King |
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Movelist & frame data (Tekken 8) |
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Heat
Input
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- Shifts to JGR on block (without heat).
- Hold b to cancel shift, becomes +7 on block.
- Hits OTG
- 5 chip damage
f+2,1
- Combo from 1st hit with 4F delay
- Move can be delayed by 10F
- Input can be delayed by 12F
db+1+2,2
- Effective startup is i32
- +35g on heat engager hit
- Shifts to throw on front grounded hit.
- -5 on block after absorbing an attack with muscle armor.
- 6 chip damage on block after absorbing an attack with muscle armor.
- Transition into +12? JGR with input 3+4 on throw hit
JGR.1+3_2+4
- Cannot throw break. Cannot heat dash.
- Restores some Heat Gauge in Heat.
- Opponent recovers in FUFA.
d+1+4
- Crouch throw, cannot throw break.
- Can also be done by db+1+4 and in FC too.
- Restores some Heat Gauge in Heat.
- Cannot heat dash.Opponent recovers in FDFA.
H.JGR.1
- 6 chip damage on block
- Partially uses remaining Heat time.
H.JGR.2
- 13 chip damage on block.
- Forces crouching at +18c on wall crush.
- Partially uses remaining Heat time.
n
Input
1,2
- Combo from 1st hit with 6F delay
- Jail from 1st block with 5F delay
1,2,d+2+4
- Crouch throw, cannot throw break.
- Opponent recovers in FDFA.
1,2,1
- Forces standing on hit.
- Move can be delayed by 9F
- Starter of 10 Strings, 3rd~5th hits are combo.
1,2,1,2+4
- Throw break 2.
1,2,1,d+2+4
- Crouch throw, cannot throw break.
- Opponent recovers in FDFA.
2,1
- Forces standing on hit.
- Combo from 1st hit.
3,2
- Move can be delayed by 10F
- Input can be delayed by 11F
3,2,2
- Transition to +17g JGR on hit
- Transition to +12g standing on hit with B
- Combo from 2nd CH with 10F delay
- Move can be delayed by 11F
- Input can be delayed by 12F
3,2,2*
- Transition to JGR on hit or block (+9/+25a (+15))
- Transition to standing on hit or block with B (+4c/+20a (+10))
- Move can be delayed by 11F
- Input can be delayed by 12F
- 12 chip damage on block
4
- Knocks down on CH for dash OTG throw.
1+2,1
- Combo from 1st hit with 3F delay
- Interrupt with i5 from 1st block
- Hold back during 2nd hit to feint
- Input can be delayed by 3F
- Move cannot be delayed
1+2,3
- Combo from 1st hit with 3F delay
- Combo from 1st CH with 5F delay
- Move can be delayed by 4F
- Input can be delayed by 5F
f
Input
f+2,1
- Combo from 1st hit with 4F delay
- Move can be delayed by 10F
- Input can be delayed by 12F
f+2,d+1
- Move can be delayed by 10F
- Input can be delayed by 12F
f+2,d+1,2
- Combo from 2nd hit with 13F delay
- Move can be delayed by 10F
- Input can be delayed by 13F
- Jail from 2nd block with no delay
f+3:1+2
- Input 1+2 during frames 16-19 of f+3
- Shifts to throw on front grounded hit.
df
Input
df+1,2
- Combo from 1st hit with 5F delay
- Combo from 1st CH with 9F delay
- Jail from 1st block with 5F delay
- Move can be delayed by 11F
- Input can be delayed by 13F
df+2,1
- Combo from 1st CH with 12F delay
- Move can be delayed by 13F
df+3,4
- Combos on CH, otherwise opponent can duck.
- Available only on 1st hit or block
- Recovers in FDFT.
df+4,3,4
- Combo from 2nd CH.
- Crumple on 3rd CH.
- Shift to r32? BT (-8, +13a (+4a), +54a (+23a)) with B
- Shift to backturn is 14F punishable.
df+4,3,d+4
- Recovers in crouch on hit.
- Otherwise recovers in FDFT.
df+3+4
- Throw only when opponent standing close.
- Cannot throw break.
- Recovers in BT/FUFT on throw success/failed.
d
Input
- db+1,2
- FC.d+1,2
- FC.db+1,2
d+1,2
- Jail from 1st block
- Combo from 1st CH
- Forces standing on hit.
