King movelist

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Heat

Allows the use of a powered up armored Jaguar Sprint (JGR, JGR.1, JGR.2)
Certain throws become homing and restore some Heat Gauge (WR2+4, f,hcf+1, f,hcf+2, qcb+1+2)
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
JGR.2+3

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • 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.
Ultimo Jaguar
H.JGR.2+3

H.2+3

M,​t
20,​40
+12 JGR
+0d
i17~18,i21~22
t85? r35?
Heat Smash
Floor Break
  • Transition to attack throw on standing hit
  • Transition to JGR on block
  • Cancel transition to JGR on block with B (+7)
  • Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff
Tornado
Balcony Break
    • Hard balcony break
    • i21~22 23dmg
    • Jail from 1st block
    • Forces crouch on 2nd hit
    • +24 JGR on hit
    • Cancel transition to JGR on hit with B (+19)
  • Hits OTG
  • 5 chip damage on block
Elbow Impact
24

f+2,1

m,​h
12,​25
-9
+16a
i15~16
t69 r33
Heat Engager
Heat Dash +5 on block, +36a(+26a) on hit.
Balcony Break
  • Combo from 1st hit with 4F delay
  • Move can be delayed by 10F
  • Input can be delayed by 12F
Shoulder Tackle
32

f+2+3

m
27
-9
+8a(-1a)
i20~24
t57 r33
Heat Engager
Heat Dash +5 on block, +36a(+26a) on hit.
Balcony Break
Shoulder
Muscle Armor > Emerald Elbow
49

db+1+2,2

m,​t
15,​20
-9
+35g
i15
t51? r28
Heat Engager
Heat Dash +5 on block, +67a(+50a) on hit.
Reversal Break
after absorbing attack with muscle armor
Elbow
  • Effective startup is i32
  • +35g on heat engager hit
  • Shifts to throw on front grounded hit.
  • +8g on normal hit without throw
  • -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
Rapid King Onslaught
109

JGR.1+3_2+4

t
45
+1d
i23
t47 r24
Heat Engager
Homing
  • Cannot throw break. Cannot heat dash.
  • Restores some Heat Gauge in Heat on successful hit.
  • Opponent recovers in FUFA.
  • Power up into JGR.1+3* after 30F? or during Heat
    • 49dmg and i53? effective startup (without Heat)
    • Partially uses remaining Heat time during Heat.
Sometimes written RKO
Freedom Face Buster
  • db+1+4
  • FC.d+1+4
  • FC.db+1+4
142

d+1+4

t(c)
35
+0d
i12~13
t37 r24
Heat Engager
  • Crouch throw, cannot throw break.
  • Restores some Heat Gauge in Heat.
  • Cannot heat dash
  • Opponent recovers in FDFA.
Sometimes written Pedigree
Jaguar Sprint

f+3+4

t128 r30 JGR
  • Cancel to r25 standing block with b on frame 35~ at the earliest
  • Access powered-up JGR moves starting at frame 60?
  • Immediately access powered-up JGR moves during Heat
  • Becomes pc7~89 during Heat.
  • Partially uses remaining Heat time
Tomahawk
126

f,f,F+2+4

t
40(45)
-5
+1d
i10
t39 r29
Homing
during heat
  • 1+2 throw break
  • Input f,F+2+4 in 6 frames after f,f for bluespark.
  • i13 startup for Bluespark throw with buffered input
  • 45 damage on bluespark
  • 18F throw break window on bluespark
  • 7F throw break window on CH bluespark
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFL.
Sometimes written Shining Wizard
Muscle Buster
130

qcb+1+2

t
50
-6
-6d
i11
t39 r28
Floor Break
Homing
during heat
  • 1+2 throw break
  • Side switch
  • King recovers in BT
  • Partially restores remaining Heat time
  • Opponent recovers in FUFA.
Giant Swing

f,hcf+1

t
45(50)/70,​5
-13
-22d(-50)
i10
t39 r29
Homing
during heat
  • 1 throw break
  • Side switch
  • Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark.
  • i11 startup for Bluespark throw with buffered input
  • 50 damage on bluespark
  • 18F throw break window on bluespark
  • 7F throw break window on CH bluespark
  • Partially restores remaining Heat time.
  • Perform tech ukemi to reduce 5 damage.
  • 70 damage on wall splat regardless of input.
  • f,b,d,f are required inputs for normal throw
  • Opponent recovers in FUFT.
Sometimes written GS
Tijuana Twister
132

f,hcf+2

t
50(55)
-6
+1d
i12~14
t39 r25
Homing
during heat
  • 2 throw break
  • Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark.
  • i13 startup for Bluespark throw with buffered input
  • 55 damage on bluespark
  • 18F throw break window on bluespark
  • 7F throw break window on CH bluespark
  • Partially restores remaining Heat time.
  • f,b,d,f are required inputs for normal throw
  • Opponent recovers in FUFL.
Sometimes written TT

n

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
5
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)
Palm Strike
14

1,2

h,​h
5,​15
-3
+8
i10~12
t43 r21
  • Combo from 1st hit with 6F delay
  • Jail from 1st block with 5F delay
Palm Strike > Head Jammer
15

1,​2,2+4

h,​h,​t
5,​15,​30
+1d
i30
  • Throw break 2.
Palm Strike > V Driver
16

1,​2,d+2+4

h,​h,​t(c)
5,​15,​35
+1d
i27
Floor Break
  • Crouch throw, cannot throw break.
  • Opponent recovers in FDFA.
Palm Strike Uppercut
17

1,​2,1

h,​h,​m
5,​15,​10
-4
+5s
+10s
i24~25
t66 r19
  • Forces standing on hit.
  • Move can be delayed by 9F
  • Jail from 2nd normal hit with 4F delay
  • Starter of 10 Strings, 3rd~5th hits are combo.
Palm Strike Uppercut > Suplex
18

1,​2,​1,2+4

h,​h,​m,​t
5,​15,​10,​40
+0d
i26~28
t100 r26
  • Throw break 2.
Palm Strike Uppercut > V Driver
19

1,​2,​1,d+2+4

h,​h,​m,​t(c)
5,​15,​10,​35
+1d
i28~30
t101 r25
Floor Break
  • Crouch throw, cannot throw break.
  • Opponent recovers in FDFA.
Right Jab

