welcome to kindly send
an email.

********
*Legend*
********

I'm assuming that you know the conventions such as 1_2 and so on.  Here's just
a rundown on all the buttons and directions.  I think the illustration below
insults your intelligence, but if ya stil need them...


    1P                                   2P

     UB  U  UF                                UF  U  UB
       O O O                                    O O O
        \|/         (1)  (2)                     \|/         (1)  (2)
     B O-N-O F                                F O-N-O B
        /|\         (3)  (4)                     /|\         (3)  (4)
       O O O                                    O O O
     DB  D  DF                                DF  D  DB


I'm guessing that you're aware of the PSX and PS2 buttons, so I won't use
an illustration here.  Plus, everyone has their own button layout.

u,d,f,b: Tap direction               U,D,F,B: Hold direction
    CD: Crouch Dash (f,N,d,df              N: Neutral(no joystick direction)
    WS: While Standing from crouch        FC: Full Crouch
    BT: Back Towards opponent
   qcf: Quarter circle forward (d,df,f)   SS: Side step (u_d)
   qcb: Quarter circle back (d,db,b)     hcf: Half circle forward (b,db,d,df,f)
     1: Left Punch                         2: Right punch
     3: Left Kick                          4: Right Kick
   ALL: Must I explain?

******
*Who?*
******

King is a Mexican pro wrestler.  That's all you need to know.  Do you really
care about his story?  Well, read it somewhere else. Given his fighting
style, you know King won't be depending on fancy kicks and punches, but
devastating throws and holds.  Actually, he can use both aspects, just like
in wrestling, just don't expect fancy strings and juggles with him.  You'll be
setting up or retaliating with throws and simple powershots.

***********
*Move list*
***********

Okay, maybe not.  There is no movelist on this FAQ.  Honestly, if you need one
that
badly, check out www.tekkenzaibatsu.com; www.tekkencentral.com; and many
other FAQs that lists King's moves.  Tekken websites also gives you frame
rates,
damage properties, and such detailed info as well.  Please check there if you
need
it that badly.  I'm just assuming you know all of King's moves and just want to
know
how to play him (or at least how I do).

****************
*In depth moves*
****************

The following are moves I use the majority of my matches.  If some moves I find
are
pretty useless, I won't mention it, unless it's so bad I gotta say why.  In no
particular order, here are King's moves that I use a lot during his fights.

Jab Strings (1,2; 1,2,1; 2,1)

King's primary poke strings.  When you're not throwing or punishing, you'll
probably be annoying your opponent using these.  With the 1,2 and 1,2,1
strings,
you can immediately do into a throw by pressing 2+4.  If you think your
opponent
will duck the throw attempt, crouch throw them with d+2+4.  Since Tekken 4 has
become a jab fest, you'll be using these as retaliation.  Jabs are also a
primary
source for setting up throws.

Low Jab Uppercut (d+1~N+2)

Another great poke string for King.  Good vs. jabbers as well since King's 1st
hit
has him ducking.  Since Namco toned down d+1, this golden string doesn't shine
as
much as it did back in TTT, but it's still useful and serves many purposes. 
Don't
abuse this as much as you probably did in TTT.

Elbow Sting (df+1>2)

Another useful poke string.  Can be used for many more as well.  If you catch
the
elbow on a CH, your opponent will be knocked down, setting him up for okizeme.

Low Drop Kick (db+4)

This is effective vs. newbies and obvious turtlers.  Can also be used in
okizeme.
I find this also useful when running up to an opponent and whipping this out.
Hits countless times.  The bad part of this move, is this oddly can
interrupted by a jab.  Anyways, try this off a SS and also okizeme.

Hop kick (uf+4)

This is King's primary juggle starter.  I mix this up along with King's
throws.  When people duck in anticipation of a throw, a hopkick will knock
them into the air resulting in a juggle.  Be warned, this is no longer
guaranteed
after a low parry.

