King movelist: Difference between revisions

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m (→‎Heat: Inherit 2+3 from Generic Movelist)
 
(4 intermediate revisions by 3 users not shown)
Line 174: Line 174:
== n ==
== n ==
{{MoveDataHeader}}
{{MoveDataHeader}}
{{Move
{{MoveInherit|Generic-1
|id=King-1
|id=King-1
|input=1
|name=Left Jab
|damage=5
|target=h
|range=
|startup=i10
|recv=r17
|block=+1
|hit=+8
}}
}}


Line 581: Line 572:
|startup=
|startup=
|block=
|block=
|hit=+1d
|hit=-5d
|ch=
|ch=
|crush=
|crush=
Line 1,517: Line 1,508:
|startup=
|startup=
|block=
|block=
|hit=+0d
|hit=-7d
|ch=
|ch=
|crush=  
|crush=  
Line 2,729: Line 2,720:
|damage=24
|damage=24
|startup=i20~23
|startup=i20~23
|block=-5
|block=-5c
|hit=+16d
|hit=+16d
|ch=+52d
|ch=+52d
Line 2,766: Line 2,757:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
{{RageArt}}
* {{RecoverableHealthRemoval}}
* Armor all attacks and ignore throws.
* Armor all attacks and ignore throws.
* Beat all armor including Rage Art.
* Beat all armor including Rage Art.
* Erases opponent's recoverable health on hit.
* Damage distribution are 10,3,25,10,7, only adds 2 damage on CH.
* Damage distribution are 10,3,25,10,7, only adds 2 damage on CH.
}}
}}
Line 2,908: Line 2,900:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* 2 Throw Break
* Parry opponent's right kick.
* Parry opponent's right kick.
* Just frame input right before camera returns to normal position to deal extra damage.  
* Just frame input right before camera returns to normal position to deal extra damage.  
Line 2,943: Line 2,936:
|target=h
|target=h
|damage=50
|damage=50
|startup=i21~25/i27~31
|startup=i27~31
|block=0
|block=0
|hit=+0d
|hit=+0d
Line 2,956: Line 2,949:
* Deals a lot of chip damage on block.
* Deals a lot of chip damage on block.
* Tracks side steps.
* Tracks side steps.
* Side Step Left is 6 frames faster than SS Right.
* In game frame data incorrectly shows that SSL 3+4 is i21
}}
}}
}}
}}
Line 3,023: Line 3,016:
|damage=35
|damage=35
|startup=i12~15 / i15~17
|startup=i12~15 / i15~17
|block=
|block= -6
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,036: Line 3,029:
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFA.
* Opponent recovers in FUFA.
* Side switch on successful throw break
}}
}}
}}
}}
Line 3,047: Line 3,041:
|damage=35
|damage=35
|startup=i12~15 / i15~17
|startup=i12~15 / i15~17
|block=
|block= -3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,071: Line 3,065:
|damage=30
|damage=30
|startup=i12
|startup=i12
|block=
|block= -6
|hit=+19d(-7) / +17d(-13)
|hit=+19d(-7) / +17d(-13)
|ch=
|ch=
Line 3,096: Line 3,090:
|damage=40
|damage=40
|startup=(depends)
|startup=(depends)
|block=
|block= -3
|hit=+36d
|hit=+36d
|ch=
|ch=
Line 3,120: Line 3,114:
|damage=42
|damage=42
|startup=(depends)
|startup=(depends)
|block=
|block= -3
|hit=+21d
|hit=+21d
|ch=
|ch=
Line 3,192: Line 3,186:
|damage=40
|damage=40
|startup=i12
|startup=i12
|block=
|block= -2
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,215: Line 3,209:
|damage=40 (8+20+12)
|damage=40 (8+20+12)
|startup=i12
|startup=i12
|block=
|block= -6
|hit=+1d / 0d
|hit=+1d / 0d
|ch=
|ch=
Line 3,239: Line 3,233:
|damage=0
|damage=0
|startup=i12~17
|startup=i12~17
|block=
|block= -3
|hit=+14g / -2
|hit=+14g / -2
|ch=
|ch=
Line 3,291: Line 3,285:
|damage=53
|damage=53
|startup=i11
|startup=i11
|block=
|block= -2
|hit=-1d
|hit=-1d
|ch=
|ch=
Line 3,315: Line 3,309:
|damage=50
|damage=50
|startup=i11
|startup=i11
|block=
|block= -6
|hit=+0d
|hit=-6d
|ch=
|ch=
|crush=
|crush=
Line 3,343: Line 3,337:
|damage=40(45)
|damage=40(45)
|startup=i10
|startup=i10
|block=
|block= -5
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,369: Line 3,363:
|damage=45(50),20 / 70
|damage=45(50),20 / 70
|startup=i10
|startup=i10
|block=
|block= -13
|hit=-22d(-50)
|hit=-22d(-50)
|ch=
|ch=
Line 3,396: Line 3,390:
|damage=50(55)
|damage=50(55)
|startup=i12~14
|startup=i12~14
|block=
|block= -6
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,422: Line 3,416:
|damage=30
|damage=30
|startup=i11
|startup=i11
|block=
|block= -2/-7
|hit=+8d
|hit=+8d
|ch=
|ch=
Line 3,445: Line 3,439:
|damage=35
|damage=35
|startup=i11
|startup=i11
|block=
|block= -7
|hit=-14d
|hit=-14d
|ch=
|ch=
Line 3,469: Line 3,463:
|damage=45
|damage=45
|startup=i11
|startup=i11
|block=
|block= -7
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,493: Line 3,487:
|damage=45
|damage=45
|startup=i12
|startup=i12
|block=
|block= -6
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,544: Line 3,538:
|damage=0
|damage=0
|startup=i26
|startup=i26
|block=
|block= -5
|hit=+3d
|hit=+3d
|ch=
|ch=
Line 3,567: Line 3,561:
|damage=5,5,5,15
|damage=5,5,5,15
|startup=
|startup=
|block=
|block= +0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,590: Line 3,584:
