King movelist: Difference between revisions

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m (Fix usage of ws)
(update heat,n,f,df,d,db,b,JGR, use MoveQuery to avoid duplicate)
Line 29: Line 29:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* {{HeatBurst}}
}}
}}
}}
}}
Line 52: Line 53:
* {{HeatEngager}}
* {{HeatEngager}}
{{BB}}
{{BB}}
* {{HeatDash|+5 on block, +18 on wall block}}
* Combo from 1st hit.
* Combo from 1st hit.
* +16F on hit during heat or after heat.
* +16 on hit during heat or after heat.
}}
}}
}}
}}
Line 64: Line 66:
|target=m
|target=m
|damage=27
|damage=27
|startup=i20
|startup=i20~24
|block=-9
|block=-9
|hit=+17g/+9d
|hit=+17g/+9d
Line 76: Line 78:
|notes={{Plainlist|
|notes={{Plainlist|
* {{HeatEngager}}
* {{HeatEngager}}
{{BB}}
* {{BB}}
* +8/9F on hit during heat or after heat.
* {{HeatDash|+5 on block, +18 on wall block}}
* +9 on hit during heat or after heat.
}}
}}
}}
}}
Line 86: Line 89:
|input=db+1+2,2
|input=db+1+2,2
|name=Muscle Armor > Emerald Elbow
|name=Muscle Armor > Emerald Elbow
|target=m,m
|target=m,t
|damage=15,25
|damage=15,25
|startup=i15
|startup=i15
Line 100: Line 103:
|notes={{Plainlist|
|notes={{Plainlist|
* {{HeatEngager}}
* {{HeatEngager}}
* Only 1st input has armor, 2nd input is delayable.
* Elbow has no armor, and input is delayable.
* Only shifts to throw on front grounded hit.
* +8F on hit during heat or after heat.
* +8F on hit during heat or after heat.
* Unable to cancel into heat dash.
* Cannot heat dash.
}}
}}
}}
}}
Line 127: Line 131:
* Namely RKO, cannot throw break.
* Namely RKO, cannot throw break.
* Restores some Heat Gauge in Heat.
* Restores some Heat Gauge in Heat.
* Unable to cancel into heat dash.
* Cannot heat dash.
}}
}}
}}
}}
Line 150: Line 154:
|notes={{Plainlist|
|notes={{Plainlist|
* {{HeatEngager}}
* {{HeatEngager}}
* {{FB}}
* Crouch throw, cannot throw break.
* Crouch throw, cannot throw break.
* Restores some Heat Gauge in Heat.
* Restores some Heat Gauge in Heat.
* Unable to cancel into heat dash.
* Cannot heat dash.
}}
}}
}}
}}
Line 174: Line 179:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Shifts to JGR on block.
* {{HeatSmash}}
* {{FB}}
* Shifts to JGR on block (without heat).
}}
}}
}}
}}
Line 183: Line 190:
|id=King-1
|id=King-1
|input=1
|input=1
|name=Left Jab
|damage=5
|damage=5
|target=h
|target=h
Line 221: Line 229:
|target=,t
|target=,t
|damage=,30
|damage=,30
|startup=i10~i30
|startup=i30
|block=
|block=
|hit=+1d
|hit=+1d
Line 241: Line 249:
|input=,d+2+4
|input=,d+2+4
|name=Palm Strike > V Driver
|name=Palm Strike > V Driver
|target=t
|target=,t
|damage=,27
|damage=,27
|startup=i27
|startup=i27
Line 266: Line 274:
|target=,m
|target=,m
|damage=,10
|damage=,10
|startup=i10~i24
|startup=i24~25
|block=-4
|block=-4
|hit=+5
|hit=+5s
|ch=
|ch=+10s
|crush=
|crush=
|recv=
|recv=
Line 277: Line 285:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* The 3rd hit doesn't combo even on CH.
* Forces standing on hit.
* The 3rd hit doesn't combo even 2nd on CH.
* Starter of 10 Strings, 3rd~5th hits are combo.
}}
}}
}}
}}
Line 288: Line 298:
|target=,t
|target=,t
|damage=,40
|damage=,40
|startup=i10~i26
|startup=i26~28
|block=
|block=
|hit=+0d
|hit=+0d
Line 310: Line 320:
|target=,t
|target=,t
|damage=,35
|damage=,35
|startup=i10~i28
|startup=i28~30
|block=
|block=
|hit=+1d
|hit=+1d
Line 354: Line 364:
|target=,m
|target=,m
|damage=,15
|damage=,15
|startup=i10~i23
|startup=i23~24
|block=-3
|block=-3
|hit=+8
|hit=+8
Line 365: Line 375:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces standing on hit.
* Combo from 1st hit.
* Combo from 1st hit.
}}
}}
Line 372: Line 383:
|id=King-3
|id=King-3
|input=3
|input=3
|name=Left Kick
|damage=25
|damage=25
|target=h
|target=h
Line 387: Line 399:
|id=King-4
|id=King-4
|input=4
|input=4
|name=Right Kick
|damage=20
|damage=20
|target=h
|target=h
Line 394: Line 407:
|block=-5
|block=-5
|hit=+6
|hit=+6
|ch=+31d
|notes={{Plainlist|
* Knocks down on CH for dash OTG throw.
}}
}}
}}