Clothesline (f+1+2)

Mid range punisher.  Nice and quick. Same as Armor King's back in TTT,
but nothing is guaranteed afterwards unfortunately.  Also a lightning quick way
alternative to closing the gap to the knuckle bomb.  If your opponent blocks
this,
they get guard stunned and knocked further back, keeping you safe from
retaliation.
Be warned, this move can be ducked, so try not to be predictable with it.

Konvict kick (f,f+4)

I use this move only for punishing and keeping opponents at bay.  If you catch
this on a CH, this move becomes a DDT.  Anything into a throw is cool.

Shoulder tackle (f+2+3)

If I'm not CDing in, I use this to close the gap between myself and my
opponent.  You'll find this move hits a lot since Tekken 4 has become
more offense oriented and the majority of your opponents will pitbull
you.  In order to do that, they have to run up to you, thus putting their
guard down.

People's Elbow (d+1+2)

Use this move only for okizeme.  If your opponent likes to lie down,
drop this on them as punishment.  Catch your opponent on a
crumple stun or wall stun, and you've got a sweet followup here.

Knucklebomb (uf+1+2)

A midrange substitute to the Shoulder Tackle.  Come flying in at
your opponent in a few short frames.  This move also serves well
in okizeme.  Bust this out when you know your opponent will roll
backwards.

Sucker punch (SS+2)

Nothing like a quick punisher after successfully SSing a move.  The
stun after creates time to CD into your opponent or whatever.

Back Brain Kick (SS+3+4)

Alternative to the Sucker punch and one hell of a punisher.  It is
duckable though and that's bad.

European Uppercut (WS+1+2)

Part of the FC mix up.  This move always has great results.  Hard
to punish if blocked, causes a crumple stun if this move hits normally,
and a juggle launcher if this is a CH which can happen a lot.

Jaguar hook (f,f+1)

A new move for King.  Useful for knocking opponents towards
King's right and wall techs.

Blind Kick (BT 3)

Use this to protect yourself if you find yourself BT.  Can be used
to follow up a Muscle Buster.  It's not guaranteed after a Disgraceful
kick anymore.  On a CH, this move causes a crumple stun, which happens
when your opponent thinks they've got a free shot on your back.  Set
that up by pressing 1+2.  If you caught your opponent on a regular hit
and your opponent is close enough, press 1+2 and King will do a Neck
Breaker throw.  This is a Just Frame move and really hard to get.  The
damage isn't worth the effort, but you can always try.

Moonsault (1+4_f+1+4)

Useful mainly in okizeme even if it is an unblockable.  King can
be jabbed out of it, so try it only if your opponent is down.  I
use this after a muscle buster and argentine back breaker (2+4
on your opponent's left side).

Flying Cross Body (f,f+2+3_b,b,ub [off a wall])

A great move to catch techrollers.  Surprise people by jumping off the
wall as well.  Watch out though, this move doesn't pin your opponent
to the ground on a normal hit anymore.  That means your opponent is
still standing while you're lying on the ground.

Flying knee (CD+4)

King is known for having 2 devastating chain throws after his crouch dash.
Mix up King's CD game by using this flying knee used by Armor King in
TTT.  Good damage and the opponent flies back, hopefully knocking them
into a wall.

Inziguri Kick (df+3~4)

A cool looking move that is done like Lee.  Although it's easier to do than
Lee's version, the 2nd kick can be blocked, ducked, and jabbed out of.  If
you catch this on a CH though, the 2nd kick is guaranteed.  The 1st kick is
useful during your custom strings.  Anyways, this is always useful for showing
off, unless the crowd has seen it thousands of times.

Headspinner to knife hand (1+2,1)

One of my favourite moves.  If the 1st hit connects, the 2nd one is guaranteed.
There are so many uses for this move.  This can be used as part of juggles,
punishers (the best part is, the 1st hit is irreversable which means bad news
vs reversal scrubs), and ending custom strings.

Rolling sobat (f+4)

A simple jumping spin kick that has its uses.  Give yourself breathing room
by using this or finish your custom strings.  Hmm...I guess that's it.  Simple
yet effective.

