King movetable

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Full MoveTable

Move Startup Hit Level Damage On Block On Hit On CH States Notes
King-1 i10 h 5 +1 +8
King-1+2 i18 m 17 -11 -2s +0s
  • Forces standing on hit.
  • Shifts into backturn stance.
King-1,2 i10~12 ,h ,15 -3 +8
  • Jails
  • Combo from 1st hit
King-1+2,1 i22 ,m ,21 -13/-18 +12a(+3)/-9
Balcony Break
  • Combo from 1st hit.
  • Hold back during 2nd hit to feint.
King-1,2,1 i24~25 ,m ,10 -4 +5s +10s
  • Forces standing on hit.
  • The 3rd hit doesn't combo even 2nd on CH.
  • Starter of 10 Strings, 3rd~5th hits are combo.
King-1,2,1,2+4 i26~28 ,t ,40 +0d
  • Throw break 2.
King-1,2,1,d+2+4 i28~30 ,t(c) ,35 +1d
Floor Break
  • Crouch throw, cannot throw break.
  • Opponent recovers in FDFA.
King-1,2,2+4 i30 ,t ,30 +1d
  • Throw break 2.
King-1+2,3 i24~25 ,h ,25 -3 +12a(+3)
Balcony Break
Tornado
  • Combo from 1st hit.
King-1+2+3+4
  • Takes some time to charge and can cancel into anything.
  • After charged next hit by either side becomes counter hit.
King-1,2,d+2+4 i27 ,t(c) ,35 +1d
Floor Break
  • Crouch throw, cannot throw break.
  • Opponent recovers in FDFA.
King-1+3 i12~15 / i15~17 t 35 +0d
  • 1 or 2 throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFA.
King-2 i10 h 10 +1 +7
King-2,1 i23~24 ,m ,15 -3 +8
  • Forces standing on hit.
  • Combo from 1st hit.
King-2+3 i16 m 12 +1 +2c Power Crush
Heat Burst
  • Beats all Power Crush armor.
King-2+4 i12~15 / i15~17 t 35 +0d
  • 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.
King-3 i17 h 25 -14 +17a
Balcony Break
  • Tracks left side but unsafe.
King-3+4 js6~21 fs22~24
  • Hold to continue spinning and power up strikes, but King doesn't change direction.
  • King gets dizzy and falls after 6th spin.
King-4 i13 h 20 -5 +6 +31d
  • Knocks down on CH for dash OTG throw.
King-AB1.1,1+2 t 12,18 +2d
  • 1 throw break.
  • Opponent recovers in FUFT. Max damage 50.
King-AB1.2,1,1+3 t 20 +0d
  • 1+2 throw break.
  • Opponent recovers in FDFT.
King-AB1.2,4,2+4 t 20 +1d
  • 2 throw break.
  • Opponent recovers in FUFL.
King-AB2b.3,4,3+4,1+2 t 20 +1d
  • Cannot throw break.
  • Opponent recovers in FUFR. Max Damage 60.
King-AB2c.1,3,4,2,1+2 t 60 +1d
  • 2 throw break.
  • Opponent recovers in FUFL. Max damage 100.
King-AB2c.2,1,3,1+2 t 25 +1d
  • 1 throw break.
  • Opponent recovers in FUFA. Max damage 65.
King-AIR.1+3 i12~14 / i15~17 t(a) 30 +0d
  • Cannot throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FDFT.
King-AIR.2+4 i12~14 / i15~17 t(a) 20 +40d(+35)
Tornado
  • Cannot throw break.
  • Input f+2+4 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFT.
King-AIR.d+1+3 i12~13 t(a) 15 -5d
  • Cannot throw break.
  • Opponent recovers in FDFL.
King-AIR.d+1+3,1+2,1+2 t 15 -3d
  • 1 throw break.
  • Opponent recovers in FDFT.
King-Air.d+1+3,2,1,3,4 t 12,13 / 32 -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.
King-AIR.f,f,F+2+4 i10 t(a) 65(70) +4d
Floor Break
  • Cannot throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFT.
King-AIR.f,hcf+1 i10 / i12~14 t(a) 55(60) +3d
Floor Break
  • Cannot throw break.
  • Also by JGR.1+3 against airborne opponent.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFT.
King-b+1 i12 h 13 -8 +3 +3a Momentarily makes opponent airborne on CH, thus b+1,2 launches.
