(update regular throw, add behind throws.) |
(update regular throw, add 1+2 and 2+3 throws, add command throw section) |
||
Line 2,840: | Line 2,840: | ||
* Input f+2+4 to increase throw range, but its startup is 3 frames slower. | * Input f+2+4 to increase throw range, but its startup is 3 frames slower. | ||
* Side switch. Opponent recovers in FUFA. | * Side switch. Opponent recovers in FUFA. | ||
}} | |||
}} | |||
{{Move | |||
|id=King-uf+1+2 | |||
|parent= | |||
|input=uf+1+2 / uf+1+2,B | |||
|name=Executioner Drop | |||
|target=t | |||
|damage=30 | |||
|startup=i12 | |||
|block= | |||
|hit=+19d(-7) / +17d(-13) | |||
|ch= | |||
|crush= | |||
|recv= | |||
|tot= | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|notes={{Plainlist| | |||
* 1+2 throw break. | |||
* Hold b to throw backwards. | |||
* Damage becomes 15 on wall splat. | |||
* Opponent recovers in FUFT. | |||
}} | }} | ||
}} | }} | ||
Line 2,938: | Line 2,963: | ||
}} | }} | ||
}} | }} | ||
{{Move | |||
|id=King-df+2+3 | |||
|parent= | |||
|input=df+2+3 | |||
|name=Knee Bash | |||
|target=t | |||
|damage=40 | |||
|startup=i12 | |||
|block= | |||
|hit=+0d | |||
|ch= | |||
|crush= | |||
|recv= | |||
|tot= | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|notes={{Plainlist| | |||
* 2 throw break. | |||
* Opponent recovers in FUFT. | |||
}} | |||
}} | |||
{{Move | |||
|id=King-db+2+3 | |||
|parent= | |||
|input=db+2+3 | |||
|name=Figure Four Leg Lock | |||
|target=t | |||
|damage=40 (8+20+12) | |||
|startup=i12 | |||
|block= | |||
|hit=+1d / 0d | |||
|ch= | |||
|crush= | |||
|recv= | |||
|tot= | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|notes={{Plainlist| | |||
* 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. | |||
}} | |||
}} | |||
{{Move | |||
|id=King-b+1+2 | |||
|parent= | |||
|input=b+1+2(,f,F) | |||
|name=Throw Away | |||
|target=t | |||
|damage=0 | |||
|startup=i12~17 | |||
|block= | |||
|hit=+14g / -2 | |||
|ch= | |||
|crush= | |||
|recv= | |||
|tot= | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|notes={{Plainlist| | |||
* 1+2 throw break. Side switch. | |||
* Damage becomes 15 on wall splat. | |||
* Shifts to JGR stance, input f,F / b,B to cancel. | |||
}} | |||
}} | |||
{{Move | |||
|id=King-b+1+2,1+2 | |||
|parent= | |||
|input=b+1+2,1+2(,f,F) | |||
|name=Throw away > Back Swing | |||
|target=t | |||
|damage=0 | |||
|startup=i12~17 | |||
|block= | |||
|hit=+11g / -6 | |||
|ch= | |||
|crush= | |||
|recv= | |||
|tot= | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|notes={{Plainlist| | |||
* 1+2 throw break. | |||
* Damage becomes 15 on wall splat. | |||
* Shifts to JGR stance, input f,F / b,B to cancel. | |||
}} | |||
}} | |||
=== Command throws === | |||
{{Move | {{Move |
Revision as of 07:04, 17 February 2024
King |
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Movelist & frame data (Tekken 8) |
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Heat
Input
f+2,1
- Combo from 1st hit.
- +16 on hit during heat or after heat.
db+1+2,2
- 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.
JGR.1+3/JGR.2+4
- Namely RKO, cannot throw break.
- Restores some Heat Gauge in Heat.
- Cannot heat dash.
d+1+4
- Crouch throw, cannot throw break.
- Restores some Heat Gauge in Heat.
- Cannot heat dash.
H.2+3
- Shifts to JGR on block (without heat).
- Beats all Power Crush armor, hits OTG.
n
Input
1,2,d+2+4
- Cannot throw break.
- Crouch throw.
1,2,1
- Forces standing on hit.