|damage=25
|damage=25
|startup=
|startup=
|block=
|block= -9
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,637: Line 3,631:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block= +0
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,742: Line 3,736:
|damage=20,10 / 35
|damage=20,10 / 35
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+1d(-40)
|hit=+1d(-40)
|ch=
|ch=
Line 3,766: Line 3,760:
|damage=25
|damage=25
|startup=i18~20
|startup=i18~20
|block=
|block= +0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,790: Line 3,784:
|damage=28
|damage=28
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,813: Line 3,807:
|damage=30
|damage=30
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+22d
|hit=+22d
|ch=
|ch=
Line 3,837: Line 3,831:
|damage=28
|damage=28
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,860: Line 3,854:
|damage=32
|damage=32
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,883: Line 3,877:
|damage=0
|damage=0
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+25d
|hit=+25d
|ch=
|ch=
Line 3,906: Line 3,900:
|damage=35
|damage=35
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,930: Line 3,924:
|damage=37
|damage=37
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,028: Line 4,022:
|damage=15
|damage=15
|startup=
|startup=
|block=
|block= -6
|hit=-3d
|hit=-3d
|ch=
|ch=
Line 4,051: Line 4,045:
|damage=12,13 / 32
|damage=12,13 / 32
|startup=
|startup=
|block=
|block= -6
|hit=-7d(-40)
|hit=-7d(-40)
|ch=
|ch=
Line 4,160: Line 4,154:
|damage=19
|damage=19
|startup=i32
|startup=i32
|block=
|block= -2
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,208: Line 4,202:
|damage=7/15
|damage=7/15
|startup=
|startup=
|block=
|block=-9
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,256: Line 4,250:
|damage=15/20/31
|damage=15/20/31
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,281: Line 4,275:
|damage=20/25
|damage=20/25
|startup=
|startup=
|block=
|block=-6
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,308: Line 4,302:
|damage=20
|damage=20
|startup=i32
|startup=i32
|block=
|block=-2
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,381: Line 4,375:
|damage=7/15
|damage=7/15
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,480: Line 4,474:
|damage=25
|damage=25
|startup=i12
|startup=i12
|block=
|block=-2
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,503: Line 4,497:
|damage=25
|damage=25
|startup=
|startup=
|block=
|block=-10
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,514: Line 4,508:
|notes={{Plainlist|
|notes={{Plainlist|
* 1 throw break. Side Switch.
* 1 throw break. Side Switch.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 50.
* Opponent recovers in FDFR. Max damage 50.
}}
}}
Line 4,526: Line 4,521:
|damage=30
|damage=30
|startup=
|startup=
|block=
|block=-10
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,537: Line 4,532:
|notes={{Plainlist|
|notes={{Plainlist|
* 2 throw break.
* 2 throw break.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 55.
* Opponent recovers in FDFR. Max damage 55.
}}
}}
Line 4,549: Line 4,545:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block=-10
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,560: Line 4,556:
|notes={{Plainlist|
|notes={{Plainlist|
* 1+2 throw break.
* 1+2 throw break.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFL.  
* Opponent recovers in FDFL.  
}}
}}
Line 4,597: Line 4,594:
|damage=20
|damage=20
|startup=i12
|startup=i12
|block=
|block=-2
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,620: Line 4,617:
|damage=12,18
|damage=12,18
|startup=
|startup=
|block=
|block=-3
|hit=+2d
|hit=+2d
|ch=
|ch=
Line 4,643: Line 4,640:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,689: Line 4,686:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,712: Line 4,709:
|damage=25
|damage=25
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,735: Line 4,732:
|damage=60
|damage=60
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,760: Line 4,757:
|damage=20
|damage=20
|startup=i12
|startup=i12
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,807: Line 4,804:
|damage=13
|damage=13
|startup=
|startup=
|block=
|block=-6
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,830: Line 4,827:
|damage=12
|damage=12
|startup=
|startup=
|block=
|block=-6
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,853: Line 4,850:
|damage=24
|damage=24
|startup=
|startup=
|block=
|block=-6
|hit=
|hit=+0d
|ch=
|ch=
|crush=
|crush=
Line 4,899: Line 4,896:
|damage=11,15
|damage=11,15
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,922: Line 4,919:
|damage=18
|damage=18
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,945: Line 4,942:
|damage=31
|damage=31
|startup=
|startup=
|block=
|block=-6
|hit=-10d
|hit=-10d
|ch=
|ch=