King-b+1+2 i12~17 t 0 +14g / -2
  • 1+2 throw break. Side switch.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.
King-b+1,2 i19~20 ,h 20 -13 +5 +70a(+54)*
Tornado
  • Launches opponent if b+1 on CH.
King-b+1+2,1+2 i12~17 t 0 +11g / -6
  • 1+2 throw break.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.
King-b+1+3 i10 r(m) 25 +2d
Floor Break
  • Parry opponent's right punch.
  • Side Switch. Opponent recovers in FUFR.
King-b+1,4 i26~28 ,m 23 -11 +1d +18(-17)*
  • Combo from 1st hit on CH.
  • Recovers in FUFT.
King-b+2 i14 h 16 -5 +1
King-b+2,1 i20~21 ,h ,21 -9 +19a(+10)
Balcony Break
  • Combo from 1st hit.
King-b+2,1+2 i24~25 ,h ,22 +2c +22d
  • Forces crouching on block.
King-b+2+4 i10 r(m) 25 +24d
  • Parry opponent's left kick.
  • Side Switch. Opponent recovers in FUFL.
King-b+2,4 i21 ,m,t ,18,20 -8 +10s/+0
  • Shifts to throw on front grounded hit.
King-b+2+4:3+4 i10 r(m) 25(,28) +27d(+1d)
  • Parry opponent's right kick.
  • Just frame input right before camera returns to normal position to deal extra damage.
  • Opponent recovers in FUFT.
King-b+3 i16~18 h 23 -10/-5 +39d Power Crush
Tornado
Balcony Break
  • Becomes -5 on block with chip damage if attack absorbed.
King-b+3:1+2 ,t 20 +0d
  • Shifts to throw on front grounded hit.
  • Input 1+2 before b+3 hits.
King-b+3+4 js6~21 fs22~24
  • Cannot be held to continue spinning.
King-b+4 i17~21 h 25 +2 +14g
Balcony Break
  • Shifts into BT stance.
King-Behind.1+3 (depends) t 60 +0d
  • 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.
King-Behind.2+4 (depends) t 60 -1d
  • Cannot throw break.
  • Any 2 break throw behind opponent's back except chain throws.
  • Side switch? Opponent recovers in FDFL.
King-Behind.b,f+1+2 i10 t 75 +1d
Floor Break
  • Cannot throw break.
  • Opponent recovers FUFR.
King-BT.1+2 i26~30 h! 45 +2d
  • Unblockable high attack.
King-BT.1+4 i41~47 m! 30 +6d
  • Unblockable mid attack.
King-BT.3 i13~14 m 18 -13 +9s +50d
Tornado
  • Hits OTG. Forces standing on normal hit.
  • Crumple on CH for full combo.
King-BT3,1+2 ,t ,20 +0d
Floor Break
  • Throw when hit standing in front close range.
  • Just frame input.
King-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.
King-BT.d+4 i22~24 l 20 -14 -2d +28d Low Crush
  • Recovers in FDFT on block and whiff.
  • Also can be done in backturn crouching.
King-CD.1+2 i20~23 m 24 -5 +16d +52d
Balcony Break
  • Hits OTG.
  • Bounce off ground on CH for full combo.
King-CD.1+4 i12 t 20 +1d
  • 1 Throw break.
  • Opponent recovers in FUFT.
King-CD.2+3 i12 t 25 +0d
  • 2 throw break.
  • Opponent recovers in FDFR.
King-CD.4 i15~16 m 21 -9 +49a(+18) +53d
  • Special down state that allows low juggle (on normal hit).
  • Crumple on CH for full combo.
King-d+1 i10 s.l 5 -5 +6
  • Can also be done by db+1/FC.d+1/FC.db+1.
King-d+1+2 i23 m 21 -24 +45a(+35)
Tornado
  • Duck high and launch, very punishable.
King-d+1,2 i10,i15~17 s.l,m 5,13 -11 +5s
  • Combos on CH.
  • Forces standing on hit.
King-d+1+3 i12~13 t(c) 35 +0d
Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+1+3 and in FC too.
  • Opponent recovers in FDFA.
King-d+1+4 i12~13 t(c) 35 +0d
Heat Engager
  • 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.
King-d+2 i11 s.l 8 -4 +7
  • Can also be done by FC.d+2/FC.db+2.
King-d+2+3 i30~35 m 25 -8 +0c
Floor Break
  • Hits OTG.
  • Forces Crouching on hit.
King-d+2+4 i12~13 t(c) 35 +0d
Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+2+4 and in FC too.