2

h
10
+1
+7
i10
t28 r18
Right Jab > Uppercut
20

2,1

h,​m
10,​15
-3
+8
i23~24
t55 r21
  • Forces standing on hit.
  • Combo from 1st hit.
Left Kick

3

h
17
-9
+2
i15~16
t43 r27

3,2

h,​m
17,​18
-9
+5c
i20~21
t65 r28
Elbow
  • Move can be delayed by 10F
  • Input can be delayed by 11F
Stampede Crush
25

3,​2,2

h,​m,​m
17,​18,​24
-13
+17g JGR
i23~24
t96? r35
Elbow
Balcony Break
Floor Break
  • Transition to +17g JGR on hit
  • Transition to +12g standing on hit with B
  • Jail from 2nd hit with 10F delay
  • Combo from 2nd CH with 10F delay
  • Move can be delayed by 11F
  • Input can be delayed by 12F
  • Forces tech backroll on hit
  • Opponent recovers crouching
Stampede Crush (hold)
26

3,​2,2*

h,​m,​m
17,​18,​30
+9c JGR
+25a (+15) JGR
i34~35
t107? r35
Balcony Break
Elbow
  • 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
Right Kick

4

h
20
-5
+6
+31a
i13
  • Knocks down on CH for dash OTG throw.
Sometimes written Magic 4

1+2

m
17
-11
-2s
+0s
i18
r30? BT
Elbow
  • Forces standing on hit.
  • Transition to BT.
Head Spinner
21

1+2,1

m,​m
17,​21
-13
+12a(+3)
i22
r33
Balcony Break
  • Combo from 1st hit with 3F delay
  • Interrupt with i5 from 1st block
  • Cancel move at frame 19 with B (-18/-9/-7)
  • Input can be delayed by 3F
  • Move cannot be delayed
Brutal Sting
22

1+2,3

m,​h
17,​25
-3
+12a(+3)
i24~25
r37
Balcony Break
Tornado
  • 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

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

m
12
-11
+2s
i15~16
t45 r29
Elbow
  • Forces standing on hit?
Elbow Impact
24

f+2,1

m,​h
12,​25
-9
+16a
i15~16
t69 r33
Heat Engager
Heat Dash +5 on block, +36a(+26a) on hit.
Balcony Break
  • Combo from 1st hit with 4F delay
  • Move can be delayed by 10F
  • Input can be delayed by 12F

f+2,d+1

m,​m
12,​15
-13c
+2c
i22
Floor Break
  • Move can be delayed by 10F
  • Input can be delayed by 12F
Jaguar Smash Combo
25

f+2,​d+1,2

m,​m,​m
12,​15,​16
-15
+27a(+17)
i22~23
  • 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
Front Kick
26

f+3

m
18
-8
+1
+9s
i15~16
t42? r27?
  • Only forces standing on CH.
  • +1c on crouching hit
Front Kick > DDT
27

f+3,1+2

m,​t
18,​20
-5d
  • Input 1+2 during frames 2-20 of f+3
  • Shifts to throw on front grounded hit.
Rolling Sobat
28

f+4

m
25
-9
+12a(+3)
i18~20
js9~
t51 r31
Balcony Break
Homing
Shadow Lariat
29

f+1+2

h
23
+0~+1
+10d
i16~17
t44 r27
Body Check
31

f+1+4

m
21
+3
+7s
i17~19
t45 r26
  • Body charge attack
  • Forces standing on hit.
Shoulder Tackle
32

f+2+3

m
27
-9
+8a(-1a)
i20~24
t57 r33
Heat Engager
Heat Dash +5 on block, +36a(+26a) on hit.
Balcony Break
Shoulder

df

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
15
-1
+3s
i14~15
t41 r26
Elbow
  • Forces standing on hit.
Elbow Sting
33

df+1,2

m,​m
15,​15
-10
+5s
i20~21
t66 r29
  • Combo from 1st hit with 5F delay
  • Combo from 1st CH with 10F delay
  • Jail from 1st block with 5F delay
  • Move can be delayed by 11F
  • Input can be delayed by 13F

df+2

m
12
-6
+4s
i13
t38 r25
  • Forces standing on hit.
Double Hook Disaster
34

df+2,1

m,​h
12,​15
-4
+24a
i20~21
t62 r28
  • Combo from 1st CH with 13F delay
  • Move can be delayed by 13F

df+3

m
17
-9
+6s
i14
  • Forces standing on hit.
  • Tracks left side.
Lasso Kick
35

df+3,4

m,​h
17,​23
+0
+28d
i30
js22~
r FDFT
  • Combos on CH, otherwise opponent can duck.
  • Available only on 1st hit or block
  • Recovers in FDFT.

df+4

l
10
-14
-3
i14~15
t47 r32

df+4,3

l,​h
10,​11
-5
+6
i22
t61 r24
  • Combo from 1st CH
Mincer
36

df+4,​3,4

l,​h,​m
10,​11,​27
-15
+6a (-3)
+47a(+16)
i28~29
js18~
t104? r38
Balcony Break
  • 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.
Mincer Low
37

df+4,​3,d+4

l,​h,​L
10,​11,​20
-10
-8a FC
+22a FC
i33~35
js25~
r FDFT
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.
Frankensteiner
38

df+3+4

t/s
30/15
-12~-18
+18d/-7~0
i28~35
js13~
r BT/FUFT
  • Throw only when opponent standing close.
  • Cannot throw break.
  • Recovers in BT/FUFT on throw success/failed.

d

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
  • db+1
  • hFC.1

d+1

s.l
5
-5
+6
i10
cs4~
r FC
Jab > Uppercut
  • db+1,2
  • hFC.1,2
39

d+1,2

s.l,​m
5,​13
-11
+5s
i10,i15~17
t55 r28
  • Jail from 1st block
  • Combo from 1st CH
  • Forces standing on hit.
hFC.2

d+2

s.l
8
-4
+7
i11
r FC
Stomp
40

d+3

L
12
-12
+1
i17
t48 r31
  • Hits OTG.
hFC.4

d+4

l
6
-15
-4
i14
t48 r34 FC
Atlas Hammer
41

d+1+2

m
21
-24
+45a(+35)
i23
cs6~23
t68 r45
Tornado
  • FC.df+4
  • hFC.3+4

d+3+4

L
14
-25
-9
i16
cs6~
t60 r44 FC
  • On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
  • Can be done from Crouch Level 1
  • FC.df+4,4
  • hFC.3+4,4