Line 401: Line 418:
|input=1+2
|input=1+2
|name=
|name=
|target=,m
|target=m
|damage=,17
|damage=17
|startup=i18
|startup=i18
|block=-11
|block=-11
|hit=-2
|hit=-2s
|ch=
|ch=0s
|crush=
|crush=
|recv=
|recv=r BT
|tot=
|tot=
|range=
|range=
Line 414: Line 431:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces standing on hit.
* Shifts into backturn stance.
* Shifts into backturn stance.
}}
}}
Line 425: Line 443:
|target=,m
|target=,m
|damage=,21
|damage=,21
|startup=i18~i22
|startup=i22
|block=-13/-18
|block=-13/-18
|hit=+12a/-9
|hit=+12a/-9
Line 449: Line 467:
|target=,h
|target=,h
|damage=,25
|damage=,25
|startup=i18~i24
|startup=i24~25
|block=-3
|block=-3
|hit=+12a
|hit=+12a
Line 480: Line 498:
|startup=i15~16
|startup=i15~16
|block=-11
|block=-11
|hit=+2
|hit=+2s
|ch=
|ch=
|crush=
|crush=
Line 489: Line 507:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces standing on hit.
}}
}}
}}
}}
{{MoveQuery|King-f+2,1}}


{{Move
{{Move
|id=King-f+2,1
|id=King-f+2,d+1
|parent=King-f+2
|parent=King-f+2
|input=,1
|input=,d+1
|name=Elbow Impact
|name=
|target=,h
|damage=,25
|startup=i15~i18
|block=-9
|hit=+17
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
{{HeatEngager}}
{{BB}}
}}
}}
 