  • Opponent recovers in FUFA.
King-d+3 i17 l 12 -12 +1
  • Hits OTG.
King-d+3+4 i16 l 14 -25 -9
  • CH enable 2 more Ali Kicks.
King-d+3+4,4 i29 ,l ,7 -25 -9
  • Combo from 1st hit on CH.
King-d+3+4,4,4 i29 ,l ,7 -29 +7
  • Combo from 2nd hit on CH.
King-d+3+4,4,4,2 i28 ,m ,10 -15 +16d(+6)
Balcony Break
  • Same property for d+3+4,2 / d+3+4,4,2
  • Only combo if 2nd/previous kick on CH.
King-d+3+4,4,4,4 i29,i29 ,l,l ,4,3 -26 +15
  • Only available if 1st hit on CH.
  • Last 3 kicks are combo.
  • 5 kicks combo is impossible.
King-d+4 i14 l 6 -15 -4
  • Fast low but very punishable.
King-db+1+2 i6~?? Power Crush
  • Able to tank 10 frame jab if King is -4 or less (1 frame earlier than other Power Crush)
  • Armor duration is 24 frames if you let it end normally
  • Armor move is cancelable into anything at frame 17
  • Can be cancel into anything after chest out.
King-db+1+2,2 i15 m,t 15,25 -9/-5 +35g/+8g Power Crush
Heat Engager
Heat Dash +5 on block, +18 on wall block.
  • Elbow has no armor, and input is delayable.
  • Shifts to throw on front grounded hit.
  • +8 on hit during heat or after heat.
  • If attack absorbed,chip damage & -5 on block.
King-db+1+2,3+4 Power Crush
  • Run immediately without pointing finger.
  • Run much longer to action than regular run.
  • Running has no armor if not during heat.
  • Cancel window is smaller than Emerald Elbow.
King-db+2 i25~26 m 21 -5c +19a
  • Forces Crouching on block.
King-db+2+3 i12 t 40 (8+20+12) +1d / 0d
  • 1+2 throw break.
  • Just frame input 3+4 when the last hit connects, reverse 26 damage back to King.
  • Opponent recovers in FUFT / FDFT.
King-db+3 i23 l 17 -14 +4c +25d
  • Tracks left side. (one of the few for King)
King-db+4 i29~31 l 20 -17 -3d +27d
  • Hits OTG.
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.
King-db,n,f+2+4 i11 t 53 -1d
Floor Break
  • 2 throw break. Can also be done by qcb,n,f+2+4 / b,db,d,n,f+2+4.
  • Opponent recovers in FUFA.
King-DF r(l) 0 +51a(+35)
  • Generic low parry.
  • Tornado affect on success.
King-df+1 i14~15 m 15 -1 +3s
  • Forces standing on hit.
King-df+1,2 i20~21 ,m ,15 -10 +5s
  • Combo from 1st hit if not fully delayed.
King-df+1+3 i32 t 19 +1d
  • 1 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFA.
King-df+2 i13 m 12 -6 +4s
  • Forces standing on hit.
King-df+2,1 i20~21 ,h ,15 -4 +24d
  • Combos on CH, otherwise opponent can duck.
  • Delay hit confirmable.
  • Special down state that allows low juggle.
King-df+2+3 i12 t 40 +0d
  • 2 throw break.
  • Opponent recovers in FUFT.
King-df+2+4 i32 t 20 +1d
  • 2 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFT.
King-df+3 i14 m 17 -9 +6s
  • Forces standing on hit.
  • Tracks left side. (one of the few for King)
King-df+3+4 i28~35 t/s 30/15 -12~-18 +18d/-7~0 Low Crush
  • Throw only when opponent standing close.
  • Cannot throw break.
  • Recovers in BT/FUFT on throw success/failed.
King-df+3,4 i30 ,h ,23 +0 +28d
  • Combos on CH, otherwise opponent can duck.
  • Not available if df+3 whiffs.
  • Recovers in FDFT.
King-df+4 i14~15 l 10 -14 -3
  • King's fastest low attack.
King-df+4,3 i22 ,h ,11 -5 +6
  • Combos on CH even opponent is crouching.
King-df+4,3,4 i28~29 ,m ,27 -15/-8 +6a/+13a +47a(+16)
Balcony Break
  • Wall combo tool.
  • Combos on 2nd CH. Crumple on 3rd CH.
  • Hold back to shift to backturn stance.