Latest revision as of 22:35, 17 December 2024

Heat

Gives armour during Jaguar Sprint (JGR)
Restores some Heat Gauge after certain throws

Heat Burst
R1

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Ultimo Jaguar

H.2+3

m,​t
20,​40
+12
+0d
i17
Heat Smash
Floor Break
  • Shifts to JGR on block (without heat).
  • Hold b to cancel shift, becomes +7 on block.
  • Beats all Power Crush armor, hits OTG.
Elbow Impact

f+2,1

m,​h
12,​25
-9
+17g/+16d
i15~16
Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block.
  • Combo from 1st hit.
  • +16 on hit during heat or after heat.
Shoulder Tackle

f+2+3

m
27
-9
+17g/+9d
i20~24
Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block.
  • +9 on hit during heat or after heat.
Muscle Armor > Emerald Elbow

db+1+2,2

m,​t
15,​25
-9/-5
+35g/+8g
i15
pc
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.
Rapid King Onslaught

JGR.1+3_2+4

t
45
+1d
i23
Heat Engager
  • Cannot throw break. Cannot heat dash.
  • Restores some Heat Gauge in Heat.
  • Opponent recovers in FUFA.
Sometimes written RKO
Freedom Face Buster (Pedigree)

d+1+4

t(c)
35
+0d
i12~13
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.

n

Jab

1

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

1,2

h,​h
5,​15
-3
+8
i10~12
  • Jails
  • Combo from 1st hit
Palm Strike > Head Jammer

1,​2,2+4

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

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

1,​2,1

h,​h,​m
5,​15,​10
-4
+5s
+10s
i24~25
  • Forces standing on hit.
  • The 3rd hit doesn't combo even 2nd on CH.
  • Starter of 10 Strings, 3rd~5th hits are combo.
Palm Strike Uppercut > Suplex

1,​2,​1,2+4

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

1,​2,​1,d+2+4

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

2

h
10
+1
+7
i10
Right Jab > Uppercut

2,1

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

3

h
25
-14
+17a
i17
Balcony Break
  • Tracks left side but unsafe.
Right Kick

4

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

1+2

m
17
-11
-2s
+0s
i18
r BT
  • Forces standing on hit.
  • Shifts into backturn stance.
Head Spinner

1+2,1

m,​m
17,​21
-13/-18
+12a(+3)/-9
i22
Balcony Break
  • Combo from 1st hit.
  • Hold back during 2nd hit to feint.
Brutal Sting

1+2,3

m,​h
17,​25
-3
+12a(+3)
i24~25
Balcony Break
Tornado
  • Combo from 1st hit.