- FC.df+4
- FC.db+3+4
- FC.d+3+4
- FC.df+3+4
d+3+4
- On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
- FC.df+4,4
- FC.db+3+4,4
- FC.d+3+4,4
- FC.df+3+4,4
d+3+4,4
- Combo from 1st hit on CH.
- FC.df+4,4,4
- FC.db+3+4,4,4
- FC.d+3+4,4,4
- FC.df+3+4,4,4
d+3+4,4,4
- Combo from 2nd hit on CH.
- d+3+4,2
- d+3+4,4,2
- FC.df+4,4,4,2
d+3+4,4,4,2
- FC.df+4,4,4,4
- FC.db+3+4,4,4,4
- FC.d+3+4,4,4,4
- FC.df+3+4,4,4,4
d+3+4,4,4,4
- Only available if 1st hit on CH.
- Combo from 3rd hit
d+2+3
db
Input
db+3
- Tracks left side.
- Flip over on grounded hit
db+4
- r41 FC on hit
db+1+2
- Damage taken during power crush state is recoverable
- Cancel into db1+2,2 (Emerald Elbow) on frames 17~60 with input 2
- Cancel into r30 JGR with input 3+4 on frame 35
- Cancel into movement or crouch or any attack on frame 40 (r40)
db+1+2,2
- Effective startup is i32
- +35g on heat engager hit
- Shifts to throw on front grounded hit.
- -5 on block after absorbing an attack with muscle armor.
- 6 chip damage on block after absorbing an attack with muscle armor.
- Transition into +12? JGR with input 3+4 on throw hit
db+1+2,3+4
- Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup
- pc7~ in heat
b
Input
b+1,2
- Combo from 1st hit with 8F delay
- Combo from 1st CH with 10F delay
- Launches opponent if b+1 on CH.
- Move can be delayed by 6F
- Input can be delayed by 10F
b+1,4
- Combo from 1st CH with no delay.
- Recovers in FUFT.
- Move can be delayed by 6F
- Input can be delayed by 10F
b+2,1
- Combo from 1st hit with 5F delay (buffered).
- Move can be delayed by 10F
- Input can be delayed by 15F
b+2,4
- Shifts to throw on front grounded hit.
- Move can be delayed by 10F
- Input can be delayed by 15F
b+2,1+2
- Forces crouching on block.
- Move can be delayed by 10F
- Input can be delayed by 15F
b+3
- -5 on block after absorbing an attack in power crush state.
- 9 chip damage on block after absorbing an attack in power crush state.
- 10 chip damage on block after absorbing an attack in power crush state while in heat.
b+3:1+2
- Shifts to throw on front grounded hit.
- Input 1+2 before b+3 hits.
b+4
- Shifts into BT stance.
- Forces crouching on hit
u
Input
u+1+2
- Tap 1+2 otherwise it becomes u+1+2(hold).
- Forces Crouching on block.
u+1+2*
- Unblockable mid.
- Auto switch side if fly over opponent.
uf+2
- Hits OTG.
- u+2 to jump vertical (js9~), ub+2 to jump back (js9~).
- Force Crouching on block. (ub+2 also on hit)
- u+4
uf+4
- Recovers 2F faster on hit or block (r30? t46?)
uf+3+4
- -7 on block after absorbing an attack in power crush state.
- 9 chip damage on block after absorbing an attack in power crush state.
- 10 chip damage on block after absorbing an attack in power crush state while in heat.
- Shifts to r27 JGR on hit.
- Cancel shift into JGR on hit at +22 r55? with input B
Motion Input
Input
f,f,n,2
- Shifts to throw on front grounded CH.
- Hits OTG.
f,f,n,1+2
- Forces Standing on hit.
- Allows follow up on CH.
f,F+2
- Forces crouching on hit.
- Allow crouching throw on hit.
- 6 chip damage on block.
- 8 chip damage on block in heat.
f,F+4
- Shifts to throw on front grounded CH.
f,F+3+4
- Chip damage on block. (extra near wall)
- Forces crouch on wall crush
- Recovers FUFT on whiff.
- 7 chip damage on block.
- 10 chip damage on block as wall crush.
- 10 chip damage on block in heat.
- 13 chip damage on block as wall crush in heat.
f,F+2+3
- Forces crouching on block and hit.
- Throw when hit standing in front close range.
f,f,F+3
- 7 chip damage on block.
- 10 chip damage on block in heat.
f,f,F+3+4
Crouch
Input
- CD.DF+1
- f,n,d,DF+1
FC.df+1
- Can also be performed with f,n,d,DF+1/CD.1.
