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 Recovers 2f faster on hit or block (t27 r17)
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
  • Combo from 1st hit with 6F delay
  • Jail from 1st block with 5F delay
King-1+2,1 i22 ,m ,21 -13/-18 +12a(+3)/-9
Balcony Break
  • 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
King-1,2,1 i24~25 ,m ,10 -4 +5s +10s
  • Forces standing on hit.
  • Move can be delayed by 9F
  • 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 with 3F delay
  • Combo from 1st CH with 5F delay
  • Move can be delayed by 4F
  • Input can be delayed by 5F
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 -6 +0d
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
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;12] +1 +2c pc7~16
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.
King-2+4 i12~15 / i15~17 t 35 -3 +0d
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.
King-3 i15~16 h 17 -9 +2
King-3,2 i20~21 ,m ,18 -9 +5c
Elbow
  • Move can be delayed by 10F
  • Input can be delayed by 11F
King-3,2,2 i23~24 ,m ,24 -13 +17g JGR
Elbow
Balcony Break
Floor Break
  • 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
King-3,2,2* i34~35 ,m ,30 +9c JGR +25a (+15) JGR
Balcony Break
  • 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
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 -3 +2d
  • 1 throw break.
  • Opponent recovers in FUFT. Max damage 50.
King-AB1.2,1,1+3 t 20 -3 +0d
  • 1+2 throw break.
  • Opponent recovers in FDFT.
King-AB1.2,4,2+4 t 20 -3 +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 -3 +1d
  • 2 throw break.
  • Opponent recovers in FUFL. Max damage 100.
King-AB2c.2,1,3,1+2 t 25 -3 +1d
  • 1 throw break.
  • Opponent recovers in FUFA. Max damage 65.
King-AIR.1+3 i12~14 / i15~17 t(a) 30 +0d
Homing
  • 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
Homing
  • 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 -6 -3d
  • 1 throw break.
  • Opponent recovers in FDFT.
King-Air.d+1+3,2,1,3,4 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.
King-AIR.f,f,F+2+4 i10 t(a) 65(70) +4d
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.
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 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.
King-b+1 i12 h 13 -8 +3 +3a
King-b+1+2 i12~17 t 0 -3 +14g / -2
Homing
  • 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
  • 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
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 CH with no delay.
  • Recovers in FUFT.
  • Move can be delayed by 6F
  • Input can be delayed by 10F
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 with 5F delay (buffered).
  • Move can be delayed by 10F
  • Input can be delayed by 15F
King-b+2,1+2 i24~25 ,h ,22 +2c +22d
  • Forces crouching on block.
  • Move can be delayed by 10F
  • Input can be delayed by 15F
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.
  • Move can be delayed by 10F
  • Input can be delayed by 15F
King-b+2+4:3+4 i10 r(m) 25(,28) +27d(+1d)
  • 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.
King-b+3 i16~18 h 23 -10/-5 +39d pc7~
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.
King-b+3:1+2 ,t ,15 -7d
  • 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 +14gc
Balcony Break
  • Shifts into BT stance.
  • Forces crouching on hit
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 js8~
  • 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 js6~
  • 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 js11~
  • Recovers in FDFT on block and whiff.
  • Also can be done in backturn crouching.
King-CD.1+3 i12 t 20 -2 +1d
  • 1 Throw break.
  • Opponent recovers in FUFT.
King-CD.2+4 i12 t 25 -2 +0d
  • 2 throw break.
  • Opponent recovers in FDFR.
King-CD.DF+1+2 i20~23 M 24 -5c +16d +52a
Balcony Break
  • Bounce off ground on CH for full combo.
King-CD.DF+4 i15~16 m 21 -9 +49a(+18) +53a
  • 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 cs4~
King-d+1+2 i23 m 21 -24 +45a(+35) cs6~23
Tornado
King-d+1,2 i10,i15~17 s.l,m 5,13 -11 +5s
  • Jail from 1st block
  • Combo from 1st 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
King-d+2+3 i30~35 M 25 -8 +0c js21~32, fs33~54
Floor Break
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 cs6~
  • On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
King-d+3+4,4 i29 ,L ,7 -25 -9 cs1~
  • Combo from 1st hit on CH.