  • Shift to backturn is 14F punishable.
King-df+4,3,d+4 i33~35 ,l ,20 -10 -8d +22d
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.
King-f+1+2 i16~17 h 23 +0 +10d

More...

String Extensions Excluded

Move Startup Hit Level Damage On Block On Hit On CH States Notes
King-1 i10 h 5 +1 +8
King-1+2 i18 m 17 -11 -2s +0s
  • Forces standing on hit.
  • Shifts into backturn stance.
King-1+2+3+4
  • Takes some time to charge and can cancel into anything.
  • After charged next hit by either side becomes counter hit.
King-1+3 i12~15 / i15~17 t 35 +0d
  • 1 or 2 throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFA.
King-2 i10 h 10 +1 +7
King-2+3 i16 m 12 +1 +2c Power Crush
Heat Burst
  • Beats all Power Crush armor.
King-2+4 i12~15 / i15~17 t 35 +0d
  • 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.
King-3 i17 h 25 -14 +17a
Balcony Break
  • Tracks left side but unsafe.
King-3+4 js6~21 fs22~24
  • Hold to continue spinning and power up strikes, but King doesn't change direction.
  • King gets dizzy and falls after 6th spin.
King-4 i13 h 20 -5 +6 +31d
  • Knocks down on CH for dash OTG throw.
King-AB1.1,1+2 t 12,18 +2d
  • 1 throw break.
  • Opponent recovers in FUFT. Max damage 50.
King-AB1.2,1,1+3 t 20 +0d
  • 1+2 throw break.
  • Opponent recovers in FDFT.
King-AB1.2,4,2+4 t 20 +1d
  • 2 throw break.
  • Opponent recovers in FUFL.
King-AB2b.3,4,3+4,1+2 t 20 +1d
  • Cannot throw break.
  • Opponent recovers in FUFR. Max Damage 60.
King-AB2c.1,3,4,2,1+2 t 60 +1d
  • 2 throw break.
  • Opponent recovers in FUFL. Max damage 100.
King-AB2c.2,1,3,1+2 t 25 +1d
  • 1 throw break.
  • Opponent recovers in FUFA. Max damage 65.
King-AIR.1+3 i12~14 / i15~17 t(a) 30 +0d
  • Cannot throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FDFT.
King-AIR.2+4 i12~14 / i15~17 t(a) 20 +40d(+35)
Tornado
  • Cannot throw break.
  • Input f+2+4 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFT.
King-AIR.d+1+3 i12~13 t(a) 15 -5d
  • Cannot throw break.
  • Opponent recovers in FDFL.
King-AIR.d+1+3,1+2,1+2 t 15 -3d
  • 1 throw break.
  • Opponent recovers in FDFT.
King-Air.d+1+3,2,1,3,4 t 12,13 / 32 -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.
King-AIR.f,f,F+2+4 i10 t(a) 65(70) +4d
Floor Break
  • Cannot throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFT.
King-AIR.f,hcf+1 i10 / i12~14 t(a) 55(60) +3d
Floor Break
  • Cannot throw break.
  • Also by JGR.1+3 against airborne opponent.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFT.
King-b+1 i12 h 13 -8 +3 +3a Momentarily makes opponent airborne on CH, thus b+1,2 launches.
King-b+1+2 i12~17 t 0 +14g / -2
  • 1+2 throw break. Side switch.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.
King-b+1+2,1+2 i12~17 t 0 +11g / -6
  • 1+2 throw break.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.
King-b+1+3 i10 r(m) 25 +2d
Floor Break
  • Parry opponent's right punch.
  • Side Switch. Opponent recovers in FUFR.
King-b+2 i14 h 16 -5 +1
King-b+2+4 i10 r(m) 25 +24d
  • Parry opponent's left kick.
  • Side Switch. Opponent recovers in FUFL.
King-b+2+4:3+4 i10 r(m) 25(,28) +27d(+1d)
  • Parry opponent's right kick.
  • Just frame input right before camera returns to normal position to deal extra damage.
  • Opponent recovers in FUFT.
King-b+3 i16~18 h 23 -10/-5 +39d Power Crush
Tornado
Balcony Break
  • Becomes -5 on block with chip damage if attack absorbed.
King-b+3+4 js6~21 fs22~24
  • Cannot be held to continue spinning.
King-b+4 i17~21 h 25 +2 +14g
Balcony Break
  • Shifts into BT stance.