- Tornado on grounded hit.
- FC.df+3
- FC.db+3
- CD.DF+3
FC.d+3
- Can also be done by FC.db+3.
- Get extra range by FC.df+3/CD.DF+3.
- db+1,2
- FC.d+1,2
- FC.db+1,2
d+1,2
- Jail from 1st block
- Combo from 1st CH
- Forces standing on hit.
- FC.df+4
- FC.db+3+4
- FC.d+3+4
- FC.df+3+4
d+3+4
- On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
- FC.df+4,4
- FC.db+3+4,4
- FC.d+3+4,4
- FC.df+3+4,4
d+3+4,4
- Combo from 1st hit on CH.
- FC.df+4,4,4
- FC.db+3+4,4,4
- FC.d+3+4,4,4
- FC.df+3+4,4,4
d+3+4,4,4
- Combo from 2nd hit on CH.
- d+3+4,2
- d+3+4,4,2
- FC.df+4,4,4,2
d+3+4,4,4,2
- FC.df+4,4,4,4
- FC.db+3+4,4,4,4
- FC.d+3+4,4,4,4
- FC.df+3+4,4,4,4
d+3+4,4,4,4
- Only available if 1st hit on CH.
- Combo from 3rd hit
WS
Input
ws2,2
- Combo from 1st hit with 9F delay
- Combo from 1st CH with 16F delay
- Recover 3F faster on hit or block? (r30? t66?)
- Transition to JGR on hit
- Move can be delayed by 10F
- Input can be delayed by 16F
CD (Beast Step/Crouch Dash)
Input
f,n,d,df
- Duck high while moving forward.
- Input f,n,d,df,f+(button) for instant ws moves.
- 1st f cannot be held more than 10 frames.
- CD.DF+1
- f,n,d,DF+1
FC.df+1
- Can also be performed with f,n,d,DF+1/CD.1.
- Tornado on grounded hit.
CD.DF+4
- Special down state that allows low juggle (on normal hit).
- Crumple on CH for full combo.
CD.1+2
- Bounce off ground on CH for full combo.
BT (Back Turned)
Input
BT.3
- Hits OTG. Forces standing on normal hit.
- Crumple on CH for full combo.
BT.3:1+2
- Throw when hit standing in front close range.
- Just frame input.
BT.d+4
- Recovers in FDFT on block and whiff.
- Also can be done in backturn crouching.
BT.3+4
- Jaguar Step away from the oppponent while keeping backturn stance on recovery.
- Can cancel into BT.1+2 / BT.1+4 unblockable.
- Can hold 3+4 to keep spinning.
- Cannot Reverse Jaguar Step in BT stance.
JGS (Jaguar Step)
Input
3+4
- Hold to continue spinning and power up strikes, but King doesn't change direction.
- King gets dizzy and falls after 6th spin.
b+3+4
- Cannot be held to continue spinning.
JGS.1
- Crumple on hit.
- On block / hit / startup increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGS.2
- Forces Crouching on hit.
- Forces Crouching on block from 3rd spin on.
- Damage increase up to 3rd spin.
JGS.3
- On block / hit increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGS.3,2+3
- Throw when hit standing in front close range.
- Doesn't combo from JGS.3, but trades with 10 frame jab.
- Properties not changed with extra spins.
JGS.4
- Chip damage on block.
- On block / hit increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGS.df+4
- On block increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGR (Jaguar Sprint/Jaguar Run)
Input
f+3+4
- Cancel to r25 with b on frame 34~ at the earliest, able to block high.
- Gains armor during Heat.
- Partially uses remaining Heat time (same for uf+3+4 / db+1+2,3+4 / b+1+2 ).
JGR.1
- In heat it becomes Tornado on grounded hit.
- Partially uses remaining Heat time.
JGR.2
- 4 Chip damage on block.
- In heat it becomes +6 on block, and forces crouching +18 near wall.
- Partially uses remaining Heat time.
JGR.1+2
- Throw when hit standing in front close range.
- King recovers off axis
JGR.1+3_2+4
- Cannot throw break. Cannot heat dash.
- Restores some Heat Gauge in Heat.
- Opponent recovers in FUFA.
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
1+2+3+4
- Takes some time to charge and can cancel into anything.
- After charged next hit by either side becomes counter hit.
WallBack.b,b,ub
- Airborne from 5F, invincibility from 8 to 13F.
- Unbreakable throw near wall, becomes air attack if throw not connected.