{{Move
|id=King-f+2,d+1
|parent=King-f+2
|input=,d+1
|name=Jaguar Smash Combo
|target=,m
|target=,m
|damage=,16
|damage=,16
|startup=i15~i22
|startup=,i22
|block=-13c
|block=-13c
|hit=-2c
|hit=+2c
|ch=
|ch=
|crush=
|crush=
Line 533: Line 531:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces crouching on block and hit.
* Not combo even on CH, only combo from hitting behind.
}}
}}
}}
}}
Line 543: Line 543:
|target=,m
|target=,m
|damage=,16
|damage=,16
|startup=i15~i22
|startup=,i22~23
|block=-15
|block=-15
|hit=+27a
|hit=+27a
Line 554: Line 554:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Combo from 2nd to 3rd hit.
* 3rd hit is delayable and also combos.
}}
}}
}}
}}
Line 564: Line 566:
|target=m
|target=m
|damage=18
|damage=18
|startup=i15
|startup=i15~16
|block=-8
|block=-8
|hit=+1
|hit=+1
|ch=
|ch=+9s
|crush=
|crush=
|recv=
|recv=
Line 575: Line 577:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Only forces standing on CH.
}}
}}
}}
}}
Line 596: Line 599:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Input during f+3 hit stun.
* Only shifts to throw on front grounded hit.
}}
}}
}}
}}
Line 606: Line 611:
|target=m
|target=m
|damage=25
|damage=25
|startup=i18
|startup=i18~20
|block=-9
|block=-9
|hit=+12
|hit=+12a
|ch=
|ch=
|crush=
|crush=
Line 629: Line 634:
|target=h
|target=h
|damage=23
|damage=23
|startup=i16
|startup=i16~17
|block=+0
|block=+0
|hit=+10
|hit=+10d
|ch=
|ch=
|crush=
|crush=
Line 642: Line 647:
}}
}}
}}
}}
{{Move
{{Move
|id=King-f+1+4
|id=King-f+1+4
Line 649: Line 655:
|target=m
|target=m
|damage=21
|damage=21
|startup=i17
|startup=i17~19
|block=+3
|block=+3
|hit=+7
|hit=+7s
|ch=
|ch=
|crush=
|crush=
Line 660: Line 666:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces standing on hit.
}}
}}
}}
}}


{{Move
{{MoveQuery|King-f+2+3}}
|id=King-f+2+3
|parent=
|input=f+2+3
|name=Shoulder Tackle
|target=m
|damage=27
|startup=i20
|block=-9
|hit=+17
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* {{HeatEngager}}
}}
}}


== df ==
== df ==
{{MoveDataHeader}}
{{MoveDataHeader}}
{{Move
{{Move
|id=King-df+1
|id=King-df+1
Line 694: Line 682:
|target=m
|target=m
|damage=15
|damage=15
|startup=i14
|startup=i14~15
|block=-1
|block=-1
|hit=+3
|hit=+3s
|ch=
|ch=
|crush=
|crush=
Line 705: Line 693:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces standing on hit.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+1,2
|id=King-df+1,2
Line 714: Line 704:
|target=,m
|target=,m
|damage=,15
|damage=,15
|startup=
|startup=i20~21
|block=-10
|block=-10
|hit=+5
|hit=+5s
|ch=
|ch=
|crush=
|crush=
Line 725: Line 715:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Combos from 1st hit if not fully delayed.
* Combo from 1st hit if not fully delayed.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+2
|id=King-df+2
Line 737: Line 728:
|startup=i13
|startup=i13
|block=-6
|block=-6
|hit=+4
|hit=+4s
|ch=
|ch=
|crush=
|crush=
Line 746: Line 737:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces standing on hit.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+2,1
|id=King-df+2,1
Line 755: Line 748:
|target=,h
|target=,h
|damage=,15
|damage=,15
|startup=
|startup=i20~21
|block=-4
|block=-4
|hit=+24d
|hit=+24d
Line 766: Line 759:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Combos on CH, otherwise opponent can duck.
* Delay hit confirmable.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+3
|id=King-df+3
Line 777: Line 773:
|startup=i14
|startup=i14
|block=-9
|block=-9
|hit=+6
|hit=+6s
|ch=
|ch=
|crush=
|crush=
Line 785: Line 781:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=
|notes={{Plainlist|
* Forces standing on hit.
}}
}}
}}