Frankensteiner (df+3+4)

The damage isn't the same anymore.  oh well...if your opponent is being too
defensive and is visibly walking backwards, whip out the move Scott Steiner
invented.  You can use this in okizeme as well, especially after the
Screwdriver
throw (2+4~B).

Disgraceful Kick (b+4)

Strictly a punishing move and not to be thrown out at random.  You'll find
scrubs
doing this move a lot.  Long reach and easy to chicken.  Leaves you BT so if
you're
fast enough, you can land that BT 3.

Stagger kicks (d+3+4,4,4,[4,4 on a CH])

A move that was once guaranteed in okizeme.  But in Tekken 4, nothing's
guaranteed
so don't be too eager to throw this out.  You can also use this for King's low
game,
but it looks very scrubby.  If the first stagger kick connects on a CH, King
can do
up to 2 more kicks as well.

Stagger kick to uppercut (d+3+4,2)

If you're fighting a slow opponent that is used to the 3 low stagger kicks, mix
it
up by throwing out an uppercut.  On a CH, you can do up to 4 stagger kicks
before
the uppercut.  This move is also nice in okizeme when your opponent rolls back.
 If
they do, both hits are guaranteed.  If your opponent opts to lie still, only
the
stagger kick will connect.

Ankle Swipe (FC,df+1)

You should only use this move under one circumstance.  After doing a sweep from
KND
and you've successfully knocked your opponent on their ass, use this.  This
connects 88% of the time.

Regular throws (2+4_f+2+4_2+4~B)

A throw is a throw and it's essential in every Tekken game.  If you don't have
enough time to use a command throw, go for one of these.  Be warned, okizeme
isn't
guaranteed after these throws.

Side Body Clutch Slam (FC,db,d,DB+1+2)

With the abuse of 1,2 in Tekken 4, I personally find this throw great vs. those
scrubs.  King ducks under those jabs then rises into the Rock's finisher. 
Though
it is good when mastered, nothing is guaranteed after it.  Try and get used to
doing the motion and you've just developed an invaluable tool in your game. 
This
throw is meant to be set up not thrown at random.  Yes, this is called the Rock
Bottom, but I hate that name and I may be sued by the WWF if I call it that
name.

Giant Swing (f,hcf+1)

Now that the majority of throws in Tekken 4 are broken using 2 or 1+2, the
Giant Swing has gotten much more effective this time around because of its
different break.  What makes this throw even better is if it's been tech
rolled,
your opponent takes 45 damage, which is more than half the damage of the GS and
that's more than most other throws. If you toss an opponent into a wall or
structured object, that's even more golden.

Tombstone (db,f+2)

This is King's most powerful throw excluding a non techrolled Giant Swing (but
who
can't tech out of that?).  The triple ground throw isn't guaranteed anymore.
Always looks cool.  This is a throw I like buffering before a round starts.

Muscle Buster (qcb+1+2)

Same old throw from T3 and TTT.  The guessing game after it is guaranteed as
well.
If your opponent lies still, go for a moonsault.  If your opponent attempts to
roll
backwards or to the side, go for the Blind Kick.

Kneelift (WR_f,f,f+2+4)

Although this name sounds weak, it looks a lot better than it really is.  This
is
effective vs. wall techs and turtles.  Unfortunately, nothing is guaranteed
after
the throw.

Jumping powerbomb (d+2+4)

King will only land this on 3 of your opponent's positions.  Off a crouch, off
a
tech roll and after parrying a low kick.  This is effective in a tech roll
trap.
If your opponent has great reaction or reads you like a book, this move is
useless
since it's breakable.

Ground throws (db+2+4)

Obviously, this is something done in Okizeme.  There are no more guaranteed
ground throws after throws like the Tombstone and right kick reversal anymore.
You'll get this if your opponent stupidly stays on the ground for too long.  At
least this time, ground throws land more often and you don't whiff even if
you're
just a single sprite away from your opponent.

Kick reversal (b+2+4)

King is blessed with having an irreversable kick reversal.  Take advantage of
it
vs. kick happy players such as Hwoarang scrubs or predictable Christie strings
(which shouldn't happen).  A People's elbow is guaranteed after a left kick
reversal and if you press 3+4 during the right kick reversal animation, King
will
give his opponent a figure four leg lock.