d+3+4,4

L,​L
14,​7
-25
-9
i29
cs1~
r FC
  • Combo from 1st hit on CH.
Stagger Kicks
  • FC.df+4,4,4
  • hFC.3+4,4,4
42

d+3+4,​4,4

L,​L,​L
14,​7,​7
-25
-9
i29
cs1~
r FC
  • Combo from 2nd hit on CH.
Sometimes written Ali Kicks
Stagger Kick Spinning Uppercut
  • d+3+4,2
  • d+3+4,4,2
  • FC.df+4,4,4,2
  • hFC.3+4,4,4,2
44

d+3+4,​4,​4,2

L,​L,​L,​m
14,​7,​7,​10
-15
+5
i28
Balcony Break
Stagger Kick Flurry
  • FC.df+4,4,4,4
  • hFC.d+3+4,4,4,4

d+3+4,​4,​4,4

L,​L,​L,​L,​L
14,​7,​7,​4,​3
-26
+15
i29,i29
cs1~
r FC
  • Only available if 1st hit on CH.
  • Combo from 3rd hit
Corporate Elbow
45

d+2+3

M
25
-8
+0c
i30~35
js21~32, fs33~54
t73 r43?
Floor Break
Elbow
Sometimes written People's Elbow

db

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Brain Chop
46

db+2

m
21
-5c
+19a
i25~26
t56 r30
  • Forces Crouching on block.
Crouching Low Kick
47

db+3

L
17
-14
+4c
+25a
i23
cs6~
t56 r33 FC
  • Tracks left side.
  • Flip over on grounded hit
Low Drop Kick
48

db+4

L
20
-17a
-3d
+27d
i29~31
cs6~14 js16~29 fs30~
r65 FDFT
  • r41 FC on hit
Muscle Armor

db+1+2

pc6~59
r17
  • Damage taken during power crush state is recoverable
  • Cancel into db1+2,2 (Emerald Elbow) on frames 17~60 with input 2
  • Cancel to r30 JGR with input 3+4 on frame 35
  • Cancel into movement or crouch or any attack on frame 40 (r40)
Muscle Armor > Emerald Elbow
49

db+1+2,2

m,​t
15,​20
-9
+35g
i15
t51? r28
Heat Engager
Heat Dash +5 on block, +67a(+50a) on hit.
Reversal Break
after absorbing attack with muscle armor
Elbow
  • Effective startup is i32
  • +35g on heat engager hit
  • Shifts to throw on front grounded hit.
  • +8g on normal hit without throw
  • -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
Muscle Armor > Jaguar Sprint
50

db+1+2,3+4

r30 JGR
  • Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup
  • pc7~ in heat

b

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick Hook

b+1

h
13
-8
+3
+3a
i12
t39 r27
Quick Hook > Uppercut
51

b+1,2

h,​h
1320
-13
+5
+70a(+54)*
i19~20
Tornado
  • 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
Quick Hook > Heel Kick
52

b+1,4

h,​m
1323
-10
+1d
+18(-17)*
i26~28
r FUFT
  • Combo from 1st CH with no delay.
  • Recovers in FUFT.
  • Move can be delayed by 6F
  • Input can be delayed by 10F
Chupacabra

b+2

h
16
-5
+1
i14
t38 r24
Chupacabra > Spinning Back Elbow
53

b+2,1

h,​h
16,​21
-9
+19a(+10)
i20~21
t72 r32
Balcony Break
Elbow
  • Combo from 1st hit with 5F delay (buffered).
  • Move can be delayed by 10F
  • Input can be delayed by 15F
Chupacabra > Olympia Slam
54

b+2,4

h,​m,​t
16,​18,​20
-8
+10s/+0
i21
t66 r26
  • Shifts to throw on front grounded hit.
  • Move can be delayed by 10F
  • Input can be delayed by 15F
Chupacabra > Head Butt
55

b+2,1+2

h,​h
16,​22
+2c
+22a
i24~25
t71 r27
Head
  • Forces crouching on block.
  • Move can be delayed by 10F
  • Input can be delayed by 15F
Toll Kick
56

b+3

h
23
-10/-5
+39d
i16~18
pc7~
t51 r33
Tornado
Balcony Break
  • -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.
Guillotine Drop
57

b+3,1+2

h,​t
23,​15
-7d
  • Shifts to throw on front grounded hit.
  • Input 1+2 during frames 2-17 of b+3
Disgraceful Kick
58

b+4

h
25
+2
+14gc
i17~21
t50 r29 BT
Balcony Break
  • Shifts into BT stance.
  • Forces crouching on hit

u

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Capital Punishment
ub+1+2
60

u+1+2

m
25
+2c
+22a
i35~36
js9~
t63 r27
  • Parryable by traditional punch parries
Burning Knuckle
ub+1+2*
61

u+1+2*

m!
40
+11d
i67
js9?~
t108? r38?
  • Unblockable mid.
  • Auto switch side if fly over opponent.
Water Parting Chop
  • u+1
  • ub+1
62

uf+1

h
21
-3
+36a(+27)
i20~23
t50 r27
Homing
Balcony Break
High Elbow Drop
63

uf+2

M
35
-17c
-7d/-4c
i47~53
js10~
r FUFA
Elbow
  • Hits OTG.
  • u+2 to jump vertical (js9~), ub+2 to jump back (js9~).
  • Force Crouching on block. (ub+2 also on hit)
Falling Heel Kick
  • u+3
  • ub+3
64

uf+3

M
23
-10
-1d
i22~29
js13~
r FUFA/FUFT
Jumping Knee Lift
  • u+4
65

uf+4

m
13
-13
i15
js9~
t48? r32?
Knee
  • Recovers 2F faster on hit or block (r30? t46?)
Sometimes written Hopkick
Delayed Rising Toe Kick
67

uf,n,4

m
20
-13
+32a(+22)
i23~25
js9~

ub+4

m
15
-13
+19a(+9)
+33a(+23)
i15
js9~
Knee
  • Jump straight up knee, very short range.
Sole Crusher
66

uf+3+4

m
23
-12/-7
+25g / +22g
i22~23
pc7~
t55? r32?
Tornado
  • -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