Line 795: Line 793:
|target=,h
|target=,h
|damage=,23
|damage=,23
|startup=
|startup=i30
|block=+0
|block=+0
|hit=+28d
|hit=+28d
|ch=
|ch=
|crush=
|crush=
|recv=
|recv=r FDFT
|tot=
|tot=
|range=
|range=
Line 806: Line 804:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Recovers in FDFT on hit or block.
* Combos on CH, otherwise opponent can duck.
* Combos on CH.
* Not available if df+3 whiffs.
* Recovers in FDFT.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+4
|id=King-df+4
Line 817: Line 817:
|target=l
|target=l
|damage=10
|damage=10
|startup=i14
|startup=i14~15
|block=-14
|block=-14
|hit=-3
|hit=-3
Line 828: Line 828:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* King's fastest low attack.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+4,3
|id=King-df+4,3
Line 837: Line 839:
|target=,h
|target=,h
|damage=,11
|damage=,11
|startup=
|startup=i22
|block=-5
|block=-5
|hit=+6
|hit=+6
Line 848: Line 850:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
*Combos on CH
* Combos on CH even opponent is crouching.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+4,3,4
|id=King-df+4,3,4
Line 858: Line 861:
|target=,m
|target=,m
|damage=,27
|damage=,27
|startup=
|startup=i28~29
|block=-15
|block=-15/-8
|hit=+6d(-3)
|hit=+6a/+13a
|ch=+47d(+16)
|ch=
|crush=
|crush=
|recv=
|recv=r (BT)
|tot=
|tot=
|range=
|range=
Line 869: Line 872:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
*Combos on 2nd CH
{{BB}}
{{BB}}
* Wall combo tool.
* Combos on 2nd CH.
* Hold back to shift to backturn stance.
* Shift to backturn is 14F punishable.
}}
}}
}}
}}
Line 881: Line 887:
|target=,l
|target=,l
|damage=,20
|damage=,20
|startup=
|startup=i33~35
|block=-10
|block=-10
|hit=-8d
|hit=-8d
|ch=+22d
|ch=+22d
|crush=
|crush=
|recv=
|recv=r FC/FDFT
|tot=
|tot=
|range=
|range=
Line 892: Line 898:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Recovers in FDFT.
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
}}
}}
}}
}}
{{Move
{{Move
|id=King-df+3+4
|id=King-df+3+4
Line 902: Line 910:
|target=s
|target=s
|damage=15,30
|damage=15,30
|startup=i28
|startup=i28~35
|block=-12~-18
|block=-12~-18
|hit=+18d
|hit=+18d/-7~0
|ch=
|ch=
|crush=
|crush=
Line 913: Line 921:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Throw only when close
* Throw only when opponent standing close.
* Recovers in FUFT if throw failed
* Cannot throw break.
* -7 at worst on normal hit
* Recovers in FUFT if throw failed.
}}
}}
}}
}}
Line 921: Line 929:
== d ==
== d ==
{{MoveDataHeader}}
{{MoveDataHeader}}
{{Move
|id=King-d+1
|parent=
|input=d+1
|name=
|target=s.l
|damage=5
|startup=i10
|block=-5
|hit=+6
|ch=
|crush=
|recv=r FC
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* Can also be done by db+1/FC.d+1/FC.db+1.
}}
}}
{{Move
{{Move
|id=King-d+1,2
|id=King-d+1,2
Line 928: Line 959:
|target=s.l,m
|target=s.l,m
|damage=5,13
|damage=5,13
|startup=i10~i15
|startup=i10,i15~17
|block=-11
|block=-11
|hit=+5
|hit=+5s
|ch=
|ch=
|crush=
|crush=
Line 940: Line 971:
|notes={{Plainlist|
|notes={{Plainlist|
* Combos on CH.
* Combos on CH.
* Can also be done from FC.
* Forces standing on hit.
}}
}}
}}
}}
Line 953: Line 984:
|startup=i23
|startup=i23
|block=-24
|block=-24
|hit=+45a(+35)
|hit=+45a
|ch=
|ch=
|crush=
|crush=
Line 962: Line 993:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
{{Tornado}}
* {{Tornado}}
* Duck high and launch, very punishable.
}}
}}
}}
}}
Line 984: Line 1,016:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Hits OTG.
}}
}}
}}
}}
Line 994: Line 1,027:
|target=l,l,l
|target=l,l,l
|damage=14,7,7
|damage=14,7,7
|startup=i16~i29
|startup=i16,i29,i29
|block=-29
|block=-29
|hit=+7
|hit=+7
|ch=
|ch=
|crush=
|crush=
|recv=
|recv=r FC
|tot=
|tot=
|range=
|range=
Line 1,005: Line 1,038:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Can also be done from FC.df+4,4,4
* Combo from 2nd hit on CH.
* CH adds 2 more hits
* Can also be done by FC.df+4,4,4.
}}
}}
}}
}}