- Side switch. Opponent recovers in FUFA.
b+1+3
- Parry opponent's right punch.
- Side Switch. Opponent recovers in FUFR.
b+2+4
- Parry opponent's left kick.
- Side Switch. Opponent recovers in FUFL.
b+2+4:3+4
- 2 Throw Break
- Parry opponent's right kick.
- Just frame input right before camera returns to normal position to deal extra damage.
- Opponent recovers in FUFT.
ss2+4
- 2 throw break (except from behind).
- RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
- Opponent recovers in FUFT.
- Throw can be canceled by input b/db.
ss2+4,b/db
- Side Step that ducks high and covers long distance quickly, recovers in crouch.
- Input by u/d,n,n+2+4,b/db.
ss3+4
- Deals a lot of chip damage on block.
- Tracks side steps.
- In game frame data incorrectly shows that SSL 3+4 is i21
FUFT.b+3+4
- Faster than normal spring kick and knocks down.
Throws
Regular throws
Input
1+3 / f+1+3
- 1 or 2 throw break.
- Input f+1+3 to increase throw range, but its startup is 3 frames slower.
- Opponent recovers in FUFA.
- Side switch on successful throw break
2+4 / f+2+4
- 1 or 2 throw break.
- Input f+2+4 to increase throw range, but its startup is 3 frames slower.
- Side switch. Opponent recovers in FUFA.
uf+1+2 / uf+1+2,B
- 1+2 throw break.
- Hold b to throw backwards.
- Damage becomes 15 on wall splat.
- Opponent recovers in FUFT.
(Left side throw)
- 1 throw break.
- Any throw on standing opponent's left side.
- Side switch. Opponent recovers in FUFR.
(Right side throw)
- 2 throw break.
- Any throw on standing opponent's right side.
- Opponent recovers in FUFT.
(Behind 1 throw)
- Cannot throw break.
- Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws.
- Side switch. Opponent recovers in FDFL.
(Behind 2 throw)
- Cannot throw break.
- Any 2 break throw behind opponent's back except chain throws.
- Side switch? Opponent recovers in FDFL.
db+2+3
- 1+2 throw break.
- Opponent recovers in FUFT / FDFT.
b+1+2(,f,F)
- 1+2 throw break. Side switch.
- Damage becomes 15 on wall splat.
- Shifts to JGR, input f,F / b,B to cancel shift.
b+1+2,1+2(,f,F)
- 1+2 throw break.
- Damage becomes 15 on wall splat.
- Shifts to JGR, input f,F / b,B to cancel shift.
Command throws
Input
db,n,f+2+4
- 2 throw break. Can also be done by qcb,n,f+2+4 / b,db,d,n,f+2+4.
- Opponent recovers in FUFA.
qcb+1+2
- 1+2 throw break.
- Side switch.
- King recovers in backturn stance.
- Partially restores remaining Heat time.
- Opponent recovers in FUFA.
f,f,F+2+4
- 1+2 throw break
- Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute blue spark (+5 damage).
- 18F throw break window on blue spark; 7F throw break window on CH blue spark
- Partially restores remaining Heat time.
- Opponent recovers in FUFL.
f,hcf+1
- 1 throw break
- Side switch
- Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 for blue spark (+5 damage).
- 18F throw break window on blue spark; 7F throw break window on CH blue spark
- f,b,d,f are required input, so it can be done by f,b,db,d(,n),f+2
- Partially restores remaining Heat time.
- Perform tech ukemi to reduce 5 damage.
- 70 damage on wall splat (normal and perfect input).
- Opponent recovers in FUFT.
f,hcf+2
- 2 throw break
- Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+2 for blue spark (+5 damage)
- 18F throw break window on blue spark; 7F throw break window on CH blue spark
- Partially restores remaining Heat time.
- f,b,d,f are required input, so it can be done by f,b,db,d(,n),f+2
- Opponent recovers in FUFL.
PD.1+2,1+2
- 2 throw break. (when legs lifted to the top)
- Opponent recovers in FDFA.
PD.1+2,3,4,1+2
- 1+2 throw break. (when legs lifted to the top)
- Could use ki charge button for 1+2 input.
- Opponent recovers in FDFL.
FC.db,d,db+1+2
- 1+2 throw break.
- Opponent recovers in FUFR.
Behind.b,f+1+2
- Cannot throw break.
- Opponent recovers FUFR.
Ultimate Tackle
Input
FC.1+2
- 1+2 throw break (except from behind).