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Stomach Smash / Jaguar Hammer
68

f,f,n,2

L,​(t)
17,​(30)
-13
+5s/(0d)
i18
cs6~29
t50 r32
  • i19 startup with buffered input
  • Shifts to throw on front grounded CH.
  • Unexecutable at long range from opponent
Lay Off
70

f,f,n,1+2

m
0
+0
+7s
+18s
i9
t32 r23
  • i10 startup with buffered input
  • Forces Standing on hit.
  • Allows follow up on CH.
Sometimes written Shove
Jaguar Hook
71

f,F+1

m
21
-5
+14g
+38d
i20~21
t49 r28
Homing
Balcony Break
Beast Elbow
72

f,F+2

m
21
+7
+12c
i31~32
t62 r30
Elbow
  • Forces crouching on hit.
  • Allow crouching throw on hit.
  • 6 chip damage on block.
  • 8 chip damage on block in heat.
Konvict Kick
73

f,F+4

m,​(t)
25,​(14)
-15
+14a(+4)
+1d
i15
Tornado
Balcony Break
  • Shifts to 14dmg throw on front grounded CH.
Exploder
75

f,F+3+4

h
25
0
+24d(-34)
i28~30
js9~
r (FUFT)
Wall Crush +2gc on block
Balcony Break
  • 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.
Diving Body Press

f,F+2+3

M,​t
20,​15
-16c~+2c
-19c~+3c/-5d
i21~43
js12~
r FDFA
  • Forces crouching on block and hit.
  • Throw when hit standing in front close range.
Strong Knee
77

f,f,F+3

m
25
+3
+30(+22)
i20~25
t55 r30
Balcony Break
Knee
  • 7 chip damage on block.
  • 10 chip damage on block in heat.
Sometimes written wr3
Running Exploder
78

f,f,F+3+4

m
40
+17
+32d(-26)
i28~34
js9~
t70? r42? FUFT
Balcony Break
Sometimes written wr3+4

Crouch

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Leg Breaker
f,n,d,DF+1
88

FC.df+1

L
20
-12
+73a(+57)
i32~34
cs1~
t63 r29 FC
  • Can also be performed with f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.
Sometimes written CD.DF+1
Body Blow
89

FC.df+2

m
21
-14
i15
t48 r33
  • Crumple on hit.
CD.DF+3

hFC.3

L
10
-17
-6
i18
r FC
  • Get extra range by FC.df+3/CD.DF+3.
  • db+1
  • FC.d+1
  • FC.db+1

d+1

s.l
5
-5
+6
i10
cs4~
r FC
Jab > Uppercut
  • db+1,2
  • FC.d+1,2
  • FC.db+1,2
39

d+1,2

s.l,​m
5,​13
-11
+5s
i10,i15~17
t55 r28
  • 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

L
14
-25
-9
i16
cs6~
t60 r44 FC
  • 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

L,​L
14,​7
-25
-9
i29
cs1~
r FC
  • Combo from 1st hit on CH.
Stagger Kicks
  • FC.df+4,4,4
  • FC.db+3+4,4,4
  • FC.d+3+4,4,4
  • FC.df+3+4,4,4
42

d+3+4,​4,4

L,​L,​L
14,​7,​7
-25
-9
i29
cs1~
r FC
  • Combo from 2nd hit on CH.
Sometimes written Ali Kicks
Stagger Kick Spinning Uppercut
  • d+3+4,2
  • d+3+4,4,2
  • FC.df+4,4,4,2
44

d+3+4,​4,​4,2

L,​L,​L,​m
14,​7,​7,​10
-15
+5
i28
Balcony Break
Stagger Kick Flurry
  • 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

L,​L,​L,​L,​L
14,​7,​7,​4,​3
-26
+15
i29,i29
cs1~
r FC
  • Only available if 1st hit on CH.
  • Combo from 3rd hit

WS

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
CD.1

ws1

m
12
-3
+4s
i10~11
t33 r22
  • Acts like 11 frame attack.
  • Forces Standing on hit.
CD.2

ws2

m
11
-9
+1s
i14
t47 r33
Homing
  • Forces Standing on hit.
Round Trip Chop
CD.2,2
85

ws2,2

m,​m
11,​25
-12
+12g
i15~16
t69 r33
Balcony Break
  • Combo from 1st hit with 9F delay
  • Combo from 1st CH with 16F delay
  • Recover 3F faster on hit(r30? t66?)
  • Transition to JGR on hit
  • Cancel to standing with B
  • Move can be delayed by 10F
  • Input can be delayed by 16F
CD.3

ws3

h
20
0
+22a(+12)
i16
t44 r28
Toe Smash
CD.4
86

ws4

m
20
-6
+5
i11~12
t36 r24
Snap Uppercut
CD.1+2
87

ws1+2

m
20
-10
i18~19
t47 r28
Elbow

CD (Beast Step/Crouch Dash)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Beast Step
82

f,n,d,df

t20 r1
  • 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.
Leg Breaker
  • CD.DF+1
  • f,n,d,DF+1
88

FC.df+1

L
20
-12
+73a(+57)
i32~34
cs1~
t63 r29 FC
  • Can also be performed with f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.
Knee Lift
f,n,d,DF+4
83

CD.DF+4

m
21
-9
+49a(+18)
+53a
i15~16
t52 r36
Knee
  • Special down state that allows low juggle (on normal hit).
  • Crumple on CH for full combo.
Black Bomb
f,n,d,DF+1+2
84

CD.1+2

M
24
-5c
+16d
+52a
i20~23
t55 r32
Balcony Break
  • Bounce off ground on CH for full combo.

BT (Back Turned)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Blind Kick
93

BT.3

M
18
-13
+9s
+50d
i13~14
Tornado
  • Hits OTG. Forces standing on normal hit.
  • Crumple on CH for full combo.
Blind Kick > Neck Breaker
94

BT.3:1+2

M,​t
18,​20
+0d
Floor Break
  • Throw when hit standing in front close range.
  • Just frame input.
Atomic Blaster
95

BT.1+2

h!
45
+2d
i26~30
  • Unblockable high attack.
Moonsault Body Press
96

BT.1+4

M!
30
+6d
i41~47
js8~
r FDFA
  • Unblockable mid attack.
Low Drop Kick (BT)

BT.d+4

l
20
-14
-2d
+28d
i22~24
js11~
r FC/FDFT
  • Recovers in FDFT on block and whiff.
  • Also can be done in backturn crouching.
Jaguar Step (BT)

BT.3+4

js6~
r24? BT JGS
  • 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)