{{Move
{{Move
|id=King-Stagger Kicks.2
|id=King-d+3+4,4,4,2
|parent= King-d+3+4,4,4
|parent=King-d+3+4,4,4
|input=,2
|input=,2
|name=Stagger Kick Spinning Uppercut
|name=Stagger Kick Spinning Uppercut
|target=m
|target=,m
|damage=10
|damage=,10
|startup=i28
|startup=i28
|block=-15
|block=-15
|hit=+16d(+6)
|hit=+16d
|ch=
|ch=
|crush=
|crush=
Line 1,028: Line 1,061:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* Same property for d+3+4,2 / d+3+4,4,2
* Only combo if 2nd/previous kick on CH.
}}
}}
{{Move
|id=King-King-d+3+4,4,4,4
|parent=King-d+3+4,4,4
|input=,4
|name=Stagger Kick Flurry
|target=,l,l
|damage=,4,3
|startup=i29,i29
|block=-26
|hit=+15
|ch=
|crush=
|recv=r FC
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* Only available if 1st hit on CH.
* Last 3 kicks are combo and allows big follow-up.
* 5 kicks combo is impossible.
}}
}}
}}
}}
Line 1,038: Line 1,098:
|target=m
|target=m
|damage=25
|damage=25
|startup=i30
|startup=i30~35
|block=-8
|block=-8
|hit=+0
|hit=+0c
|ch=
|ch=
|crush=
|crush=
Line 1,049: Line 1,109:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces Crouch.
* Hits OTG.
* Forces Crouching on hit.
}}
}}
}}
}}
Line 1,062: Line 1,123:
|target=m
|target=m
|damage=21
|damage=21
|startup=i25
|startup=i25~26
|block=-5
|block=-5c
|hit=+19a
|hit=+19a
|ch=
|ch=
Line 1,073: Line 1,134:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces Crouching on block.
}}
}}
}}
}}
Line 1,085: Line 1,147:
|startup=i23
|startup=i23
|block=-14
|block=-14
|hit=+4
|hit=+4c
|ch=
|ch=+25d
|crush=
|crush=
|recv=
|recv=r FC
|tot=
|tot=
|range=
|range=
Line 1,094: Line 1,156:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces Crouching on normal hit.
}}
}}
}}
}}
Line 1,104: Line 1,167:
|target=l
|target=l
|damage=20
|damage=20
|startup=i29
|startup=i29~31
|block=-17
|block=-17
|hit=-3d
|hit=-3d
|ch=
|ch=+27d
|crush=
|crush=
|recv=
|recv=r FC/FDFT
|tot=
|tot=
|range=
|range=
Line 1,115: Line 1,178:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Recovers in FDFT on block.
* Recovers in crouch on hit.
* Can also been done from BT.
* Otherwise recovers in FDFT.
}}
}}
}}
}}
Line 1,127: Line 1,190:
|target=
|target=
|damage=
|damage=
|startup=
|startup=i6~??
|block=
|block=
|hit=
|hit=
Line 1,138: Line 1,201:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Able to cancel into side step.
* Able to tank if King is -4 or less.
* Armor lasts many frames.
* Can be cancel into anything after chest out.
}}
}}
}}
}}
{{MoveQuery|King-db+1+2,2}}


{{Move
{{Move
Line 1,165: Line 1,232:
}}
}}
}}
}}
== b ==
== b ==
{{MoveDataHeader}}
{{MoveDataHeader}}
Line 1,177: Line 1,245:
|block=-8
|block=-8
|hit=+3
|hit=+3
|ch=
|ch=+3a
|crush=
|crush=
|recv=
|recv=
Line 1,184: Line 1,252:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes= Momentarily makes opponents airborne on counter hit.
|notes= Momentarily makes opponent airborne on CH, thus b+1,2 launches.
}}
}}