f

f+2

m
12
-11
+2s
i15~16
  • Forces standing on hit.
Elbow Impact

f+2,1

m,​h
12,​25
-9
+17g/+16d
i15~16
Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block.
  • Combo from 1st hit.
  • +16 on hit during heat or after heat.

f+2,d+1

m,​m
12,​16
-13c
+2c
i22
Floor Break
  • Forces crouching on block and hit.
  • Not combo even on CH, only combo from hitting behind.
Jaguar Smash Combo

f+2,​d+1,2

m,​m,​m
12,​16,​16
-15
+27a(+17)
i22~23
  • Combo from 2nd to 3rd hit.
  • 3rd hit is delayable and also combos.
Front Kick

f+3

m
18
-8
+1
+9s
i15~16
  • Only forces standing on CH.
Front Kick > DDT

f+3:1+2

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

f+4

m
25
-9
+12a(+3)
i18~20
Low Crush
Balcony Break
Homing
Shadow Lariat

f+1+2

h
23
+0
+10d
i16~17
Body Check

f+1+4

m
21
+3
+7s
i17~19
  • Forces standing on hit.
Shoulder Tackle

f+2+3

m
27
-9
+17g/+9d
i20~24
Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block.
  • +9 on hit during heat or after heat.

df

df+1

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

df+1,2

m,​m
15,​15
-10
+5s
i20~21
  • Combo from 1st hit if not fully delayed.

df+2

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

df+2,1

m,​h
12,​15
-4
+24d
i20~21
  • Combos on CH, otherwise opponent can duck.
  • Delay hit confirmable.
  • Special down state that allows low juggle.

df+3

m
17
-9
+6s
i14
  • Forces standing on hit.
  • Tracks left side. (one of the few for King)
Lasso Kick

df+3,4

m,​h
17,​23
+0
+28d
i30
r FDFT
  • Combos on CH, otherwise opponent can duck.
  • Not available if df+3 whiffs.
  • Recovers in FDFT.

df+4

l
10
-14
-3
i14~15
  • King's fastest low attack.

df+4,3

l,​h
10,​11
-5
+6
i22
  • Combos on CH even opponent is crouching.
Mincer

df+4,​3,4

l,​h,​m
10,​11,​27
-15/-8
+6a/+13a
+47a(+16)
i28~29
r (BT)
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.
Mincer Low

df+4,​3,d+4

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

df+3+4

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

d

d+1

s.l
5
-5
+6
i10
r FC
  • Can also be done by db+1/FC.d+1/FC.db+1.
Jab > Uppercut

d+1,2

s.l,​m
5,​13
-11
+5s
i10,i15~17
  • Combos on CH.
  • Forces standing on hit.
Atlas Hammer

d+1+2

m
21
-24
+45a(+35)
i23
Tornado
  • Duck high and launch, very punishable.

d+2

s.l
8
-4
+7
i11
r FC
  • Can also be done by FC.d+2/FC.db+2.
Stomp

d+3

l
12
-12
+1
i17
  • Hits OTG.
  • FC.d+4
  • FC.db+4

d+4

l
6
-15
-4
i14
r FC
  • Fast low but very punishable.
  • FC.df+4
  • FC.db+3+4
  • FC.d+3+4
  • FC.d+3+4

d+3+4

l
14
-25
-9
i16
r FC
  • CH enable 2 more Ali Kicks.

d+3+4,4

l,​l
14,​7
-25
-9
i29
r FC
  • Combo from 1st hit on CH.
Stagger Kicks

d+3+4,​4,4

l,​l,​l
14,​7,​7
-29
+7
i29
r FC
  • Combo from 2nd hit on CH.
Sometimes written Ali Kicks
Stagger Kick Spinning Uppercut

d+3+4,​4,​4,2

l,​l,​l,​m
14,​7,​7,​10
-15
+16d(+6)
i28
Balcony Break
  • Same property for d+3+4,2 / d+3+4,4,2
  • Only combo if 2nd/previous kick on CH.
Stagger Kick Flurry

d+3+4,​4,​4,4

l,​l,​l,​l,​l
14,​7,​7,​4,​3
-26
+15
i29,i29
r FC
  • Only available if 1st hit on CH.
  • Last 3 kicks are combo.
  • 5 kicks combo is impossible.
Corporate Elbow

d+2+3

m
25
-8
+0c
i30~35
Floor Break
  • Hits OTG.
  • Forces Crouching on hit.
Sometimes written People's Elbow