King-d+3+4,4,4 i29 ,L ,7 -25 -9 cs1~
  • Combo from 2nd hit on CH.
King-d+3+4,4,4,2 i28 ,m ,10 -15 +16d(+6)
Balcony Break
King-d+3+4,4,4,4 i29,i29 ,L,L ,4,3 -26 +15 cs1~
  • Only available if 1st hit on CH.
  • Combo from 3rd hit
King-d+4 i14 l 6 -15 -4
King-db+1+2 pc6~59
  • 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)
King-db+1+2,2 i15 m,t 15,20 -9 +8g
Heat Engager
Heat Dash +5 on block, +67a(+50a) on hit.
  • 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
King-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
King-db+2 i25~26 m 21 -5c +19a
  • Forces Crouching on block.
King-db+2+3 i12 t 40 (8+20+12) -6 +1d / 0d
  • 1+2 throw break.
  • Opponent recovers in FUFT / FDFT.
King-db+3 i23 L 17 -14 +4c +25a cs6~
  • Tracks left side.
  • Flip over on grounded hit
King-db+4 i29~31 L 20 -17a -3d +27d cs6~14 js16~29 fs30~
  • r41 FC on hit
King-db,n,f+2+4 i11 t 53 -2 -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 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
King-df+1+3 i32 t 19 -2 +1d
Homing
  • 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 +24a
  • Combo from 1st CH with 12F delay
  • Move can be delayed by 13F
King-df+2+3 i12 t 40 -2 +0d
  • 2 throw break.
  • Opponent recovers in FUFT.
King-df+2+4 i32 t 20 -2 +1d
Homing
  • 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.
King-df+3+4 i28~35 t/s 30/15 -12~-18 +18d/-7~0 js13~
  • 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 js22~
  • Combos on CH, otherwise opponent can duck.
  • Available only on 1st hit or block
  • Recovers in FDFT.
King-df+4 i14~15 l 10 -14 -3
King-df+4,3 i22 ,h ,11 -5 +6
  • Combo from 1st CH

More...

String Extensions Excluded

Move Startup Hit Level Damage On Block On Hit On CH States Notes
King-1 i10 h 5 +1 +8 Recovers 2f faster on hit or block (t27 r17)
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 -6 +0d
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
King-2 i10 h 10 +1 +7
King-2+3 i16 m [12;12] +1 +2c pc7~16
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.
King-2+4 i12~15 / i15~17 t 35 -3 +0d
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.
King-3 i15~16 h 17 -9 +2
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 -3 +2d
  • 1 throw break.
  • Opponent recovers in FUFT. Max damage 50.
King-AB1.2,1,1+3 t 20 -3 +0d
  • 1+2 throw break.
  • Opponent recovers in FDFT.
King-AB1.2,4,2+4 t 20 -3 +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 -3 +1d
  • 2 throw break.
  • Opponent recovers in FUFL. Max damage 100.
King-AB2c.2,1,3,1+2 t 25 -3 +1d
  • 1 throw break.
  • Opponent recovers in FUFA. Max damage 65.
King-AIR.1+3 i12~14 / i15~17 t(a) 30 +0d
Homing
  • 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
Homing
  • 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 -6 -3d
  • 1 throw break.
  • Opponent recovers in FDFT.
King-Air.d+1+3,2,1,3,4 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.
King-AIR.f,f,F+2+4 i10 t(a) 65(70) +4d
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.
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 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.
King-b+1 i12 h 13 -8 +3 +3a
King-b+1+2 i12~17 t 0 -3 +14g / -2
Homing
  • 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)
  • 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.
King-b+3 i16~18 h 23 -10/-5 +39d pc7~
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.
King-b+3+4 js6~21 fs22~24
  • Cannot be held to continue spinning.