Line 1,197: Line 1,265:
|block=-13
|block=-13
|hit=+5
|hit=+5
|ch=
|ch=+70a*
|crush=
|crush=
|recv=
|recv=
Line 1,204: Line 1,272:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes= {{Tornado}}
|notes=={{Plainlist|
{{Tornado}}
* Launches opponent if b+1 on CH.
}}
}}
}}


Line 1,216: Line 1,287:
|startup=i26~28
|startup=i26~28
|block=-11
|block=-11
|hit=0
|hit=+1d
|ch=
|ch=
|crush=
|crush=
|recv=
|recv=r FUFT
|tot=
|tot=
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes= Recovers in FUFT.
|notes=  
* Doesn't combo from 1st hit.
* Recovers in FUFT.
}}
}}


Line 1,266: Line 1,339:
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
* Combo from 1st hit.
}}
}}
}}
}}
Line 1,274: Line 1,348:
|input=,4
|input=,4
|name=Chupacabra > Olympia Slam
|name=Chupacabra > Olympia Slam
|target=,t
|target=,m,t
|damage=,20
|damage=,18,20
|startup=i21
|startup=i21
|block=-8
|block=-8
|hit=+0
|hit=+10/+0
|ch=
|ch=
|crush=
|crush=
Line 1,287: Line 1,361:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Only shifts to throw on hit.
* Only shifts to throw on front grounded hit.
}}
}}
}}
}}
{{Move
{{Move
|id=King-b+2,1+2
|id=King-b+2,1+2
Line 1,298: Line 1,373:
|damage=,22
|damage=,22
|startup=i24~25
|startup=i24~25
|block=+2
|block=+2c
|hit=+22d
|hit=+22d
|ch=
|ch=
Line 1,308: Line 1,383:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces crouching on block.
}}
}}
}}
}}
Line 1,315: Line 1,391:
|parent=
|parent=
|input=b+3
|input=b+3
|name= Toll Kick
|name=Toll Kick
|target=h
|target=h
|damage=23
|damage=23
|startup=i16~18
|startup=i16~18
|block=-10
|block=-10/-5
|hit=+39d
|hit=+39d
|ch=
|ch=
Line 1,328: Line 1,404:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes= {{Tornado}}
|notes= {{Tornado}} {{BB}}
* Becomes -5 on block if attack absorbed.
}}
}}


Line 1,348: Line 1,425:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes= Only shifts to throw in the front on grounded hit.
|notes= Only shifts to throw on front grounded hit.
* Input 1+2 before b+3 hits.
}}
}}
{{Move
|id=King-b+4
|parent=
|input=b+4
|name=Disgraceful Kick
|target=h
|damage=25
|startup=i17~21
|block=+2
|hit=+14g
|ch=
|crush=
|recv=r BT
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes=
{{BB}}
* Shifts into backturn stance.
}}


== u ==
== u ==
Line 1,645: Line 1,746:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Forces Crouch
* Forces Crouching on hit.
}}
}}
}}
}}
Line 1,846: Line 1,947:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
}}
}}
{{Move
|id=King-JGR.1+3
|parent=
|input=JGR.1+3
|name=Rapid King Onslaught
|target=t
|damage=45
|startup=i23
|block=
|hit=
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
{{HeatEngager}}
* Partially restores remaining Heat time during Heat.
}}
}}
}}
}}
Line 1,893: Line 1,971:
}}
}}
}}
}}
{{MoveQuery|King-JGR.1+3}}
== CD (''Beast Step/Crouch Dash'') ==
== CD (''Beast Step/Crouch Dash'') ==
{{MoveDataHeader}}
{{MoveDataHeader}}

Revision as of 01:35, 15 February 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

2+3

m
12
+1
+2c
i16
Power Crush
Heat Burst
Elbow Impact

f+2,1

m,​h
12,​25
+1
+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
+35g/+8g
i15
Power Crush
Heat Engager
  • Elbow has no armor, and input is delayable.
  • Only shifts to throw on front grounded hit.
  • +8F on hit during heat or after heat.
  • Cannot heat dash.
Rapid King Onslaught

