King movelist: Difference between revisions

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(update Crouch moves)
(update ws moves)
Line 2,025: Line 2,025:
== WS ==
== WS ==
{{MoveDataHeader}}
{{MoveDataHeader}}
{{Move
|id=King-ws1
|parent=
|input=ws1
|name=
|target=m
|damage=12
|startup=i10~11
|block=-3
|hit=+4s
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* Acts like 11 frame attack.
* Forces Standing on hit.
}}
}}
{{Move
|id=King-ws2
|parent=
|input=ws2
|name=
|target=m
|damage=11
|startup=i14
|block=-9
|hit=+1s
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
*{{Homing}}
* Forces Standing on hit.
}}
}}
{{Move
{{Move
|id=King-ws2,2
|id=King-ws2,2
Line 2,045: Line 2,092:
*{{Homing}}
*{{Homing}}
*{{BB}}
*{{BB}}
}}
}}
{{Move
|id=King-ws3
|parent=
|input=ws3
|name=
|target=h
|damage=20
|startup=i16
|block=0
|hit=+22a(+12)
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
}}
}}
}}
}}

Revision as of 21:36, 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/-5
+35g/+8g
i15
Power Crush
Heat Engager
  • Elbow has no armor, and input is delayable.
  • Shifts to throw on front grounded hit.
  • +8 on hit during heat or after heat.
  • Becomes -5 on block with chip damage if attack absorbed. 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(+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
  • 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
+1d
  • Input during f+3 hit stun.
  • Shifts to throw on front grounded hit.
Rolling Sobat

f+4

m
25
-9
+12a(+3)
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.
  • Special down state that allows juggle.

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
+47a(+16)
i28~29
r (BT)
Balcony Break
  • Wall combo tool.
  • Combos on 2nd CH. Crumble 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

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(+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.

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(+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
  • 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
  • Hits OTG.
  • 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(+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
Power Crush
Tornado
Balcony Break
  • Becomes -5 on block with chip damage if attack absorbed.
Guillotine Drop

b+3,1+2

h,​t
2320
0d
  • 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
Capital Punishment

u+1+2

m
25
+2c
+22d
i35~36
  • Tab 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 Kneel 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
+33a(+23)
i15
  • Can also be done by u+4.

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
Power Crush
Tornado
  • Becomes -7 on block with chip damage if attack absorbed.
  • 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
Stomache Smash / Jaguar Hammer

f,f,n,2

l/(l,​t)
17/(20,​35)
-13
+7s/(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
0c
+12c
i31~32
  • Forces crouching on block and 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
-19~0c/-5d
i21~43
r FDFA/FUFT
  • Forces crouching on block and hit.
  • Throw when hit from front in close range.
Strong Knee

f,f,F,3

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

f,f,F,3+4

m
40
+17
+32d(-26)
i28~34
r FUFT
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/CD.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 hit.
Body Blow

FC.df+2

m
21
-14
+56d
i15
r s
  • Crumble on hit.

FC.d+3

l
10
-17
-6
i18
r FC
  • Hits OTG.
  • Can also be done by FC.db+3.
  • Gain extra range by FC.df+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
+12
i14~i15
Homing
Balcony Break

ws3

h
20
0
+22a(+12)
i16
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