db

Brain Chop

db+2

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

db+3

l
17
-14
+4c
+25d
i23
r FC
  • Tracks left side. (one of the few for King)
Low Drop Kick

db+4

l
20
-17
-3d
+27d
i29~31
r FC/FDFT
  • Hits OTG.
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.
Muscle Armor

db+1+2

i6~??
pc
  • 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.
Muscle Armor > Emerald Elbow

db+1+2,2

m,​t
15,​25
-9/-5
+35g/+8g
i15
pc
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.
Muscle Armor > Jaguar Sprint

db+1+2,3+4

pc
  • 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.

b

Quick Hook

b+1

h
13
-8
+3
+3a
i12
Momentarily makes opponent airborne on CH, thus b+1,2 launches.
Quick Hook > Uppercut

b+1,2

h,​h
1320
-13
+5
+70a(+54)*
i19~20
Tornado
  • Launches opponent if b+1 on CH.
Quick Hook > Heel Kick

b+1,4

h,​m
1323
-11
+1d
+18(-17)*
i26~28
r FUFT
  • Combo from 1st hit on CH.
  • Recovers in FUFT.
Chupacabra

b+2

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

b+2,1

h,​h
16,​21
-9
+19a(+10)
i20~21
Balcony Break
  • Combo from 1st hit.
Chupacabra > Olympia Slam

b+2,4

h,​m,​t
16,​18,​20
-8
+10s/+0
i21
  • Shifts to throw on front grounded hit.
Chupacabra > Head Butt

b+2,1+2

h,​h
16,​22
+2c
+22d
i24~25
  • Forces crouching on block.
Toll Kick

b+3

h
23
-10/-5
+39d
i16~18
pc
Tornado
Balcony Break
  • Becomes -5 on block with chip damage if attack absorbed.
Guillotine Drop

b+3:1+2

h,​t
2320
-7d
  • Shifts to throw on front grounded hit.
  • Input 1+2 before b+3 hits.
Disgraceful Kick

b+4

h
25
+2
+14g
i17~21
r BT
Balcony Break
  • Shifts into BT stance.

u

Capital Punishment

u+1+2

m
25
+2c
+22d
i35~36
  • Tap 1+2 otherwise it becomes u+1+2(hold).
  • Forces Crouching on block.
  • Can also be done by ub+1+2.
Burning Knuckle

u+1+2*

m!
40
+11d
i67
  • Unblockable mid.
  • Auto switch side if fly over opponent.
  • Can also be done by ub+1+2*.
Water Parting Chop

uf+1

h
21
-3
+36a(+27)
i20~23
Homing
Balcony Break
  • Can also be done by ub+1/u+1.
High Elbow Drop

uf+2

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

uf+3

m
23
-10
-1d
i22~29
r FUFA/FUFT
  • Can also be done by ub+3/u+3.
Jumping Knee Lift

uf+4

m
13
-13
i15
  • Can also be done by u+4.
Sometimes written Hopkick
Delayed Rising Toe Kick

uf,n,4

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

ub+4

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

uf+3+4

m
23
-12/-7
+25g
i22~23
pc
Tornado
  • If absorbs attack, -7 on block & chip damage.
  • Shifts to JGR on hit (Hold b to cancel shift).

Motion Input

Stomach Smash / Jaguar Hammer

f,f,n,2

l/(l,​t)
17/(20,​35)
-13
+5s/(0d)
i18
high crush
  • Shifts to throw on front grounded CH.
  • Hits OTG.
Lay Off

f,f,n,1+2

m
0
+0
+7s
+18s
i9
  • Forces Standing on hit.
  • Allows follow up on CH.
Jaguar Hook

f,F,1

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

f,F,2

m
21
+7
+12c
i31~32
  • Forces crouching on hit.
  • Allow crouching throw on hit.
  • Chip damage on block.
Konvict Kick > DDT

f,F,4

m
25(30,​14)
-15
+14a(+4)
+1d
i15
Tornado
Balcony Break
  • Shifts to throw on front grounded CH.
Exploder

f,F,3+4

h
25
0/+2c
+24d(-34)
i28~30
r s/FUFT
Balcony Break
  • Chip damage on block. (extra near wall)
  • Forces Crouching on block when near wall.
  • Recovers FUFT on whiff.
Diving Body Press

f,F,2+3

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

f,f,F,3

m
25
+3
+30(+22)
i20~25
Balcony Break
  • Chip damage on block.
Sometimes written wr3
Running Exploder

f,f,F,3+4

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

Crouch

Leg Breaker
CD.1

FC.df+1

l
20
-12
+73a(+57)
i32~34
High Crush
r FC
  • Can also be done by f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.
Body Blow

FC.df+2

m
21
-14
i15
r s
  • Crumple on hit.

