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Tekken 7 King Grab Combo List: Ultimate Moves & Combos

By Marcus Reyes 6 Views
tekken 7 king grab combo list
Tekken 7 King Grab Combo List: Ultimate Moves & Combos
Table of Contents
  1. Understanding King's Grab Fundamentals
  2. The Essential 10 Frame Throw
  3. Tick Throw Pressure and Okizeme Once you have established the threat of a throw, the next layer of King's game is tick pressure. A "tick throw" occurs when King jumps and uses his overhead knee (df+3) to break through an opponent's guard as they attempt to stand up after blocking. This creates a high/low mix-up where the opponent must guess whether to duck or stand, and if they guess incorrectly, they are met with a damaging combo. The following sequence details a standard tick throw combo that forms the backbone of his okizeme (wake-up pressure). Standard Tick Combo: df+3, d+2+3, d+1+2 This combo is reliable and deals significant damage, making it a go-to choice in nearly any situation where the opponent is crouching. The overhead knee hits high, forcing the opponent to guess, and if they block the initial hit, King can often continue the pressure with a sweep or a low poke. The transition into the d+2+3 is crucial, as it links naturally and sets up the final launchers. This sequence is a staple in the Tekken 7 king grab combo list for any player looking to apply consistent pressure. df+3 : The overhead knee that breaks through low guards. d+2+3 : A ducking elbow strike that plus on hit and links to the final throw. d+1+2 : The classic sweep throw that launches the opponent for a damaging juggle. Launchers and Juggle Extensions
  4. Standard Tick Combo: df+3, d+2+3, d+1+2
  5. Launchers into Damage Walls

Mastering the intricacies of the King roster in Tekken 7 is essential for any player seeking to dominate the tournament scene or simply climb the ranks online. The Saudi Arabian fighter brings a unique blend of speed, mix-up pressure, and devastating damage output, making him a staple in high-level play. This guide focuses specifically on his core toolset: the grab game, providing a detailed Tekken 7 king grab combo list that serves as a practical resource for both newcomers looking to understand his fundamentals and seasoned veterans aiming to refine their execution.

Understanding King's Grab Fundamentals

Before diving into the specific sequences, it is crucial to establish why the grab is King's most potent weapon. Unlike many characters who rely heavily on linear pokes or unsafe moves, King excels at breaking down an opponent's defense through tick throws and frame traps. His above-average speed allows him to link into throws from seemingly safe normals, creating a pressure loop that is difficult for opponents to escape. A successful grab not only deals consistent damage but also resets the neutral game, putting King back in a favorable position to continue his offensive pressure.

The Essential 10 Frame Throw

The cornerstone of King's grab game is his 10 frame standing four (df+1+2) throw. This move is -10 on block, which is relatively safe, and it boasts an incredibly fast startup that often beats out many common reversal attempts. Because it is plus on hit, King can immediately follow up with a damaging combo, making it a true mix-up nightmare. Players should utilize this throw to punish whiffed attacks or to catch overly aggressive opponents who are trying to dance around his pokes. Incorporating this throw into the neutral game is the first step in executing the Tekken 7 king grab combo list effectively.

Once you have established the threat of a throw, the next layer of King's game is tick pressure. A "tick throw" occurs when King jumps and uses his overhead knee (df+3) to break through an opponent's guard as they attempt to stand up after blocking. This creates a high/low mix-up where the opponent must guess whether to duck or stand, and if they guess incorrectly, they are met with a damaging combo. The following sequence details a standard tick throw combo that forms the backbone of his okizeme (wake-up pressure).

Standard Tick Combo: df+3, d+2+3, d+1+2

This combo is reliable and deals significant damage, making it a go-to choice in nearly any situation where the opponent is crouching. The overhead knee hits high, forcing the opponent to guess, and if they block the initial hit, King can often continue the pressure with a sweep or a low poke. The transition into the d+2+3 is crucial, as it links naturally and sets up the final launchers. This sequence is a staple in the Tekken 7 king grab combo list for any player looking to apply consistent pressure.

df+3 : The overhead knee that breaks through low guards.

d+2+3 : A ducking elbow strike that plus on hit and links to the final throw.

d+1+2 : The classic sweep throw that launches the opponent for a damaging juggle.

To maximize damage, King must utilize effective launchers that lead into high-damage juggle combos. A primary launcher for him is the d+4,4 variation, which is a great tool for pushing the opponent into the air. From this launched state, King can extend the combo into a spectacular display of martial arts prowess, dealing massive damage that can often decide the round. Understanding the timing and scaling of these extensions is vital for maintaining offensive momentum.

Launchers into Damage Walls

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Written by Marcus Reyes

Marcus Reyes is a Senior Editor with 15 years of experience investigating complex global narratives. He brings razor-sharp analysis and unapologetic perspective to every story.