King movelist: Difference between revisions

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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 2,909: 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 2,944: 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 2,957: 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 3,024: 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 3,037: 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 3,048: 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 3,072: 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 3,097: Line 3,090:
|damage=40
|damage=40
|startup=(depends)
|startup=(depends)
|block=
|block= -3
|hit=+36d
|hit=+36d
|ch=
|ch=
Line 3,121: Line 3,114:
|damage=42
|damage=42
|startup=(depends)
|startup=(depends)
|block=
|block= -3
|hit=+21d
|hit=+21d
|ch=
|ch=
Line 3,193: Line 3,186:
|damage=40
|damage=40
|startup=i12
|startup=i12
|block=
|block= -2
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,216: 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 3,240: 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 3,292: Line 3,285:
|damage=53
|damage=53
|startup=i11
|startup=i11
|block=
|block= -2
|hit=-1d
|hit=-1d
|ch=
|ch=
Line 3,316: Line 3,309:
|damage=50
|damage=50
|startup=i11
|startup=i11
|block=
|block= -6
|hit=+0d
|hit=-6d
|ch=
|ch=
|crush=
|crush=
Line 3,344: Line 3,337:
|damage=40(45)
|damage=40(45)
|startup=i10
|startup=i10
|block=
|block= -5
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,370: 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 3,397: 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 3,423: Line 3,416:
|damage=30
|damage=30
|startup=i11
|startup=i11
|block=
|block= -2/-7
|hit=+8d
|hit=+8d
|ch=
|ch=
Line 3,446: Line 3,439:
|damage=35
|damage=35
|startup=i11
|startup=i11
|block=
|block= -7
|hit=-14d
|hit=-14d
|ch=
|ch=
Line 3,470: Line 3,463:
|damage=45
|damage=45
|startup=i11
|startup=i11
|block=
|block= -7
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,494: Line 3,487:
|damage=45
|damage=45
|startup=i12
|startup=i12
|block=
|block= -6
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,545: Line 3,538:
|damage=0
|damage=0
|startup=i26
|startup=i26
|block=
|block= -5
|hit=+3d
|hit=+3d
|ch=
|ch=
Line 3,568: 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 3,591: Line 3,584:
|damage=25
|damage=25
|startup=
|startup=
|block=
|block= -9
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,638: Line 3,631:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block= +0
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,743: 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 3,767: Line 3,760:
|damage=25
|damage=25
|startup=i18~20
|startup=i18~20
|block=
|block= +0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,791: Line 3,784:
|damage=28
|damage=28
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 3,814: Line 3,807:
|damage=30
|damage=30
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+22d
|hit=+22d
|ch=
|ch=
Line 3,838: Line 3,831:
|damage=28
|damage=28
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,861: Line 3,854:
|damage=32
|damage=32
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,884: Line 3,877:
|damage=0
|damage=0
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+25d
|hit=+25d
|ch=
|ch=
Line 3,907: Line 3,900:
|damage=35
|damage=35
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 3,931: Line 3,924:
|damage=37
|damage=37
|startup=i18~20
|startup=i18~20
|block=
|block=+0
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,029: Line 4,022:
|damage=15
|damage=15
|startup=
|startup=
|block=
|block= -6
|hit=-3d
|hit=-3d
|ch=
|ch=
Line 4,052: 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 4,161: Line 4,154:
|damage=19
|damage=19
|startup=i32
|startup=i32
|block=
|block= -2
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,209: Line 4,202:
|damage=7/15
|damage=7/15
|startup=
|startup=
|block=
|block=-9
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,257: Line 4,250:
|damage=15/20/31
|damage=15/20/31
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,282: Line 4,275:
|damage=20/25
|damage=20/25
|startup=
|startup=
|block=
|block=-6
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,309: Line 4,302:
|damage=20
|damage=20
|startup=i32
|startup=i32
|block=
|block=-2
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,382: Line 4,375:
|damage=7/15
|damage=7/15
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,481: Line 4,474:
|damage=25
|damage=25
|startup=i12
|startup=i12
|block=
|block=-2
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,504: Line 4,497:
|damage=25
|damage=25
|startup=
|startup=
|block=
|block=-10
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,515: 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 4,527: Line 4,521:
|damage=30
|damage=30
|startup=
|startup=
|block=
|block=-10
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,538: 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 4,550: Line 4,545:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block=-10
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,561: 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 4,598: Line 4,594:
|damage=20
|damage=20
|startup=i12
|startup=i12
|block=
|block=-2
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,621: Line 4,617:
|damage=12,18
|damage=12,18
|startup=
|startup=
|block=
|block=-3
|hit=+2d
|hit=+2d
|ch=
|ch=
Line 4,644: Line 4,640:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,690: Line 4,686:
|damage=20
|damage=20
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,713: Line 4,709:
|damage=25
|damage=25
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,736: Line 4,732:
|damage=60
|damage=60
|startup=
|startup=
|block=
|block=-3
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,761: Line 4,757:
|damage=20
|damage=20
|startup=i12
|startup=i12
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,808: Line 4,804:
|damage=13
|damage=13
|startup=
|startup=
|block=
|block=-6
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,831: Line 4,827:
|damage=12
|damage=12
|startup=
|startup=
|block=
|block=-6
|hit=+1d
|hit=+1d
|ch=
|ch=
Line 4,854: Line 4,850:
|damage=24
|damage=24
|startup=
|startup=
|block=
|block=-6
|hit=
|hit=+0d
|ch=
|ch=
|crush=
|crush=
Line 4,900: Line 4,896:
|damage=11,15
|damage=11,15
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,923: Line 4,919:
|damage=18
|damage=18
|startup=
|startup=
|block=
|block=-3
|hit=+0d
|hit=+0d
|ch=
|ch=
Line 4,946: 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
Name
Alt

Input

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

Name
Alt

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

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

Name
Alt

Input

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

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

Name
Alt

Input

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

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

Name
Alt

Input

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

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

Name
Alt

Input

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

Name
Alt

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
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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

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)

Name
Alt

Input

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

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.
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)

Name
Alt

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 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)

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

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
  • 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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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

Name
Alt

Input

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