King-Behind.1+3 (depends) t 60 +0d
  • 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.
King-Behind.2+4 (depends) t 60 -1d
  • Cannot throw break.
  • Any 2 break throw behind opponent's back except chain throws.
  • Side switch? Opponent recovers in FDFL.
King-Behind.b,f+1+2 i10 t 75 +1d
Floor Break
  • Cannot throw break.
  • Opponent recovers FUFR.
King-BT.1+2 i26~30 h! 45 +2d
  • Unblockable high attack.
King-BT.1+4 i41~47 m! 30 +6d
  • Unblockable mid attack.
King-BT.3 i13~14 m 18 -13 +9s +50d
Tornado
  • Hits OTG. Forces standing on normal hit.
  • Crumple on CH for full combo.
King-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.
King-BT.d+4 i22~24 l 20 -14 -2d +28d Low Crush
  • Recovers in FDFT on block and whiff.
  • Also can be done in backturn crouching.
King-CD.1+2 i20~23 m 24 -5 +16d +52d
Balcony Break
  • Hits OTG.
  • Bounce off ground on CH for full combo.
King-CD.1+4 i12 t 20 +1d
  • 1 Throw break.
  • Opponent recovers in FUFT.
King-CD.2+3 i12 t 25 +0d
  • 2 throw break.
  • Opponent recovers in FDFR.
King-CD.4 i15~16 m 21 -9 +49a(+18) +53d
  • Special down state that allows low juggle (on normal hit).
  • Crumple on CH for full combo.
King-d+1 i10 s.l 5 -5 +6
  • Can also be done by db+1/FC.d+1/FC.db+1.
King-d+1+2 i23 m 21 -24 +45a(+35)
Tornado
  • Duck high and launch, very punishable.
King-d+1,2 i10,i15~17 s.l,m 5,13 -11 +5s
  • Combos on CH.
  • Forces standing on hit.
King-d+1+3 i12~13 t(c) 35 +0d
Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+1+3 and in FC too.
  • Opponent recovers in FDFA.
King-d+1+4 i12~13 t(c) 35 +0d
Heat Engager
  • 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.
King-d+2 i11 s.l 8 -4 +7
  • Can also be done by FC.d+2/FC.db+2.
King-d+2+3 i30~35 m 25 -8 +0c
Floor Break
  • Hits OTG.
  • Forces Crouching on hit.
King-d+2+4 i12~13 t(c) 35 +0d
Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+2+4 and in FC too.
  • Opponent recovers in FUFA.
King-d+3 i17 l 12 -12 +1
  • Hits OTG.
King-d+3+4 i16 l 14 -25 -9
  • CH enable 2 more Ali Kicks.
King-d+4 i14 l 6 -15 -4
  • Fast low but very punishable.
King-db+1+2 i6~?? Power Crush
  • Able to tank 10 frame jab if King is -4 or less (1 frame earlier than other Power Crush)
  • Armor duration is 24 frames if you let it end normally
  • Armor move is cancelable into anything at frame 17
  • Can be cancel into anything after chest out.
King-db+1+2,2 i15 m,t 15,25 -9/-5 +35g/+8g Power Crush
Heat Engager
Heat Dash +5 on block, +18 on wall block.
  • Elbow has no armor, and input is delayable.
  • Shifts to throw on front grounded hit.
  • +8 on hit during heat or after heat.
  • If attack absorbed,chip damage & -5 on block.
King-db+1+2,3+4 Power Crush
  • Run immediately without pointing finger.
  • Run much longer to action than regular run.
  • Running has no armor if not during heat.
  • Cancel window is smaller than Emerald Elbow.
King-db+2 i25~26 m 21 -5c +19a
  • Forces Crouching on block.
King-db+2+3 i12 t 40 (8+20+12) +1d / 0d
  • 1+2 throw break.
  • Just frame input 3+4 when the last hit connects, reverse 26 damage back to King.
  • Opponent recovers in FUFT / FDFT.
King-db+3 i23 l 17 -14 +4c +25d
  • Tracks left side. (one of the few for King)
King-db+4 i29~31 l 20 -17 -3d +27d
  • Hits OTG.
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.
King-db,n,f+2+4 i11 t 53 -1d
Floor Break
  • 2 throw break. Can also be done by qcb,n,f+2+4 / b,db,d,n,f+2+4.
  • Opponent recovers in FUFA.
King-DF r(l) 0 +51a(+35)
  • Generic low parry.