FC.d+3

l
10
-17
-6
i18
r FC
  • Hits OTG.
  • Can also be done by FC.db+3.
  • Get extra range by FC.df+3/CD.3.

WS

ws1

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

ws2

m
11
-9
+1s
i14
Homing
  • Forces Standing on hit.
Round Trip Chop

ws2,2

m,​m
11,​25
-12
+12g
i15~16
Homing
Balcony Break
  • Combo from 1st hit.

ws3

h
20
0
+22a(+12)
i16
Toe Smash

ws4

m
20
-6
+5
i11~12
Snap Uppercut

ws1+2

m
20
-10
i18~19

BT (Back Turned)

Blind Kick

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

BT.3:1+2

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

BT.1+2

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

BT.1+4

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

BT.d+4

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

BT.3+4

r BT
  • 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.

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.
Backwards Jaguar Step

b+3+4

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

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

JGS.2

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

JGS.3

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

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

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

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)

Jaguar Sprint

f+3+4

t128 r30 JGR
  • 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 ).
Running Elbow Smash

JGR.1

m
21
-8
+39d/+75a(+59)
i16~17
t45 r28
  • In heat it becomes Tornado on grounded hit.
  • Partially uses remaining Heat time.
Jaguar Axe

JGR.2

h
26
+3/+6/+18c
+4d
i18~19
t52 r33
  • Chip damage on block.
  • In heat it becomes +6 on block, and forces crouching +18 near wall.
  • Partially uses remaining Heat time.
Sprint K.

JGR.3

m
30
-9
+11d (+1)
i22~23
js11~30 fs31~33
t66 r43
Balcony Break
Homing
Dashing Low Drop Kick

JGR.4

L
20
-21
+0c
i20~24
js7~23 fs24~
t60 r36 FUFT
Diving Body Press

JGR.2+3

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
Rapid King Onslaught

JGR.1+3_2+4

t
45
+1d
i23
Heat Engager
  • Cannot throw break. Cannot heat dash.
  • Restores some Heat Gauge in Heat.
  • Opponent recovers in FUFA.
Sometimes written RKO

CD (Beast Step/Crouch Dash)

Beast Step

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.1

FC.df+1

l
20
-12
+73a(+57)
i32~34
High Crush
r FC
  • Can also be done by f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.
Knee Lift

f,n,d,DF+4/CD.4

m
21
-9
+49a(+18)
+53d
i15~16
  • Special down state that allows low juggle (on normal hit).
  • Crumple on CH for full combo.
Black Bomb

f,n,d,DF+1+2 / CD.1+2

m
24
-5c
+16d
+52d
i20~23
Balcony Break
  • Hits OTG.
  • Bounce off ground on CH for full combo.

Others

Anger Of The Beast (Rage Art)

R.df+1+2

m
55
-15
+0d
i20
Rage Art
Removes Recoverable Health
  • Armor all attacks and ignore throws.
  • Beat all armor including Rage Art.
  • Damage distribution are 10,3,25,10,7, only adds 2 damage on CH.
Ki Charge

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

DF

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

b+1+3

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

b+2+4

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

b+2+4:3+4

r(m)
25(,​28)
+27d(+1d)
i10
  • 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

ss2

h
25
-5
+18a(+9)
i19~20
Balcony Break
Deadly Boomerang

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
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.
Whirling Spring Kick

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

Winding Nut

1+3 / f+1+3

t
35
-6
+0d
i12~15 / i15~17
  • 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
  • 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

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

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

(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

(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

(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

df+2+3

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

db+2+3

t
40 (8+20+12)
-6
+1d / 0d
i12
  • 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.
Throw Away

b+1+2(,f,F)

t
0
-3
+14g / -2
i12~17
  • 1+2 throw break. Side switch.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.
Throw away > Back Swing

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

t
0
+11g / -6
i12~17
  • 1+2 throw break.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.