Numbers after / indicate powered up version.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jaguar Step

3+4

js6~21 fs22~24
t34 r24 JGS
  • Hold to continue spinning and power up strikes, but King doesn't change direction.
  • King gets dizzy and falls after 6th spin: r102 FUFT fs?.
  • 2nd spin onward: r32 JGS
Reverse Jaguar Step
59

b+3+4

js6~21 fs22~24
t34 r24 JGS
  • Cannot be held to continue spinning.
Jaguar Step > Hook
98

JGS.1

h
21/25/31
-7/-1
+47d/+53d
i17~18/i19~20
  • Crumple on hit.
  • On block / hit / startup increases up to 2nd spin.
  • Damage increase up to 3rd spin.
Jaguar Step > Hammer
99

JGS.2

m
15/18/22
-9/-2/0c
+12c
i11~12
t39 r27
  • Forces Crouching on hit.
  • Forces Crouching on block from 3rd spin on.
  • Damage increase up to 3rd spin.
Jaguar Step > Sobat
100

JGS.3

m
23/27/34
-5/-1
+21a(+12)/+25a(+16)
i22~23
Balcony Break
Strong Aerial Tailspin
  • On block / hit increases up to 2nd spin.
  • Damage increase up to 3rd spin.
Jaguar Step > Sobat & Press
101

JGS.3,2+3

m,​M,​t
23/27/34,​20,​15
-16c~+2c
-19c~+3c/-5d
i21~43
r FDFA
  • 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.
Jaguar Step > High Kick
102

JGS.4

h
40/42/52
+8/+15
+5a(-4)/+10a(+1)
i17~18
Balcony Break
Guard Break
  • Chip damage on block.
  • On block / hit increases up to 2nd spin.
  • Damage increase up to 3rd spin.
Jaguar Step > Mid Kick
103

JGS.df+4

m
30/36/45
-16/+8
+5a(-4)
i17~19
Balcony Break
  • On block increases up to 2nd spin.
  • Damage increase up to 3rd spin.

JGR (Jaguar Sprint/Jaguar Run)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jaguar Sprint

f+3+4

t128 r30 JGR
  • Cancel to r25 standing block with b on frame 35~ at the earliest
  • Access powered-up JGR moves starting at frame 60?
  • Immediately access powered-up JGR moves during Heat
  • Becomes pc7~89 during Heat.
  • Partially uses remaining Heat time
Running Elbow Smash
105

JGR.1

m
21
-8
+26c
i16~17
t45 r28
Balcony Break
Elbow
  • Power up into JGR.1* after 30F? or during Heat
    • Partially uses remaining Heat time during Heat.
Running Elbow Smash (charged)

JGR.1*

m
25
-4
+75a (+59)
i16~17
t45 r28
Tornado
Elbow
  • Effective startup i46~47?
  • Partially uses remaining Heat time during Heat.
Jaguar Axe
106

JGR.2

h
24
+3
+5a
i18~19
t52 r33
Strong Aerial Tailspin
  • 4 chip damage on block.
  • Power up into JGR.2* after 30F? or during Heat
    • Partially uses remaining Heat time during Heat.
Jaguar Axe (charged)

JGR.2*

h
28
+8
+32a
i18~19
t52 r33
Balcony Break
  • Effective startup i48~49?
  • 8 chip damage on block
  • Partially uses remaining Heat time during Heat
Sprint K.
107

JGR.3

m
30
-9
+12d (+2)
i22~23
js11~30 fs31~33
t66 r43
Balcony Break
Homing
  • Power up into JGR.3* after 30F? or during Heat
    • Partially uses remaining Heat time during Heat.
Sprint K. (charged)

JGR.3*

m
34
+2
+21a (-5)
i22~23
js11~30 fs31~33
t66 r43
Balcony Break
Homing
  • Effective startup i52~53?
  • 10 chip damage on block
  • Partially uses remaining Heat time during Heat
Dashing Low Drop Kick
108

JGR.4

L
20
-21
+0c
i20~24
js7~23 fs24~
t60 r36 FUFT
  • Power up into JGR.4* after 30F? or during Heat
    • Partially uses remaining Heat time during Heat.
Dashing Low Drop Kick (charged)

JGR.4*

L
24
-21
+20a
i20~24
js7~23 fs24~
t60 r36 FUFT
  • Effective startup i50~54?
  • Partially uses remaining Heat time during Heat.
Diving Body Press

JGR.1+2

M,​t
20,​15
-16c~+2c
-19c~+3c/-5d
i21~43
t60 r27 FDFA
  • Throw when hit standing in front close range.
  • King recovers off axis
  • Power up into JGR.1+2* after 30F? or during Heat
    • 24,15dmg and i51~73? effective startup (without Heat)
    • Partially uses remaining Heat time during Heat
Rapid King Onslaught
109

JGR.1+3_2+4

t
45
+1d
i23
t47 r24
Heat Engager
Homing
  • Cannot throw break. Cannot heat dash.
  • Restores some Heat Gauge in Heat on successful hit.
  • Opponent recovers in FUFA.
  • Power up into JGR.1+3* after 30F? or during Heat
    • 49dmg and i53? effective startup (without Heat)
    • Partially uses remaining Heat time during Heat.
Sometimes written RKO

Others

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Anger Of The Beast

R.df+1+2

m,​t
55+
-18
+0d
i20
pc8~
r39
Rage Art
Removes Recoverable Health
Reversal Break
  • 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
Ki Charge
81

1+2+3+4

  • Takes some time to charge and can cancel into anything.
  • After charged next hit by either side becomes counter hit.
Wall Jumping Attack

WallBack.b,b,ub

t / m
45 / 21
-8
+2 / +15
i43~48 / i44~63
  • 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.
Low Parry
163

DF

r(l)
0
+51a(+35)
  • Generic low parry.
  • Tornado affect on success.
Arm Whip
160

b+1+3

r(m)
25
+2d
i10
ps5~15?
Floor Break
  • Parry opponent's right punch.
  • Side Switch. Opponent recovers in FUFR.
Spinning Heel Hold
161

b+2+4

r(m)
25
+24d
i10
ps5~12
  • Parry opponent's left kick.
  • Side switches randomly. Opponent recovers in FUFL.
Leg Screw > Figure Four Leg Lock

b+2+4:3+4

r(m)
25(,​28)
+27d(+1d)
i10
ps5~12
  • 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.
Victory Palm
90

ss2

h
25
-5
+18a(+9)
i19~20
Balcony Break
Side Step to RSSB2 / RSSB1
171

ss2+4

t
15 / 20
-3
+0d / +1d
i13
Homing
  • 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.
Reverse Special Stretch Bomb (Cancel)

ss2+4,b/db

r FC
  • Side Step that ducks high and covers long distance quickly, recovers in crouch.
  • Input by u/d,n,n+2+4,b/db.
Deadly Boomerang
91

ss3+4

h
50
0
+0d
i27~31
r FDFA
  • Deals a lot of chip damage on block.
  • Tracks side steps.
  • In game frame data incorrectly shows that SSL 3+4 is i21
Whirling Spring Kick
92

FUFT.b+3+4

m
25
-25
+4a(-6)
i16~28
Balcony Break
  • Faster than normal spring kick and knocks down.