Change position (f_u_d_b+1+3)

Something new added in Tekken 4.  Get yourself out of a corner and put your
opponent into one by forcing a side switch with this command.  You may shove
your
opponent into a wall by pushing them into one.  Your opponent is stunned
briefly
which can set you up for a quick jab or some throws.

Chain throws (See my Chain throw FAQ)

Do not neglect this part of the game.  There is a reason why King has them. 
This
was why I picked King in the first place.  Perhaps others did as well.  Strike
fear
into other people's hearts by doing them or threatening to do them.  Just don't
abuse it.  When you find out about the uses of King's other moves, you'll be
using this less and less...but I didn't say not at all.

**********
*The Game*
**********

As you fight, you'll be put into various situations.  Here are some moves that
I've
suggested during each scenario.

Pre fight - What you do right off the bat can determine the outcome and flow of
the
           match.  Now that can move before throwing out moves, it's good to
get
           some good positioning before duking it out.

 Before the announcer says fight:

   - SSing - A good idea to move yourself into open area and not close to a
wall.
    Also a setup to some SS buffered moves
   - F dash - Show your aggressiveness before a fight.  Also an indication that
    you'll go for a throw.  Watch out for jabs when the fight begins.
   - B dash - Shows defensiveness and turtling.  Try B dashing repeatedly by
doing
    qcb,qcb...this is a way to buffer a Tombstone before fighting.
   - Hop over opp. - If you can time it right, you'll find yourself behind your
    opponent just as the announcer starts the fight.
   - FC - Assume this position and have your opponent guess what you'll be
doing.
    See the FC aspect of the game to find out your options from here.
   - WD - Repeated CDs can scare your opponent into guessing between a chain
throw
    or flying knee.

 When the announcer says "fight":

   - Throw - Command throw, regular throw, or CDed throw, if you've caught your
    opponent turtling at the start of the match, here's some good instant
damage.
    A buffered Tombstone's my fave here.
   - Jabs/pokes - Use some annoying but quick tick damage to start the match. 
Your
    opponent would've probably have done the same.  Perhaps you could set up a
    throw from here too.
   - Hopkick - Juggles are always nice.
   - FC mix up - See the FC section about your options.
   - CD moves - See the CD section about your options.  Start a deadly guessing
    game this way.
   - Idle - Stand still, block, then retaliate.  Starting on defense can be
    rewarding at times.  There's no risk of receiving a CHed attack from your
    opponent and you have the opportunity to read some tendencies and patterns
in
    one string or series.

Pokes/custom strings - Now that everybody fights without a partner, ticking and
                      chipping away at your opponent's life is more important
than
                      ever.  Poking and jabbing is a big part of King's game
since
                      he doesn't have any long strings.  Here are a few quick
                      strings I use when playing.  Put these in combination to
make
                      your own custom strings:

   - Jabs (1,2,[1]) - Standard poke for everybody.  The first 2 hits high so
you're
    kinda screwed if your opponent is crouching.  You have the option to the a
    throw after the 2nd or 3rd jab.  This string also moves you forward.
   - Jab uppercut (2,1) - My favourite little string.  The 2nd hit strikes mid
and
    King moves forward a bit.  My favourite jab setup for the Giant Swing.
   - Low jab to Uppercut (d+1~2) - This move has lost its priority from TTT. 
Still
    a good string anyways since you duck on the 1st hit.  Nothing is guaranteed
    after the 2nd hit and a quick jab is what you'll get in return if your
opponent
    blocks it.
   - Elbow sting (df+1>2) - Both hits mid and if the 1st elbow is a CH, your
    opponent hits the ground.  Bait your opponent into a Headspinner to knife
hand
    after using this string.
   - Ankle kick (df+4) - Quick low kick.  Something useful in poking.  Low
kicks
    keep your opponent from high parrying or reversing by throwing this out
once in
    a while.
   - Thigh kick (df+3) - The 1st kick in King's new Inziguri kick move.  You
don't
    always have to use the MT all the time.  This move has always been
effective in
    poking.  When your opponent is used to seeing other poke/custom strings
after
    this, whip out the Mist Trap and that'll be the last time they try
interrupting
    with their heads up.
   - Stagger kicks (d+3+4...) - A cheesy way to hit low.  Other than the knee
    blaster, King doesn't have any quick hitting low shots, unless you count
throws
    which I believe are like low hits.