King-b+4 i17~21 h 25 +2 +14gc
Balcony Break
  • Shifts into BT stance.
  • Forces crouching on hit
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 js8~
  • 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 js6~
  • 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 js11~
  • Recovers in FDFT on block and whiff.
  • Also can be done in backturn crouching.
King-CD.1+3 i12 t 20 -2 +1d
  • 1 Throw break.
  • Opponent recovers in FUFT.
King-CD.2+4 i12 t 25 -2 +0d
  • 2 throw break.
  • Opponent recovers in FDFR.
King-CD.DF+1+2 i20~23 M 24 -5c +16d +52a
Balcony Break
  • Bounce off ground on CH for full combo.
King-CD.DF+4 i15~16 m 21 -9 +49a(+18) +53a
  • 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 cs4~
King-d+1+2 i23 m 21 -24 +45a(+35) cs6~23
Tornado
King-d+1,2 i10,i15~17 s.l,m 5,13 -11 +5s
  • Jail from 1st block
  • Combo from 1st 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
King-d+2+3 i30~35 M 25 -8 +0c js21~32, fs33~54
Floor Break
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 cs6~
  • On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
King-d+4 i14 l 6 -15 -4
King-db+1+2 pc6~59
  • 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)
King-db+1+2,2 i15 m,t 15,20 -9 +8g
Heat Engager
Heat Dash +5 on block, +67a(+50a) on hit.
  • 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
King-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
King-db+2 i25~26 m 21 -5c +19a
  • Forces Crouching on block.
King-db+2+3 i12 t 40 (8+20+12) -6 +1d / 0d
  • 1+2 throw break.
  • Opponent recovers in FUFT / FDFT.
King-db+3 i23 L 17 -14 +4c +25a cs6~
  • Tracks left side.
  • Flip over on grounded hit
King-db+4 i29~31 L 20 -17a -3d +27d cs6~14 js16~29 fs30~
  • r41 FC on hit
King-db,n,f+2+4 i11 t 53 -2 -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 -2 +1d
Homing
  • 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 -2 +0d
  • 2 throw break.
  • Opponent recovers in FUFT.
King-df+2+4 i32 t 20 -2 +1d
Homing
  • 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.
King-df+3+4 i28~35 t/s 30/15 -12~-18 +18d/-7~0 js13~
  • 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-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 +8a(-1a)
Heat Engager
Heat Dash +5 on block, +36a(+26a) on hit.
Balcony Break
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) js9~
Balcony Break
Homing
King-FC.1+2 i26 t(s) 0 -5 +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
  • Can also be done by FC.db+3.
  • Get extra range by FC.df+3/CD.DF+3.
King-FC.db,d,db+1+2 i12 t 45 -6 +0d
Floor Break
  • 1+2 throw break.
  • Opponent recovers in FUFR.
King-FC.df+1 i32~34 L 20 -12 +73a(+57) cs1~
  • Can also be performed with 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 +0 +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 +0 +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 +0 +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 +0 +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 +7 +12c
  • Forces crouching on hit.
  • Allow crouching throw on hit.
  • 6 chip damage on block.
  • 8 chip damage on block in heat.
King-f,F+2+3 i21~43 M,t 20,15 -16c~+2c -19c~+3c/-5d js12~
  • Forces crouching on block and hit.
  • Throw when hit standing in front close range.
King-f,F+3+4 i28~30 h 25 0 +24d(-34) js9~
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.
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) -5 +1d
  • 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.
King-f,f,F+3 i20~25 m 25 +3 +30(+22)
Balcony Break
  • 7 chip damage on block.
  • 10 chip damage on block in heat.
King-f,f,F+3+4 i28~34 m 40 +17 +32d(-26) js9~
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,(t) 17,(30) -13 +5s/(0d) cs6~
  • Shifts to throw on front grounded CH.
  • Hits OTG.
King-f,hcf+1 i10 t 45(50)/70,5 -13 -22d(-50)
  • 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.

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