- The 3rd hit doesn't combo even 2nd on CH.
- Starter of 10 Strings, 3rd~5th hits are combo.
1,2,1,2+4
- Throw break 2.
1,2,1,d+2+4
- Cannot throw break.
- Crouch throw.
2,1
- Forces standing on hit.
- Combo from 1st hit.
1+2,1
- Combo from 1st hit.
- Hold back during 2nd hit to feint.
f
Input
f+2,1
- Combo from 1st hit.
- +16 on hit during heat or after heat.
f+2,d+1
- Forces crouching on block and hit.
- Not combo even on CH, only combo from hitting behind.
f+2,d+1,2
- Combo from 2nd to 3rd hit.
- 3rd hit is delayable and also combos.
f+3,1+2
- Input during f+3 hit stun.
- Shifts to throw on front grounded hit.
df
Input
df+2,1
- Combos on CH, otherwise opponent can duck.
- Delay hit confirmable.
- Special down state that allows low juggle.
df+3,4
- Combos on CH, otherwise opponent can duck.
- Not available if df+3 whiffs.
- Recovers in FDFT.
df+4,3,4
- Wall combo tool.
- Combos on 2nd CH. Crumple on 3rd CH.
- Hold back to shift to backturn stance.
- Shift to backturn is 14F punishable.
df+4,3,d+4
- Recovers in crouch on hit.
- Otherwise recovers in FDFT.
df+3+4
- Throw only when opponent standing close.
- Cannot throw break.
- Recovers in FUFT if throw failed.
d
Input
d+1,2
- Combos on CH.
- Forces standing on hit.
d+3+4
- 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
- Combo from 1st hit on CH.
- Can also be done by FC.df+4,4.
d+3+4,4,4
- Combo from 2nd hit on CH.
- Can also be done by FC.df+4,4,4.
d+3+4,4,4,2
- Same property for d+3+4,2 / d+3+4,4,2
- Only combo if 2nd/previous kick on CH.
d+3+4,4,4,4
- Only available if 1st hit on CH.
- Last 3 kicks are combo.
- 5 kicks combo is impossible.
db
Input
db+4
- Hits OTG.
- Recovers in crouch on hit.
- Otherwise recovers in FDFT.
db+1+2
- Able to tank 10 frame jab if King is -4 or less (1 frame earlier than other Power Crush)
- Armor lasts many frames.
- Can be cancel into anything after chest out.
db+1+2,2
- 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.
db+1+2,3+4
- 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
Input
b+1
b+1,2
- Launches opponent if b+1 on CH.
b+1,4
- Combo from 1st hit on CH.
- Recovers in FUFT.
b+2,1
- Combo from 1st hit.
b+2,4
- Shifts to throw on front grounded hit.
b+3
- Becomes -5 on block with chip damage if attack absorbed.
b+3,1+2
- Shifts to throw on front grounded hit.
- Input 1+2 before b+3 hits.
u
Input
u+1+2
- Tab 1+2 otherwise it becomes u+1+2(hold).
- Forces Crouching on block.
- Can also be done by ub+1+2.
u+1+2*
- Unblockable mid.
- Auto switch side if fly over opponent.
- Can also be done by ub+1+2*.
uf+2
- Hits OTG.
- u+2 to jump vertical, ub+2 to jump back.
- Force Crouching on block. (ub+2 also on hit)
uf+3+4
- Becomes -7 on block with chip damage if attack absorbed.
- Shifts to JGR on hit (Hold b to cancel shift).
Motion Input
Input
f,f,n,2
- Shifts to throw on front grounded CH.
- Hits OTG.
f,f,n,1+2
- Forces Standing on hit.
- Allows follow up on CH.
f,F,2
- Forces crouching on block and hit.
- Allow crouching throw on hit.
- Chip damage on block.
f,F,4
- Shifts to throw on front grounded CH.
f,F,3+4
- Chip damage on block. (extra near wall)
- Forces Crouching on block when near wall.
- Recovers FUFT on whiff.
f,F,2+3
- Forces crouching on block and hit.
- Throw when hit standing in front close range.
Crouch
Input
FC.df+1/CD.1
- Can also be done by f,n,d,DF+1/CD.1.