Throws

Notation for F_F_ on the ground positions: Face (Up/Down) x Feet (Towards/Away/Left/Right)

Regular throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Winding Nut

1+3 / f+1+3

t
35
-6
+0d
i12~15 / i15~17
t45/t50 r31/33
Homing
  • 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
Suplex

2+4 / f+2+4

t
35
-3
+0d
i12~15 / i15~17
t45/50 r31/33
Homing
  • 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.
Executioner Drop
124

uf+1+2 / uf+1+2,B

t
30
-6
+19d(-7) / +17d(-13)
i12
t39 r27
  • 1+2 throw break.
  • Hold b to throw backwards.
  • Damage becomes 15 on wall splat.
  • Opponent recovers in FUFT.
Argentina Backbreaker
115

(Left side throw)

t
40
-3
+36d
(depends)
  • 1 throw break.
  • Any throw on standing opponent's left side.
  • Side switch. Opponent recovers in FUFR.
Knee Crusher
116

(Right side throw)

t
42
-3
+21d
(depends)
  • 2 throw break.
  • Any throw on standing opponent's right side.
  • Opponent recovers in FUFT.
Half Boston Crab

(Behind 1 throw)

t
60
+0d
(depends)
  • 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.
Cobra Twist
118

(Behind 2 throw)

t
60
-1d
(depends)
  • Cannot throw break.
  • Any 2 break throw behind opponent's back except chain throws.
  • Side switch? Opponent recovers in FDFL.
Knee Bash
120

df+2+3

t
40
-2
+0d
i12
t39 r27
  • 2 throw break.
  • Opponent recovers in FUFT.
Figure Four Leg Lock

db+2+3

t
40 (8+20+12)
-6
+1d / +0d
i12
t39 r27
  • 1+2 throw break.
  • Opponent recovers in FUFT / FDFT.
Throw Away
122

b+1+2(,f,F)

t
0
-3
+14g
i12~17
t37 r20
Homing
  • 1+2 throw break. Side switch.
  • Damage becomes 15 on wall splat.
  • Transition to JGR
    • Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall
  • Cancel to standing with f,F or b,B (-2)
    • Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall
Sometimes written Irish Whip
Throw Away > Back Swing
123

b+1+2,1+2(,f,F)

t
0
+11g
i12~17
  • 1+2 throw break.
  • Damage becomes 15 on wall splat.
  • Transition to JGR
    • Can range from +20 to +30(?) on wall hit depending on angle and distance to the wall
  • Cancel to standing with f,F or b,B (-6)
    • Can range from +15 to +25(?) on wall hit depending on angle and distance to the wall

Command throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Tombstone Pile Driver
qcb,n,f+2+4
125

db,n,f+2+4

t
53
-2
-1d
i11
t39 r28
Floor Break
  • 2 throw break
  • Input n,f+2+4 in 30 frames
  • Cannot be buffered from crouch
  • Cannot be executed during while standing
  • Opponent recovers in FUFA
Muscle Buster
130

qcb+1+2

t
50
-6
-6d
i11
t39 r28
Floor Break
Homing
during heat
  • 1+2 throw break
  • Side switch
  • King recovers in BT
  • Partially restores remaining Heat time
  • Opponent recovers in FUFA.
Tomahawk
126

f,f,F+2+4

t
40(45)
-5
+1d
i10
t39 r29
Homing
during heat
  • 1+2 throw break
  • Input f,F+2+4 in 6 frames after f,f for bluespark.
  • i13 startup for Bluespark throw with buffered input
  • 45 damage on bluespark
  • 18F throw break window on bluespark
  • 7F throw break window on CH bluespark
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFL.
Sometimes written Shining Wizard
Giant Swing

f,hcf+1

t
45(50)/70,​5
-13
-22d(-50)
i10
t39 r29
Homing
during heat
  • 1 throw break
  • Side switch
  • Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark.
  • i11 startup for Bluespark throw with buffered input
  • 50 damage on bluespark
  • 18F throw break window on bluespark
  • 7F throw break window on CH bluespark
  • Partially restores remaining Heat time.
  • Perform tech ukemi to reduce 5 damage.
  • 70 damage on wall splat regardless of input.
  • f,b,d,f are required inputs for normal throw
  • Opponent recovers in FUFT.
Sometimes written GS
Tijuana Twister
132

f,hcf+2

t
50(55)
-6
+1d
i12~14
t39 r25
Homing
during heat
  • 2 throw break
  • Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark.
  • i13 startup for Bluespark throw with buffered input
  • 55 damage on bluespark
  • 18F throw break window on bluespark
  • 7F throw break window on CH bluespark
  • Partially restores remaining Heat time.
  • f,b,d,f are required inputs for normal throw
  • Opponent recovers in FUFL.
Sometimes written TT
Pile Driver (PD)
127

qcf+1

t
30
-2/-7
+8d
i11
t39 r28
  • 1 throw break.
  • Opponent recovers in FUFT.
Double Arm Face Buster (from PD)
128

PD.1+2,1+2

t
35
-7
-14d
i11
Floor Break
  • 2 throw break. (when legs lifted to the top)
  • Opponent recovers in FDFA.
Boston Crab (from PD)
129

PD.1+2,3,4,1+2

t
45
-7
+0d
i11
  • 1+2 throw break. (when legs lifted to the top)
  • Could use ki charge button for 1+2 input.
  • Opponent recovers in FDFL.
Clothesline Press (Rock Bottom)
133

FC.db,d,db+1+2

t
45
-6
+0d
i12
t39 r27
Floor Break
  • 1+2 throw break.
  • Opponent recovers in FUFR.
Stretch Buster
119

Behind.b,f+1+2

t
75
+1d
i10
t39 r29
Floor Break
  • Cannot throw break.
  • Opponent recovers FUFR.