JGR.1+3/JGR.2+4

t
45
+1d
i23
Heat Engager
  • Namely RKO, cannot throw break.
  • Restores some Heat Gauge in Heat.
  • Cannot heat dash.
Freedom Face Buster

d+1+4

m
35
+0d
i12
Heat Engager
Floor Break
  • Crouch throw, cannot throw break.
  • Restores some Heat Gauge in Heat.
  • Cannot heat dash.
Ultimo Jaguar

H.2+3

m,​t
20,​44
+12
+0d
i17
Heat Smash
Floor Break
  • Shifts to JGR on block (without heat).

n

Name
Alt

Input

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

1

h
5
+1
+8
i10
r17
Palm Strike

1,2

h,​h
5,​15
-3
+8
i10~12
  • 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
5,​15,​27
+1d
i27
  • Cannot throw break.
  • Crouch throw.
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
5,​15,​10,​35
+1d
i28~30
  • Cannot throw break.
  • Crouch throw.
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
Right Kick

4

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

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/-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
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
  • 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
,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
+1d
  • Input during f+3 hit stun.
  • Only shifts to throw on front grounded hit.
Rolling Sobat

f+4

m
25
-9
+12a
i18~20
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.

df+3

m
17
-9
+6s
i14
  • Forces standing on hit.
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
i28~29
r (BT)
Balcony Break
  • Wall combo tool.
  • Combos on 2nd 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

s
15,​30
-12~-18
+18d/-7~0
i28~35
  • Throw only when opponent standing close.
  • Cannot throw break.
  • Recovers in FUFT if throw 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
i23
Tornado
  • Duck high and launch, very punishable.
Stomp

d+3

l
12
-12
+1
i17
  • Hits OTG.
Stagger Kicks

d+3+4,4,4

l,​l,​l
14,​7,​7
-29
+7
i16,i29,i29
r FC
  • Combo from 2nd hit on CH.
  • Can also be done by FC.df+4,4,4.
Stagger Kick Spinning Uppercut

d+3+4,​4,​4,2

l,​l,​l,​m
14,​7,​7,​10
-15
+16d
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 and allows big follow-up.
  • 5 kicks combo is impossible.
Corporate Elbow

d+2+3

m
25
-8
+0c
i30~35
  • Hits OTG.
  • Forces Crouching on hit.

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
  • Forces Crouching on normal hit.
Low Drop Kick

db+4

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

db+1+2

i6~??
Power Crush
  • Able to tank if King is -4 or less.
  • Armor lasts many frames.
  • 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

Power Crush
  • Run immediately without pointing finger.
  • 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*
i19~20
=
Tornado
  • Launches opponent if b+1 on CH.
Quick Hook > Heel Kick

b+1,4

h,​m
1323
-11
+1d
i26~28
r FUFT
* Doesn't combo from 1st hit.
  • Recovers in FUFT.
Chupacabra

b+2

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

b+2,1

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

b+2,4

h,​m,​t
16,​18,​20
-8
+10/+0
i21
  • Only 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
Power Crush
Tornado
Balcony Break
  • Becomes -5 on block if attack absorbed.
Guillotine Drop

b+3,1+2

h,​t
2320
0d
Only 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 backturn stance.


u

Name
Alt

Input

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

uf+4

m
13
-13
LNC
i15
Sole Crusher

uf+3+4

m
23
+25
i22
Power Crush
Tornado
  • Shifts to JGR on hit.
  • Hold b to cancel JGR.

Motion Input

Name
Alt

Input

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

f,f,n,2

l
17
-13
+7
t
i18
high crush
  • Shifts to 35 damage throw on counter hit.
Lay Off

f,f,n,1+2

m
0
+0
+7
+18
i9
Jaguar Hook

f,F,1

m
21
-5
+14
+38d
i20
Homing
Balcony Break

Crouch

Name
Alt

Input

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

FC.df+1

l
20
-12
+73d
i32
High crush
  • can also be input from f,n,d,DF+1

WS

Name
Alt

Input

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

ws2,2

m,​m
11,​25
-12
+12
i14~i15
Homing
Balcony Break
Toe Smash

ws4

m
20
-6
+5
i11
Snap Uppercut

ws1+2

m
20
-10
LCH
i18

JGS (Jaguar Step)