Command throws

Tombstone Pile Driver
qcb,n,f+2+4

db,n,f+2+4

t
53
-2
-1d
i11
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.
Muscle Buster

qcb+1+2

t
50
-6
-6d
i11
r BT
Floor Break
  • 1+2 throw break. Side switch.
  • King recovers in backturn stance.
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFA.
Tomahawk

f,f,F+2+4

t
40(45)
-5
+1d
i10
  • 1+2 throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFL.
Sometimes written Shining Wizard
Giant Swing

f,hcf+1

t
45(50),​20 / 70
-13
-22d(-50)
i10
  • 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.
Sometimes written GS
Tijuana Twister

f,hcf+2

t
50(55)
-6
+1d
i12~14
  • 2 throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • f,b,d,f are required, so it can be done by f,b,db,d(,n),f+2. (same for Giant Swing)
  • Opponent recovers in FUFL.
Sometimes written TT
Pile Driver (PD)

qcf+1

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

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)

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)

FC.db,d,db+1+2

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

Behind.b,f+1+2

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

Ultimate Tackle

Ultimate Tackle (UT)

FC.1+2

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

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

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

UT,​1+2,1+2

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

UT,3+4

t
20
+0
+1d
  • 3+4 throw break.
  • Can also input at 3rd hit of Ultimate Punch.
  • Opponent recovers in FUFR.
Stretch Combo

UT,​3+4:1+2

t,​t
20,​30
+1d
  • Just frame input.
  • Cannot throw break.
  • Opponent recovers in FDFL.

Crouch throws

Iron Lariat

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

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 (Pedigree)

d+1+4

t(c)
35
+0d
i12~13
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.

Ground throws

Swing Away

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

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

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

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

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

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

Mid-Air Leg Cross Hold

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

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

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

t(a)
20
+40d(+35)
i12~14 / i15~17
Tornado
  • 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

AIR.f,f,F+2+4

t(a)
65(70)
+4d
i10
Floor Break
  • Cannot throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFT.
Aerial Jaguar Bomb

AIR.f,hcf+1_2

t(a)
55(60)
+3d
i10 / i12~14
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.
Shining Torpedo

WALL.f,hcf+1 / WALL.f,f,F+2+4

t(w)
65(70)
-5d
i10
  • Cannot throw break. Also converts from RKO.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFR.

Chain throws

Reverse Arm Slam

Reverse Arm Slam (RAS1)

df+1+3

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

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)

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)

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)

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)

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

Reverse Special Stretch Bomb (RSSB1)

df+2+4

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

ss2+4

t
15 / 20
+0d / +1d
i13
  • 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)

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)

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)

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)

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)

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

Standing Heel Hold (SHH1)

CD.2+3

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

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)

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)

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)

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

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

Arm Breaker

Arm Breaker (AB1)

CD.1+4

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

AB1.1,1+2

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

AB1.2,4,2+4

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

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)

AB1.2,1,1+3

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

AB2c.2,1,3,1+2

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

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

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

Mexican Magma Drive

Cobra Clutch (MMD1)

JGS.1+4_2+3

t
20
-3
+0d
i12
  • 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)

MMD1.1,4,2,3

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

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)

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)

MMD3.2,3,1,1+2

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

MMD4.3+4,1+2

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

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)

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)

MMD6.2,4,1,1+3/ MMD6.2,4,1,2+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 Combo
1 h 5 i10 +1 +8 Start
2 h 10 i12 -3 +8 Yes
1 m 10 i24 -4 +5/+10 Start
1 m 6 i24 -19 -8 Yes
2 m 6 i18 -10 +1 Yes
4 l 5 i21 -36 +5 Start
4 l 5 i29 -40 -19 Yes
4 l 5 i29 -40 -19 No
1 m 7 i20 -12 +19a Start
3 m 21 i23 -30 +6a Yes
10 Hit Combo 2
Input Hit level Damage Startup Block Hit Combo
1 h 5 i10 +1 +8 Start
2 h 10 i12 -3 +8 Yes
1 m 10 i24 -4 +5/+10 Start
1 m 6 i24 -19 -8 Yes
3 h 8 i26 -25 -14 Yes
3 m 10 i27 -30 -19 Start/Yes
4 l 5 i23 -43 +7 Yes
3 l 5 i24 -25 -14 Yes
2 l 6 i27 -68 +7 Start/Yes
1+2 t 20 i27 +3d Yes

External Links