Ultimate Tackle

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Ultimate Tackle (UT)
  • CD.d+1+2
  • FC.1+2
134

hFC.1+2

t(s)
0
-5
+3d
i26
  • 1+2 throw break (except from behind).
  • Catches standing and crouching opponent from all directions.
  • Can be done from Crouch Level 1
Ultimate Punch
135

UT,2,1,2,1

t
5,​5,​5,​15
+0
+0d
  • 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.
Armbar
136

UT,1+2

t
25
-9
+1d
  • 1+2 throw break.
  • Can also input at 3rd hit of Ultimate Punch.
  • Opponent recovers in FUFR.
Arm Twist
137

UT,​1+2,1+2

t,​t
25,​10
+1d
  • Cannot throw break.
  • Opponent recovers in FUFA.
Leg Cross Hold
138

UT,3+4

t
20
+0
+1d
i69?
  • 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.
Stretch Combo
139

UT,​3+4:1+2

t,​t
20,​30
+1d
  • Input 1+2 during frames 68-70 of Leg Cross Hold
  • Cannot throw break.
  • Opponent recovers in FDFL.

Crouch throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Iron Lariat
140

d+1+3

t(c)
35
+0d
i12~13
Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+1+3 and in FC too.
  • Opponent recovers in FDFA.
V Driver
141

d+2+4

t(c)
35
+0d
i12~13
Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+2+4 and in FC too.
  • Opponent recovers in FUFA.
Freedom Face Buster
  • db+1+4
  • FC.d+1+4
  • FC.db+1+4
142

d+1+4

t(c)
35
+0d
i12~13
t37 r24
Heat Engager
  • Crouch throw, cannot throw break.
  • Restores some Heat Gauge in Heat.
  • Cannot heat dash
  • Opponent recovers in FDFA.
Sometimes written Pedigree

Ground throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Swing Away
143

FUFT.db+1+3_2+4

t(g)
20,​10 / 35
+0
+1d(-40)
i18~20
  • 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.
Head Bomber
144

FUFT.DB+1+3

t(g)
25
+0
+0d
i18~20
Floor Break
  • 1 throw break.
  • Opponent recovers in FUFT.
Figure Four Leg Lock (OTG)

FUFT.DB+2+4

t(g)
28
+0
+1d
i18~20
  • 2 throw break.
  • Opponent recovers in FUFT.
Half Boston Crab (OTG)

FDFT.db+1+3_2+4

t(g)
30
+0
+22d
i18~20
  • 1 or 2 throw break, depending on King's input.
  • Side Switch.
  • Opponent recovers in FDFL.
Shoulder Cracker
146

FUFA.db+1+3_2+4

t(g)
28
+0
+0d
i18~20
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FUFR.
Wing Tearer
149

FDFA.db+1+3_2+4

t(g)
32
+0
+0d
i18~20
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFA.
Turn Over
147

FUFL.db+1+3_2+4/ FUFR.db+1+3_2+4

t(g)
0
+0
+25d
i18~20
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFL/FDFR.
Camel Clutch
150

FDFR.db+1+3_2+4

t(g)
35
+0
+0d
i18~20
  • 1 or 2 throw break, depending on King's input.
  • Side Switch.
  • Opponent recovers in FDFL.
Bow & Arrow Stretch Hold

FDFL.db+1+3_2+4

t(g)
37
+0
+0d
i18~20
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFL.

Air throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mid-Air Leg Cross Hold
152

AIR.1+3 / AIR.f+1+3

t(a)
30
+0d
i12~14 / i15~17
Homing
  • Cannot throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FDFT.
Spine Cracker
153

AIR.2+4 / AIR.f+2+4

t(a)
20
+40d(+35)
i12~14 / i15~17
Tornado
Homing
  • Cannot throw break.
  • Input f+2+4 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFT.
Double Heel Hold (DHH)

AIR.d+1+3_2+4

t(a)
15
-5d
i12~13
  • Cannot throw break.
  • Opponent recovers in FDFL.
Flapjack (From DHH)

DHH.1+2,1+2

t
15
-6
-3d
  • 1 throw break.
  • Opponent recovers in FDFT.
Giant Swing (From DHH)

DHH.2,1,3,4

t
12,​13 / 32
-6
-7d(-40)
  • 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.
Running Jaguar Bomb
157

AIR.f,f,F+2+4

t(a)
65(70)
+4d
i10
Floor Break
  • 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.
Aerial Jaguar Bomb
AIR.f,hcf+2
158

AIR.f,hcf+1

t(a)
55(60)
+3d
i10 / i12~14
Floor Break
  • 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.
Shining Torpedo
  • WALL.f,f,F+2+4
  • WALL.f,hcf+2
159

WALL.f,hcf+1

t(w)
65(70)
-5d
i10
  • Cannot throw break. Also converts from RKO.
  • (f,hcf+1_2): 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).
  • (f,f,F+2+4): 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 FUFR.

Chain throws

Reverse Arm Slam

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Reverse Arm Slam (RAS1)
164

df+1+3

t
19
-2
+1d
i32
Homing
  • 1 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFA.
Backdrop (RAS2)
165

RAS1.1_2

t
7/15
+0d
r FUFL
  • Cannot throw break.
  • Input with 2,1,1+2 for more damage.
  • Opponent recovers in FUFR.
German Suplex (RAS3)
166

RAS2.1_2

t
7/15
-9
+0d
  • 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.
Power Bomb (RAS4)
167

RAS3.1_2

t
12/17
+1d
  • Cannot throw break.
  • Input with 1,2,3+4 for more damage.
  • Opponent recovers in FUFT.
Giant Swing (RAS5a)
168

RAS4.1

t
15/20/31
-3
+1d
  • 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.
Muscle Buster (RAS5b)
169

RAS4.2

t
20/25
-6
+1d
r BT
  • 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

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Reverse Special Stretch Bomb (RSSB1)
170

df+2+4

t
20
-2
+1d
i32
Homing
  • 2 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFT.
Side Step to RSSB2 / RSSB1
171

ss2+4

t
15 / 20
-3
+0d / +1d
i13
Homing
  • 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.
Cannonball Buster (RSSB2)
172

