(update jgr moves and body press) |
(update CD moves and Rage Art) |
||
Line 761: | Line 761: | ||
* Combos on CH, otherwise opponent can duck. | * Combos on CH, otherwise opponent can duck. | ||
* Delay hit confirmable. | * Delay hit confirmable. | ||
* Special down state that allows juggle. | * Special down state that allows low juggle. | ||
}} | }} | ||
}} | }} | ||
Line 1,322: | Line 1,322: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Run immediately without pointing finger. | * Run immediately without pointing finger. | ||
* Run much longer to action than regular run. | |||
* Running has no armor if not during heat. | * Running has no armor if not during heat. | ||
* Cancel window is smaller than Emerald Elbow. | * Cancel window is smaller than Emerald Elbow. | ||
Line 2,019: | Line 2,020: | ||
* Hits OTG. | * Hits OTG. | ||
* Can also be done by FC.db+3. | * Can also be done by FC.db+3. | ||
* | * Get extra range by FC.df+3/CD.3. | ||
}} | }} | ||
}} | }} | ||
Line 2,501: | Line 2,502: | ||
== CD (''Beast Step/Crouch Dash'') == | == CD (''Beast Step/Crouch Dash'') == | ||
{{MoveDataHeader}} | {{MoveDataHeader}} | ||
{{Move | {{Move | ||
|id=King-f,n,d,df | |id=King-f,n,d,df | ||
Line 2,519: | Line 2,521: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
{{MoveQuery|King-FC.df+1}} | |||
{{Move | {{Move | ||
|id=King- | |id=King-CD.4 | ||
|parent= | |parent= | ||
|input=CD.4 | |input=f,n,d,DF+4/CD.4 | ||
|name=Knee Lift | |name=Knee Lift | ||
|target=m | |target=m | ||
|damage=21 | |damage=21 | ||
|startup=i15 | |startup=i15~16 | ||
|block=- | |block=-9 | ||
|hit=+ | |hit=+49a(+18) | ||
|ch= | |ch=+53d | ||
|crush= | |crush= | ||
|recv= | |recv= | ||
Line 2,540: | Line 2,547: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Special down state that allows low juggle (on normal hit). | |||
* Crumple on CH for full combo. | |||
}} | }} | ||
}} | }} | ||
{{Move | {{Move | ||
|id=King- | |id=King-CD.1+2 | ||
|parent= | |parent= | ||
|input=CD.1+2 | |input=f,n,d,DF+1+2 / CD.1+2 | ||
|name=Black Bomb | |name=Black Bomb | ||
|target=m | |target=m | ||
|damage= | |damage=24 | ||
|startup=i20 | |startup=i20~23 | ||
|block=-5 | |block=-5 | ||
|hit=+16d | |hit=+16d | ||
|ch= | |ch=+52d | ||
|crush= | |crush= | ||
|recv= | |recv= | ||
Line 2,562: | Line 2,571: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
{{BB}} | {{BB}} | ||
* Hits OTG. | |||
* Bounce off ground on CH for full combo. | |||
}} | }} | ||
}} | }} | ||
== Others == | == Others == | ||
{{MoveDataHeader}}<!-- includes Rage Art --> | {{MoveDataHeader}}<!-- includes Rage Art --> | ||
{{Move | {{Move | ||
|id=King-R.df+1+2 | |id=King-R.df+1+2 | ||
|parent= | |parent= | ||
|input=R.df+1+2 | |input=R.df+1+2 | ||
|name=Anger Of The Beast | |name=Anger Of The Beast (Rage Art) | ||
|target=m | |target=m | ||
|damage= | |damage=55 | ||
|startup=i20 | |startup=i20 | ||
|block=-15 | |block=-15 | ||
|hit=+0d | |hit=+0d | ||
|ch= | |ch= | ||
|crush= | |crush= | ||
|recv= | |recv= | ||
|tot= | |tot= | ||
Line 2,584: | Line 2,597: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Erases opponent's recoverable health on hit | * Armor all attacks and ignore throws. | ||
* Beat all armor including Rage Art. | |||
* Erases opponent's recoverable health on hit. | |||
* Damage distribution are 10,3,25,10,7, only add 2 damage on CH. | |||
}} | }} | ||
}} | }} | ||
== Throws == | == Throws == | ||
=== Regular throws === | === Regular throws === |
Revision as of 06:11, 16 February 2024
King |
---|
Movelist & frame data (Tekken 8) |
---|
Heat
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Elbow Impact
f+2,1
m,h
12,25
+1
+17g/+16d
i15~16
- Combo from 1st hit.
