King movelist: Difference between revisions

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(update d moves)
(update ali kicks parents, fix typo)
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|target=,m
|target=,m
|damage=,16
|damage=,16
|startup=,i22
|startup=i22
|block=-13c
|block=-13c
|hit=+2c
|hit=+2c
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|target=,m
|target=,m
|damage=,16
|damage=,16
|startup=,i22~23
|startup=i22~23
|block=-15
|block=-15
|hit=+27a
|hit=+27a
Line 1,091: Line 1,091:
{{Move
{{Move
|id=King-d+3+4,4
|id=King-d+3+4,4
|parent=
|parent=King-d+3+4
|input=d+3+4,4
|input=,4
|name=
|name=
|target=l,l
|target=,l
|damage=14,7
|damage=,7
|startup=i16,i29
|startup=,i29
|block=-25
|block=-25
|hit=-9
|hit=-9
Line 1,114: Line 1,114:
{{Move
{{Move
|id=King-d+3+4,4,4
|id=King-d+3+4,4,4
|parent=
|parent=King-d+3+4,4
|input=d+3+4,4,4
|input=,4
|name=Stagger Kicks
|name=Stagger Kicks
|target=l,l,l
|target=,l
|damage=14,7,7
|damage=,7
|startup=i16,i29,i29
|startup=,i29
|block=-29
|block=-29
|hit=+7
|hit=+7
Line 1,364: Line 1,364:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=={{Plainlist|
|notes={{Plainlist|
{{Tornado}}
* {{Tornado}}
* Launches opponent if b+1 on CH.  
* Launches opponent if b+1 on CH.  
}}
}}
Line 1,387: Line 1,387:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=  
|notes={{Plainlist|
* Doesn't combo from 1st hit.
* Doesn't combo from 1st hit.
* Recovers in FUFT.
* Recovers in FUFT.
}}
}}
}}



Revision as of 02:06, 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.

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.

d+4

l
6
-15
-4
i14
r FC
  • Fast low but very punishable.
  • Can also be done by FC.d+4/FC.db+4.

d+3+4

l
14
-25
+7
i16
r FC
  • a.k.a Ali Kick, long reach and hits OTG.
  • CH enable 2 more Ali Kicks.
  • Can also be done by FC.df+4/FC.(db/d/df)+3+4.

d+3+4,4

l,​l
14,​7
-25
-9
,i29
r FC
  • Combo from 1st hit on CH.
  • Can also be done by FC.df+4,4.
Stagger Kicks

d+3+4,​4,4

l,​l,​l
14,​7,​7
-29
+7
,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.
  • 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