Numbers in (brackets) 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

  • Hold to continue spinning. Strikes are powered up after 2nd spin. King gets dizzy and shifts to FUFT after 6th spin.
Backwards Jaguar Step

b+3+4

  • Cannot be held to continue spinning.
Jaguar Step > Hook

JGS.1

h
21(25)
-7(-1)
+47
i17
  • Crumples
Jaguar Step > Hammer

JGS.2

m
15(18)
-9(-2)
+12
i11
  • Forces Crouching on hit.
Jaguar Step > Sobat

JGS.3

m
23(27)
-5(-1)
+21
i22
Balcony Break
Jaguar Step > Sobat & Press

JGS.3,2+3

m,​m
23,​16
-16
+2
i22~i42
Jaguar Step > High Kick

JGS.4

h
40(42)
+8(+15)
+5(+10)
i17
Balcony Break
  • Chip damage on block.
Guard Break
(Powered up)
Jaguar Steep > Mid Kick

JGS.df+4

m
30(36)
-16(+9)
+5
i18
Balcony Break

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

  • Hold b to cancel. Gains armour during Heat. Partially uses remaining Heat time.
Running Elbow Smash

JGR.1

m
21
-8
+39
i16
  • Partially uses remaining Heat time.
Jaguar Axe

JGR.2

h
26
+3
+4
i18
  • Chip damage on block.
  • Partially uses remaining Heat time.
Sprint K.

JGR.3

m
30
-9
+11
i22
Balcony Break
Homing
Dashing Low Drop Kick

JGR.4

l
20
-21
+0
i20
Diving Body Press

JGR.2+3

m,​t
20,​15
-16
-5
i21
  • Throw only comes out when hit from the front at close range.
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

Knee Lift

CD.4

m
21
-6
+49d(+18)
i15
Black Bomb

CD.1+2

m
23
-5
+16d
i20
Balcony Break

Others

Name
Alt

Input

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

R.df+1+2

m
10,​3,​25,​7
-15
+0d
i20
Power Crush
  • Erases opponent's recoverable health on hit

Throws

Regular throws

Name
Alt

Input

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

1+3

h
35
+0d
i12

1 or 2 throw break.

Winding Nut

f+1+3

h
35
+0d
i15
  • 1 or 2 throw break.
  • Has longer range than regular Winding Nut.
Tombstone Pile Driver

db,n,f+2+4

h
53
=1d
i11
Floor Break

2 throw break.

Shining Wizard

f,f,F+2+4

h
40
+1d
i10
  • 1+2 throw break.
  • If done quickly with all inputs, will "blue spark" and deal more damage.
  • Partially restores remaining Heat time.
Giant Swing

f,hcf+1

h
45,​20
-22d(-50)
i10
  • 1 throw break.
  • If done quickly with all inputs, will "blue spark" and deal more damage.
  • Partially restores remaining Heat time.
Tijuana Twister

f,hcf+2

h
15,​35
+1d
  • 2 throw break.
  • If done quickly with all inputs, will "blue spark" and deal more damage.
  • Partially restores remaining Heat time.

Pile Driver

Ultimate Tackle

Ultimate Tackle

FC.1+2

m
0
+3
i26
Ultimate Punch

Ultimate Tackle.2,1,2,1

t
5,​5,​5,​15
Armbar

Ultimate Tackle.1+2

t
25
+1d
  • 1+2 throw break
  • Can also shift into after 3rd hit of Ultimate Punch
Arm Twist

Armbar.1+2

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

Ultimate Tackle.3+4

t
20
+1d
  • 3+4 throw break
  • Can also shift into after 3rd hit of Ultimate Punch
Stretch Combo

Leg Cross Hold.1+2

t
15,​15
+1d
  • Cannot throw break.

Ground throws

Chain throws

Reverse Arm Slam

df+1+3

h
19
i32

10 Strings

External Links