Whiff punisher - If your opponent does a move from too far and completely
misses,
                you've successfully dodged it, or you blocked a move with lots
of
                recovery, try these:

   - Command throws - Usually devastating and spirit breaking
   - Hopkick to juggle - When opponents since they think they're getting
thrown.
   - Disgraceful kick (b+4) - Just a powershot now.  I bet you're asking, why
didn't
    you add the BT 3 after it?  The reason is, if you get caught with the
initial
    kick, all you have to do is mash 2, recover straight up, and you'll block
the
    Blind kick.  So, that combo isn't guaranteed anymore.  Doesn't mean you
shouldn't
    try it though.  Hey!  If you get lucky, you could get a Neck breaker.
   - Konvict kick (f,f+4) - Knock them back and if your opponent tries to
interrupt,
    you've got a CH DDT.
   - Rolling sobat (f+4) - Quick and easy if you're feeling brainless.  If you
    messed on your timing and your opponent blocks, you're safe from
retaliation.
   - Clothesline (f+1+2) - Be like a real pro wrestler and punish with
clotheslines
   - Knuckle bomb (uf+1+2) - Knock an opponent on their ass and get ready for
an
    okizeme guessing game.
   - Shoulder tackle (f+2+3) - With an opponent rolling back, there's a chance
to
    knock them into a wall.  Better if you're at long range.
   - Headspinner to knifehand (1+2,1) - Decent damage.  If the 1st hit
connects,
    the 2nd hit is guaranteed.  The 1st hit is irreversable so that means
people
    who reverse by reaction will get nailed.
   - Throw setups - Using one of your favourite throw setups will increase
chances
    of landing a throw.  Sometimes, players duck on reaction after whiffing or
    recovering.  Use setups to keep them standing before throwing.

Okizeme - In this version of Tekken, nothing is guaranteed in okizeme anymore. 
No
         character gets a free hit.  These are the moves that I use in okizeme
and
         their situations:

   - People's Elbow (d+1+2) - If your opponent lies still.  Guaranteed after a
    left kick reversal.
   - Ground throw (db+2+4) - If your opponent lies still.
   - Stagger kick (d+3+4) - If your opponent lies still.
   - Knuckle Bomb (uf+1+2) - If your opponent rolls backwards.
   - Stagger kick to uppercut (d+3+4,2) - If your opponent rolls backwards.
   - Flying knee (CD+4) - If your opponent rolls backwards.
   - Moonsault (1+4_f+1+4) - If you're in BT and your opponent lies still. 
Works
    right after the Argentine Back Breaker or an opponent trying to move after
    eating a Muscle Buster.
   - Hop over, Blind kick (BT 3) - If your opponent likes to lie still and use
    wake ups vs. you.
   - Shoulder Tackle (f+2+3) - If your opponent rolls back.  Can be more
reliable
    than the Knuckle Bomb since it doesn't require a diagonal.

Throw setups - This is a big part of King's game.  Being a wrestler, he needs
to
              use throws to win fights.  The main throws you'd like to land are
the
              Giant Swing, Tombstone, Muscle Buster, and the Side Body Clutch
Slam.
              Here are a few common setups:

   - Jab strings - Kinda self explanatory.  My favourite is the Giant Swing
tick
    (2,1, Giant Swing)
   - WS+4 - Goes well into a Giant Swing
   - d+1,SBCS - d+1 gets you into a FC.  Then from there, it's Side Body Clutch
    Slam.
   - f+1+3, Giant Swing - You can buffer the f-change position into a Giant
Swing.
    Amazing results.