- Tornado on grounded hit.
FC.d+3
- Hits OTG.
- Can also be done by FC.db+3.
- Get extra range by FC.df+3/CD.3.
WS
Input
BT (Back Turned)
Input
BT.3
- Hits OTG.
- Forces standing on normal hit.
- Crumple on CH.
BT.3,1+2
- Throw when hit standing in front close range.
- Just frame input.
BT.d+4
- Recovers in FDFT on block and whiff.
- Also can be done in backturn crouch.
JGS (Jaguar Step)
Input
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.
JGS.1
- Crumple on hit.
- On block / hit / startup increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGS.2
- Forces Crouching on hit.
- Forces Crouching on block from 3rd spin on.
- Damage increase up to 3rd spin.
JGS.3
- On block / hit increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGS.3,2+3
- 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.
JGS.4
- Chip damage on block.
- On block / hit increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGS.df+4
- On block increases up to 2nd spin.
- Damage increase up to 3rd spin.
JGR (Jaguar Sprint/Jaguar Run)
Input
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).
JGR.1
- In heat it becomes Tornado on grounded hit.
- Partially uses remaining Heat time.
JGR.2
- Chip damage on block.
- In heat it becomes +6 on block, and forces crouching +18 near wall.
- Partially uses remaining Heat time.
JGR.4
- Forces Crouching on hit.
JGR.2+3
- Throw when hit standing in front close range.
JGR.1+3_2+4
- Cannot throw break. Cannot heat dash.
- Restores some Heat Gauge in Heat.
- Opponent recovers in FUFA.
CD (Beast Step/Crouch Dash)
Input
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.
FC.df+1
- Can also be done by f,n,d,DF+1/CD.1.
- Tornado on grounded hit.
f,n,d,DF+4/CD.4
- Special down state that allows low juggle (on normal hit).
- Crumple on CH for full combo.
f,n,d,DF+1+2 / CD.1+2
- Hits OTG.
- Bounce off ground on CH for full combo.
Others
Input
R.df+1+2
- 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 adds 2 damage on CH.
ss3+4
- Deals a lot of chip damage on block.
- Tracks side steps.
- Side Step Left is 6 frames faster than SS Right.
ss2+4,b/db
- Side Step that ducks high and covers long distance quickly, recovers in crouch.
- Input by u/d,n,n+2+4,b/db.
Throws
Regular throws
Input
1+3 / f+1+3
- 1 or 2 throw break.
- Input f+1+3 to increase throw range, but its startup is 3 frames slower.
- Opponent recovers in FUFA.
2+4 / f+2+4
- 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.
uf+1+2 / uf+1+2,B
- 1+2 throw break.
- Hold b to throw backwards.
- Damage becomes 15 on wall splat.
- Opponent recovers in FUFT.
(Left side throw)
- 1 throw break.
- Any throw on standing opponent's left side.
- Side switch. Opponent recovers in FUFR.
(Right side throw)
- 2 throw break.
- Any throw on standing opponent's right side.
- Opponent recovers in FUFT.
(Behind 1 throw)
- 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.
(Behind 2 throw)
- Cannot throw break.
- Any 2 break throw behind opponent's back except chain throws.
- Side switch? Opponent recovers in FDFL.
db+2+3
- 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.
b+1+2(,f,F)
- 1+2 throw break. Side switch.
- Damage becomes 15 on wall splat.
- Shifts to JGR stance, input f,F / b,B to cancel.
b+1+2,1+2(,f,F)
- 1+2 throw break.
- Damage becomes 15 on wall splat.
- Shifts to JGR stance, input f,F / b,B to cancel.
Command throws
f,f,F+2+4
- 1+2 throw break.
- If done quickly with all inputs, will "blue spark" and deal more damage.
- Partially restores remaining Heat time.
f,hcf+1
- 1 throw break.
- If done quickly with all inputs, will "blue spark" and deal more damage.
- Partially restores remaining Heat time.
f,hcf+2
- 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.1+2
- 1+2 throw break
- Can also shift into after 3rd hit of Ultimate Punch
Ultimate Tackle.3+4
- 3+4 throw break
- Can also shift into after 3rd hit of Ultimate Punch