- Catches standing and crouching opponent from all directions.
UT,2,1,2,1
- Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
- Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
UT,1+2
- 1+2 throw break.
- Can also input at 3rd hit of Ultimate Punch.
- Opponent recovers in FUFR.
UT,1+2,1+2
- Cannot throw break.
- Opponent recovers in FUFA.
UT,3+4
- 3+4 throw break.
- Throw break window: input or hold 3+4 during frames 20-60
- Can also input at 3rd hit of Ultimate Punch.
- Opponent recovers in FUFR.
UT,3+4:1+2
- Input 1+2 during frames 68-70 of Leg Cross Hold
- Cannot throw break.
- Opponent recovers in FDFL.
Crouch throws
Input
d+1+3
- Crouch throw, cannot throw break.
- Can also be done by db+1+3 and in FC too.
- Opponent recovers in FDFA.
d+2+4
- Crouch throw, cannot throw break.
- Can also be done by db+2+4 and in FC too.
- Opponent recovers in FUFA.
d+1+4
- Crouch throw, cannot throw break.
- Can also be done by db+1+4 and in FC too.
- Restores some Heat Gauge in Heat.
- Cannot heat dash.Opponent recovers in FDFA.
Ground throws
Input
FUFT.db+1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35.
- Opponent recovers in FUFT if fails to roll.
FUFT.DB+1+3
- 1 throw break.
- Opponent recovers in FUFT.
FUFT.DB+2+4
- 2 throw break.
- Opponent recovers in FUFT.
FDFT.db+1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Side Switch.
- Opponent recovers in FDFL.
FUFA.db+1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FUFR.
FDFA.db+1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FDFA.
FUFL.db+1+3_2+4/ FUFR.db+1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FDFL/FDFR.
FDFR.db+1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Side Switch.
- Opponent recovers in FDFL.
FDFL.db+1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FDFL.
Air throws
Input
AIR.1+3 / AIR.f+1+3
- Cannot throw break.
- Input f+1+3 to increase throw range, but its startup is 3 frames slower.
- Opponent recovers in FDFT.
AIR.2+4 / AIR.f+2+4
- Cannot throw break.
- Input f+2+4 to increase throw range, but its startup is 3 frames slower.
- Opponent recovers in FUFT.
AIR.d+1+3_2+4
- Cannot throw break.
- Opponent recovers in FDFL.
DHH.1+2,1+2
- 1 throw break.
- Opponent recovers in FDFT.
DHH.2,1,3,4
- 2 throw break.
- Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32.
- Opponent recovers in FUFT if fails to roll.
AIR.f,f,F+2+4
- Cannot throw break.
- Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
- Partially restores remaining Heat time.
- Opponent recovers in FUFT.
AIR.f,hcf+1_2
- Cannot throw break.
- Also by JGR.1+3 against airborne opponent.
- Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
- Partially restores remaining Heat time.
- Opponent recovers in FUFT.
WALL.f,hcf+1 / WALL.f,f,F+2+4
- Cannot throw break. Also converts from RKO.
- (f,hcf+1): Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
- (f,f,F+2+4): Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
- Partially restores remaining Heat time.
- Opponent recovers in FUFR.
Chain throws
Reverse Arm Slam
Input
df+1+3
- 1 throw break. Side Switch.
- Very slow crouch dash then grab.
- Opponent recovers in FUFA.
RAS1.1_2
- Cannot throw break.
- Input with 2,1,1+2 for more damage.
- Opponent recovers in FUFR.
RAS2.1_2
- 1 or 2 throw break, depending on King's input.
- Input with 3+4,1 or 3+4,2 for more damage.
- Opponent recovers in FUFR.
RAS3.1_2
- Cannot throw break.
- Input with 1,2,3+4 for more damage.
- Opponent recovers in FUFT.
RAS4.1
- 1 throw break. Side Switch.
- Input with 2,1,3,4 for more damage.
- On wall splat damage is 31.
- Opponent recovers in FUFT. Max damage 97.
RAS4.2
- 2 throw break. Side Switch.
- Input with 3,1,2,3+4,1+2 for more damage.
- King recovers in backturn stance.
- Opponent recovers in FUFA. Max damage 91.
Reverse Special Stretch Bomb
Input
df+2+4
- 2 throw break. Side Switch.
- Very slow crouch dash then grab.
- Opponent recovers in FUFT.
ss2+4
- 2 throw break (except from behind).
- RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
- Opponent recovers in FUFT.