Note:  If your opponent if familiar with your setups and ducks, mix up the
throw
     with a hopkick, rolling sobat, or headspinner to knife hand.

FC mix ups - A crouching opponent can be a dangerous opponent.  Just look at
Ling
            and Craig.  King can become a serious threat while he's ducking. 
Some
            people like to start the FC by simply ducking, while others use d+1
or
            d+4 before getting into the crouch.  Here are some useful moves
from
            the crouch position:

   - Rising Kick (WS+4) - A nice simple yet effective while rising kick.  You
can
    use this to set up a Giant Swing or other moves.  This leaves you
relatively
    safe from retaliation if blocked.
   - European Uppercut (WS+1+2) - If this connects, great!  Leaves you safe if
    blocked as well.
   - SBCS (FC,d,DB+1+2) - Good damaging throw and sort of like a low hit
    alternative.
   - Stagger kicks (FC,df+4,...) - Kinda scrubby but a quick low hit
alternative.

CD mix ups - King's CD is even faster than ever.  To my observation though, the
            range of the crouch dash is shorter.  Anyways, here are some good
            options upon attacking from a CD:

    - Chain throws (CD+1+4_2+3) - Something King's known for doing.  Please see
the
     Chain throw FAQ I've written on TTT or on this site if I've submit it.
    - Flying knee (CD+4) - Stronger than ever and knocks your opponent pretty
far
     back and hopefully into a wall.
    - Hop kick (uf+4) - Nothing like a launcher buffered from a hopkick.
    - Konvict kick (CD,f+4) - A buffered Konvict kick can be useful if your
     opponent ducks a lot when they see King CDing.

Launchers - hopkick (uf+4), CH European uppercut (WS+1+2), Dynamite Uppercut
           (FC,df+2), CH Jaguar Uppercut(f,f+2)  These are the moves that
initiate
           King's juggle game.  The only you'll be using the most is the
hopkick.
           The uppercuts are too risky to use, except for the European and
that's
           only if it connects as CH.  If you want to be successfuly with
juggles,
           you have to have the mentality that all your launchers will connect.
           That way when you see your opponent in the air, you won't be caught
off
           guard.

Juggles - King isn't a strong juggler like the Mishimas of old.  He does
possess
         the ability though.  Juggles have been toned down in T4, but you need
         to be able to do them with King in order to create an effective mix-up
         in throw setups.  If your opponent ducks a lot, do not hesitate to
launch
         them in the air.  Here are a few that I use (these are juggles after
the
         launcher):

   - f,2,1,1+2,1 - This is a common juggle since T3.  You'll have to wait a bit
    this time in order to connect with the 2,1.  You have to move forward first
so
    the 1+2,1 can reach.
   - 2,1,d+3+4,2 - In case you were going for the previous juggle, but the 2,1
    knocked your opponent a little far for the 1+2, the stagger kick to
uppercut
    will reach.
   - 2,1,b+4_b+3_f+4 - A simple juggle that ends with one of King's various
power
    kicks.
   - f+1+2,1,d+3+4,2 - Try to use this if your opponent is about to hit the
wall.
    If they do hit the wall, you'll be BT thus open for a Blind kick.

Tech roll traps - Kind of a juggle, but these work (in their ways) if your
                 opponent techrolls when they fall, they will be caught with
the
                 last hit.  Here are a few that I know after a launcher:

   - 1,2,f,f+2+3 - Classic TTT King tech roll trap.  Watch out though, you're
    prone to okizeme because the flying cross body doesn't pin your opponent to
    the ground.
   - 1+2,1,dash,d+2+4 - Go for this if you think your opponent will tech roll.
    If they don't, go for the stagger kick to uppercut.
   - uf+4,F,d+2+4 - Again, if you don't think your opponent will tech roll, go
    for the stagger kick to uppercut.