- +16 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
- 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
- Namely RKO, cannot throw break.
- Restores some Heat Gauge in Heat.
- Cannot heat dash.
Freedom Face Buster
d+1+4
m
35
+0d
i12
- Crouch throw, cannot throw break.
- Restores some Heat Gauge in Heat.
- Cannot heat dash.
n
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
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 > Uppercut
2,1
h,m
10,15
-3
+8
i23~24
- Forces standing on hit.
- Combo from 1st hit.
Head Spinner
1+2,1
m,m
17,21
-13/-18
+12a(+3)/-9
i22
- Combo from 1st hit.
- Hold back during 2nd hit to feint.
f
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Elbow Impact
f+2,1
m,h
12,25
-9
+17g/+16d
i15~16
- 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 > DDT
f+3,1+2
m,t
18,20
+1d
- Input during f+3 hit stun.
- Shifts to throw on front grounded hit.
df
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
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.
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.
Mincer
df+4,3,4
l,h,m
10,11,27
-15/-8
+6a/+13a
+47a(+16)
i28~29
r (BT)
- 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
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
Jab > Uppercut
d+1,2
s.l,m
5,13
-11
+5s
i10,i15~17
- Combos on CH.
- Forces standing on hit.
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
- 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.
db
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
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
- 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.
- 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
- 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 > Spinning Back Elbow
b+2,1
h,h
16,21
-9
+19a(+10)
i20~21
- 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.
Toll Kick
b+3
h
23
-10/-5
+39d
i16~18
Power Crush
- 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.
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*.
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)
Sole Crusher
uf+3+4
m
23
-12/-7
+25g
i22~23
Power Crush
- 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.
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
- Shifts to throw on front grounded CH.
Exploder
f,F,3+4
h
25
0/+2c
+24d(-34)
i28~30
r s/FUFT
- 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.
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 grounded 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
JGS (Jaguar Step)
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jaguar Step
3+4
- Hop over low attacks.
- Hold to continue spinning and power up strikes, but King doesn't change direction.
- King gets dizzy and falls after 6th spin.
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
- 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
- Chip damage on block.
- On block / hit increases up to 2nd spin.
- Damage increase up to 3rd spin.
Jaguar Steep > Mid Kick
JGS.df+4
m
30/36/45
-16/+8
+5a(-4)
i17~19
- 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
- Hold b to stop. Gains armor during Heat.
- Partially uses remaining Heat time (same for uf+3+4 and db+1+2,3+4).
Running Elbow Smash
JGR.1
m
21
-8
+39d/+75a(+59)
i16~17
- 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
- Chip damage on block.
- In heat it becomes +6 on block, and forces crouching +18 near wall.
- Partially uses remaining Heat time.
Dashing Low Drop Kick
JGR.4
l
20
-21
+0c
i20~24
Low Crush
r FUFT
- Forces Crouching on hit.
Diving Body Press
JGR.2+3
m,t
20,15
-16c~+2c
-19c~+3c/-5d
i21~43
r FDFA
- Throw when hit standing in front close range.
Rapid King Onslaught
JGR.1+3_2+4
t
45
+1d
i23
- 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
- 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
-5
+16d
+52d
i20~23
- 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
- Armor all attacks and ignore throws.
- Beat all armor including Rage Art.
- Erases opponent's recoverable health on hit.
- Damage distribution are 10,3,25,10,7, only add 2 damage on CH.
Throws
Regular throws
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Winding Nut
f+1+3
h
35
+0d
i15
- 1 or 2 throw break.
- Has longer range than regular Winding Nut.
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
Armbar
Ultimate Tackle.1+2
t
25
+1d
- 1+2 throw break
- Can also shift into after 3rd hit of Ultimate Punch
Leg Cross Hold
Ultimate Tackle.3+4
t
20
+1d
- 3+4 throw break
- Can also shift into after 3rd hit of Ultimate Punch