  • Tornado affect on success.
King-df+1 i14~15 m 15 -1 +3s
  • Forces standing on hit.
King-df+1+3 i32 t 19 +1d
  • 1 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFA.
King-df+2 i13 m 12 -6 +4s
  • Forces standing on hit.
King-df+2+3 i12 t 40 +0d
  • 2 throw break.
  • Opponent recovers in FUFT.
King-df+2+4 i32 t 20 +1d
  • 2 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFT.
King-df+3 i14 m 17 -9 +6s
  • Forces standing on hit.
  • Tracks left side. (one of the few for King)
King-df+3+4 i28~35 t/s 30/15 -12~-18 +18d/-7~0 Low Crush
  • Throw only when opponent standing close.
  • Cannot throw break.
  • Recovers in BT/FUFT on throw success/failed.
King-df+4 i14~15 l 10 -14 -3
  • King's fastest low attack.
King-f+1+2 i16~17 h 23 +0 +10d
King-f+1+4 i17~19 m 21 +3 +7s
  • Forces standing on hit.
King-f+2 i15~16 m 12 -11 +2s
  • Forces standing on hit.
King-f+2+3 i20~24 m 27 -9 +17g/+9d
Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block.
  • +9 on hit during heat or after heat.
King-f+3 i15~16 m 18 -8 +1 +9s
  • Only forces standing on CH.
King-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 ).
King-f+4 i18~20 m 25 -9 +12a(+3) Low Crush
Balcony Break
Homing
King-FC.1+2 i26 t(s) 0 +3d
  • 1+2 throw break (except from behind).
  • Catches standing and crouching opponent from all directions.
King-FC.d+3 i18 l 10 -17 -6
  • Hits OTG.
  • Can also be done by FC.db+3.
  • Get extra range by FC.df+3/CD.3.
King-FC.db,d,db+1+2 i12 t 45 +0d
Floor Break
  • 1+2 throw break.
  • Opponent recovers in FUFR.
King-FC.df+1 i32~34 l 20 -12 +73a(+57) High Crush
  • Can also be done by f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.
King-FC.df+2 i15 m 21 -14 +56a
  • Crumple on hit.
King-FDFA.db+1+3 i18~20 t(g) 32 +0d
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFA.
King-FDFL.db+1+3 i18~20 t(g) 37 +0d
  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFL.
King-FDFR.db+1+3 i18~20 t(g) 35 +0d
  • 1 or 2 throw break, depending on King's input.
  • Side Switch.
  • Opponent recovers in FDFL.
King-FDFT.db+1+3 i18~20 t(g) 30 +22d
  • 1 or 2 throw break, depending on King's input.
  • Side Switch.
  • Opponent recovers in FDFL.
King-f,F,1 i20~21 m 21 -5 +14g +38d
Homing
Balcony Break
King-f,F,2 i31~32 m 21 0c +12c
  • Forces crouching on block and hit.
  • Allow crouching throw on hit.
  • Chip damage on block.
King-f,F,2+3 i21~43 m,t 20,15 -16c~+2c -19c~+3c/-5d
  • Forces crouching on block and hit.
  • Throw when hit standing in front close range.
King-f,F,3+4 i28~30 h 25 0/+2c +24d(-34)
Balcony Break
  • Chip damage on block. (extra near wall)
  • Forces Crouching on block when near wall.
  • Recovers FUFT on whiff.
King-f,F,4 i15 m 25(30,14) -15 +14a(+4) +1d
Tornado
Balcony Break
  • Shifts to throw on front grounded CH.
King-f,f,F+2+4 i10 t 40(45) +1d
  • 1+2 throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFL.
King-f,f,F,3 i20~25 m 25 +3 +30(+22)
Balcony Break
  • Chip damage on block.
King-f,f,F,3+4 i28~34 m 40 +17 +32d(-26)
Balcony Break
King-f,f,n,1+2 i9 m 0 +0 +7s +18s
  • Forces Standing on hit.
  • Allows follow up on CH.
King-f,f,n,2 i18 l/(l,t) 17/(20,35) -13 +7s/(0d) high crush
  • Shifts to throw on front grounded CH.
  • Hits OTG.
King-f,hcf+1 i10 t 45(50),20 / 70 -22d(-50)
  • 1 throw break. Side switch.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Mash 1/2/3/4 to roll in midscreen to reduce 20 damage, on wall splat damage is 70.
  • Opponent recovers in FUFT if fails to roll.

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