Walls - With the addition of walls, Tekken has taken an interesting twist.
       Catching somebody beside a wall or structured object can be so much fun.
       Slamming them into one is even more fun.  Here are some useful moves
given
       in certain situations:

   - Stagger kick (d+3+4) - If your opponent falls to the ground from a wall
stun,
    this kick will float them back up and into the wall again.  Try not to use
    other followups since a wall tech will leave you open.  That doesn't mean
you
    shouldn't try it out.
   - Knee lift (f,f,f+2+4) - Use this throw if your opponent wall techs
   - Jaguar hook (f,f+1) - If your opponent wall techs to your right, slam them
     with this new punch
   - Command throws - If your opponent is standing after a powershot wall stun
or
    wall tech, they'll instinctively go for a standing block (except for the
stun,
    they can't do a thing about it).  This is where command throws come in
handy.

(Okay, that's all I can think right now.  My experience with walls is limited,
so
this'll have to do for now.  Readers giving input will definitely be given
credit
on the wall section.  I have to test out your tactics first though.)

*********
*Credits*
*********

I would like to thank the following:

Anybody who's made a King FAQ - Showing me moves, sequences, and most
importantly,
                               how to play effectively (at least decently) with
                               King in previous Tekkens.
Avex Honda NSX - Giving me those mercy rounds so I could practice on campus.   
                                It's a real pity that you've left the Tekken
scene.  Well, life
               goes on.
Every opponent - Challenging me.  Nobody likes to play the CPU all the time.
                This is the only way we get better.
Game sites - Posting this up.
Me - Need I explain?
Namco - Making a great game to a great series with a great character
Pascal - See Avex Honda NSX and also for getting me into Tekken
Pro wrestling - Without you, there'd be no King
Tekkencentral - Having that forum for Canadian players and other useful info.
               Hilarious posts
Tekkenzaibatsu - Information on move lists and such.
Tekken_Toronto - Like Tekkencentral but with Canadians only.  Funny yet useful
                stuff.  www.geocities.com/tekkentoronto
T_T Crew - Showing me that there are many people better than me in Toronto.
Video Amusements - For having this game and for being 15 minutes away from my
                  house.
York University - Having this game on campus so that I could find some time to
                 play when I'm not studying or getting drunk on campus.  But no
                 thanks for charging us a loonie to play!
You, the reader - Giving a purpose for this FAQ

*******************
*Main Contributors*
*******************

These guys had some major input when it came to this FAQ.  Although I started
writing
this, these people helped out on some strats regarding King:


 Xero483 - Reminding me that the Shoulder Tackle okizeme can be used in
okizeme.

*************
*Final Words*
*************

This FAQ wasn't that difficult to write, just long.  Unless I get real bored
and
start using someone else or have reached my maximum potential with King, this
FAQ
will never be finished.  Always feel free to write (email's at the top of the
page)
and you will receive credit for any worthwhile contributions.  Just because I
am
teaching others out there how to use King doesn't mean that I won't learn
anything
here.

I only listed and suggested moves to use during each aspect of play.  Some King
players perfer to set up their opponents using throws.  Others may like to mix
up a
CD and FC game.  There are many ways to play them.  Well, in the end, the best
play
similarly.  Right now, Tekken 4 is fairly new so there's so much to experiment
and
no fighter fights the same back in TTT.

If you ever catch a guy in a multi-throw and you see them going mad on the
stick, please tell them that doing that is useless and to stop it.  Nobody
likes
to play with damaged joysticks.

I am not the greatest King player in the world or even in Toronto for that
matter.  I can't even do his moves 100% of the time (especially when you've got
awful sticks).  I'm sure there are some readers out there who can beat me using
King.  In the Tekken Central, GameFAQs, Toronto_Tekken, Tekkenzaibatsu, and any
Tekken related forums my screen name is Mini King.  If you're from Toronto and
you
know Avex, Pascal, or the rest of the Tekken Crew, then they can tell you who I
am.
If I ever come across an establishment with this game, I'll be there playing.
Currently, my source for Tekken 4 has been on Campus Cove at York University.

One more thing, if you're looking for scrubs to beat on, try finding a movie
theatre.  If you ever thought your arcade was scrubby, try playing there. 
(That's
from my TTT experience)