- Throw can be canceled by input b/db.
RSSB1.1_2
- Cannot throw break.
- Input with 2,2,1+2 for more damage.
- Opponent recovers in FUFT.
RSSB2.1_2
- 1 or 2 throw break, depending on King's input.
- Input with 3+4,1 or 3+4,2 for more damage.
- Opponent recovers in FDFA.
RSSB3.1_2
- Cannot throw break.
- Input with 1,2,3+4,1+2 for more damage.
- Opponent recovers in FUFT.
RSSB4.1
- 1 throw break. Side Switch.
- Input with 2,1,3,4 for more damage.
- Opponent recovers in FUFT. Max damage 94.
RSSB4.2
- 2 throw break.
- Input with 3,1,2,3+4,1+2 for more damage.
- King recovers in backturn stance.
- Opponent recovers in FUFA. Max damage 88.
Standing Heel Hold
Input
CD.2+4
- 2 throw break.
- Opponent recovers in FDFR.
SHH1.1,2,1+2
- 1 throw break. Side Switch.
- King suffers 10 recoverable damage on successful throw break
- Opponent recovers in FDFR. Max damage 50.
SHH1.2,1,1+3
- 2 throw break.
- King suffers 10 recoverable damage on successful throw break
- Opponent recovers in FDFR. Max damage 55.
SHH1.1+2,1,3
- 1+2 throw break.
- King suffers 10 recoverable damage on successful throw break
- Opponent recovers in FDFL.
SHH2c.3,4,1+2,3+4
- Cannot throw break.
- Opponent recovers in FDFT. Max Damage 85.
Arm Breaker
Input
AB1.1,1+2
- 1 throw break.
- Opponent recovers in FUFT. Max damage 50.
AB1.2,4,2+4
- 2 throw break.
- Opponent recovers in FUFL.
AB2b.3,4,3+4,1+2
- Cannot throw break.
- Opponent recovers in FUFR. Max Damage 60.
AB1.2,1,1+3
- 1+2 throw break.
- Opponent recovers in FDFT.
AB2c.2,1,3,1+2
- 1 throw break.
- Opponent recovers in FUFA. Max damage 65.
AB2c.1,3,4,2,1+2
- 2 throw break.
- Opponent recovers in FUFL. Max damage 100.
Mexican Magma Drive
Input
JGS.1+3_2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FDFT.
- Becomes f,hcf+1 / 2+4 on air grab / wall splat.
MMD1.1,4,2,3
- Cannot throw break.
- Opponent recovers in FUFL.
MMD2.1,1+3/ MMD2.2,2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FDFA.
MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FUFA.
MMD3.2,3,1,1+2
- 1+2 Throw break.
- Opponent recovers in FDFR. Max Damage 69.
MMD4.3+4,1+2
- Cannot throw break.
- Opponent recovers in FDFA.
MMD5.1+2,4,2,1+2
- 1+2 throw break.
- Opponent recovers in FDFL. Max Damage 93.
MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FDFA.
MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4
- 1 or 2 throw break, depending on King's input.
- Opponent recovers in FUFA. Max Damage 116.
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
1 | h | 5 | i10 | +1 | +8 | Start |
2 | h | 10 | i12 | -3 | +8 | Yes |
1 | m | 10 | i24 | -4 | +5/+10 | Start |
1 | m | 6 | i24 | -19 | -8 | Yes |
2 | m | 6 | i18 | -10 | +1 | Yes |
4 | L | 5 | i21 | -36 | +5 | Start |
4 | L | 5 | i29 | -40 | -19 | Yes |
4 | L | 5 | i29 | -40 | -19 | No |
1 | m | 7 | i20 | -12 | +19a | Start |
3 | m | 21 | i23 | -30 | +6a | Yes |
10 Hit Combo 2 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
1 | h | 5 | i10 | +1 | +8 | Start |
2 | h | 10 | i12 | -3 | +8 | Yes |
1 | m | 10 | i24 | -4 | +5/+10 | Start |
1 | m | 6 | i24 | -19 | -8 | Yes |
3 | h | 8 | i26 | -25 | -14 | Yes |
3 | m | 10 | i27 | -30 | -19 | Start/Yes |
4 | L | 5 | i23 | -43 | +7 | Yes |
3 | L | 5 | i24 | -25 | -14 | Yes |
2 | l | 6 | i27 | -68 | +7 | Start/Yes |
1+2 | t | 20 | i27 | +3d | Yes |