RSSB1.1_2

t
7/15
+1d
  • Cannot throw break.
  • Input with 2,2,1+2 for more damage.
  • Opponent recovers in FUFT.
Manhattan Drop (RSSB3)
173

RSSB2.1_2

t
7/15
-3
+0d
  • 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.
Victory Bomb (RSSB4)
174

RSSB3.1_2

t
9/13
+1d
  • Cannot throw break.
  • Input with 1,2,3+4,1+2 for more damage.
  • Opponent recovers in FUFT.
Giant Swing (RSSB5a)
175

RSSB4.1

t
15/20/31
+1d
  • 1 throw break. Side Switch.
  • Input with 2,1,3,4 for more damage.
  • Opponent recovers in FUFT. Max damage 94.
Muscle Buster (RSSB5b)
176

RSSB4.2

t
20/25
+1d
r BT
  • 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

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Standing Heel Hold (SHH1)
177

CD.2+4

t
25
-2
+0d
i12
  • 2 throw break.
  • Opponent recovers in FDFR.
S.T.F. (SHH2a)
178

SHH1.1,2,1+2

t
25
-10
+0d
  • 1 throw break. Side Switch.
  • King suffers 10 recoverable damage on successful throw break
  • Opponent recovers in FDFR. Max damage 50.
Scorpion Death Lock (SHH2b)
179

SHH1.2,1,1+3

t
30
-10
+0d
  • 2 throw break.
  • King suffers 10 recoverable damage on successful throw break
  • Opponent recovers in FDFR. Max damage 55.
Indian Death Lock (SHH2c)
180

SHH1.1+2,1,3

t
20
-10
+0d
  • 1+2 throw break.
  • King suffers 10 recoverable damage on successful throw break
  • Opponent recovers in FDFL.
King's Bridge (SHH3ca)
181

SHH2c.3,4,1+2,3+4

t
40
+0d
  • Cannot throw break.
  • Opponent recovers in FDFT. Max Damage 85.

Arm Breaker

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Arm Breaker (AB1)
182

CD.1+3

t
20
-2
+1d
i12
  • 1 Throw break.
  • Opponent recovers in FUFT.
Triple Arm Breaker (AB2a)
183

AB1.1,1+2

t
12,​18
-3
+2d
  • 1 throw break.
  • Opponent recovers in FUFT. Max damage 50.
Head Jammer (AB2b)
184

AB1.2,4,2+4

t
20
-3
+1d
  • 2 throw break.
  • Opponent recovers in FUFL.
Struggle Combination (AB2b1)
185

AB2b.3,4,3+4,1+2

t
20
+1d
  • Cannot throw break.
  • Opponent recovers in FUFR. Max Damage 60.
Chicken Wing Face Lock (AB2c)
186

AB1.2,1,1+3

t
20
-3
+0d
  • 1+2 throw break.
  • Opponent recovers in FDFT.
Dragon Sleeper Finish (AB3ca)
187

AB2c.2,1,3,1+2

t
25
-3
+1d
  • 1 throw break.
  • Opponent recovers in FUFA. Max damage 65.
Rolling Death Cradle (AB3cb)
188

AB2c.1,3,4,2,1+2

t
60
-3
+1d
  • 2 throw break.
  • Opponent recovers in FUFL. Max damage 100.

Mexican Magma Drive

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Cobra Clutch (MMD1)
189

JGS.1+3_2+4

t
20
-3
+0d
i12
Homing
  • 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.
Cobra Twist (MMD2)
190

MMD1.1,4,2,3

t
12
+1d
  • Cannot throw break.
  • Opponent recovers in FUFL.
Reverse DDT (MMD3)
191

MMD2.1,1+3/ MMD2.2,2+4

t
13
-6
+0d
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFA.
Reverse Special Stretch Bomb (MMD4)
192

MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4

t
12
-6
+1d
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FUFA.
Samurai Rock (MMD4a)
193

MMD3.2,3,1,1+2

t
24
-6
+0d
  • 1+2 Throw break.
  • Opponent recovers in FDFR. Max Damage 69.
Backdrop (MMD5)
194

MMD4.3+4,1+2

t
10
+0d
r FUFA
  • Cannot throw break.
  • Opponent recovers in FDFA.
Sol Naciente (MMD6a)
195

MMD5.1+2,4,2,1+2

t
11,​15
-3
+0d
  • 1+2 throw break.
  • Opponent recovers in FDFL. Max Damage 93.
Burning Hammer (MMD6)
196

MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4

t
18
-3
+0d
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFA.
Screwdriver (MMD7)
197

MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4

t
31
-6
-10d
  • 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 Notes
1 h 5 i10 +1 +8
2 h 10 i12 -3 +8 Combo from 1st. Jail from 1st block
1 m 10 i24~25 -4 +5/+10 Interrupt with i5. Sidesteppable
1 m 6 i24~25 -19 -8 Combo from 3rd. Interrupt with i8. Sidesteppable
2 m 6 i17~19 -10 +1 Combo from 3rd
4 L 5 i21 -36 +5 Combo from 5th CH. Interrupt with i2
4 L 5 i29 -40 -19 Combo from 6th. Interrupt with i9 WS/FC
4 L 5 i29 -40 -19 Interrupt with i14 WS/FC
1 m 7 i20 -12 +19a Interrupt with i5 WS/FC
3 m 21 i23 -30 +6a Airborne combo from 9th. Interrupt with i4
10 Hit Combo 2
Input Hit level Damage Startup Block Hit Notes
1 h 5 i10 +1 +8
2 h 10 i12 -3 +8 Combo from 1st. Jail from 1st block
1 m 10 i24 -4 +5/+10 Interrupt with i5. Sidesteppable
1 m 6 i24 -19 -8 Combo from 3rd. Interrupt with i8. Sidesteppable
3 h 8 i26 -25 -14 Combo from 3rd. Interrupt with i8. Sidesteppable
3 m 10 i27 -30 -19 Combo from 5th CH. Interrupt with i7. Sidesteppable
4 L 5 i23 -43 +7 Combo from 6th. Interrupt with i6
3 L 5 i24 -25 -14 Combo from 6th. Interrupt with i5
2 l 6 i27 -68 +7 Combo from 8th CH. Interrupt with i8
1+2 t 20 i27 +3d Combo from 9th

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