Cargo query

Showing below up to 50 results in range #1 to #50.

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Move Startup Hit Level Damage On Block On Hit On CH States Notes

King-1

i10 h 5 +1

+8

King-1+2

i18 m 17 -11

-2s

+0s

  • Forces standing on hit.
  • Shifts into backturn stance.

King-1,2

i10~12 ,h ,15 -3

+8

  • Jails
  • Combo from 1st hit

King-1+2,1

i22 ,m ,21 -13/-18

+12a(+3)/-9

Balcony Break
  • Combo from 1st hit.
  • Hold back during 2nd hit to feint.

King-1,2,1

i24~25 ,m ,10 -4

+5s

+10s

  • Forces standing on hit.
  • The 3rd hit doesn't combo even 2nd on CH.
  • Starter of 10 Strings, 3rd~5th hits are combo.

King-1,2,1,2+4

i26~28 ,t ,40

+0d

  • Throw break 2.

King-1,2,1,d+2+4

i28~30 ,t(c) ,35

+1d

Floor Break
  • Crouch throw, cannot throw break.
  • Opponent recovers in FDFA.

King-1,2,2+4

i30 ,t ,30

+1d

  • Throw break 2.

King-1+2,3

i24~25 ,h ,25 -3

+12a(+3)

Balcony Break
Tornado
  • Combo from 1st hit.

King-1+2+3+4

  • Takes some time to charge and can cancel into anything.
  • After charged next hit by either side becomes counter hit.

King-1,2,d+2+4

i27 ,t(c) ,35

+1d

Floor Break
  • Crouch throw, cannot throw break.
  • Opponent recovers in FDFA.

King-1+3

i12~15 / i15~17 t 35

+0d

  • 1 or 2 throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFA.

King-2

i10 h 10 +1

+7

King-2,1

i23~24 ,m ,15 -3

+8

  • Forces standing on hit.
  • Combo from 1st hit.

King-2+3

i16 m 12 +1

+2c

Power Crush
Heat Burst
  • Beats all Power Crush armor.

King-2+4

i12~15 / i15~17 t 35

+0d

  • 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.

King-3

i17 h 25 -14

+17a

Balcony Break
  • Tracks left side but unsafe.

King-3+4

js6~21 fs22~24
  • Hold to continue spinning and power up strikes, but King doesn't change direction.
  • King gets dizzy and falls after 6th spin.

King-4

i13 h 20 -5

+6

+31d

  • Knocks down on CH for dash OTG throw.

King-AB1.1,1+2

t 12,18

+2d

  • 1 throw break.
  • Opponent recovers in FUFT. Max damage 50.

King-AB1.2,1,1+3

t 20

+0d

  • 1+2 throw break.
  • Opponent recovers in FDFT.

King-AB1.2,4,2+4

t 20

+1d

  • 2 throw break.
  • Opponent recovers in FUFL.

King-AB2b.3,4,3+4,1+2

t 20

+1d

  • Cannot throw break.
  • Opponent recovers in FUFR. Max Damage 60.

King-AB2c.1,3,4,2,1+2

t 60

+1d

  • 2 throw break.
  • Opponent recovers in FUFL. Max damage 100.

King-AB2c.2,1,3,1+2

t 25

+1d

  • 1 throw break.
  • Opponent recovers in FUFA. Max damage 65.

King-AIR.1+3

i12~14 / i15~17 t(a) 30

+0d

  • Cannot throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FDFT.

King-AIR.2+4

i12~14 / i15~17 t(a) 20

+40d(+35)

Tornado
  • Cannot throw break.
  • Input f+2+4 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFT.

King-AIR.d+1+3

i12~13 t(a) 15

-5d

  • Cannot throw break.
  • Opponent recovers in FDFL.

King-AIR.d+1+3,1+2,1+2

t 15

-3d

  • 1 throw break.
  • Opponent recovers in FDFT.

King-Air.d+1+3,2,1,3,4

t 12,13 / 32

-7d(-40)

  • 2 throw break.
  • Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32.
  • Opponent recovers in FUFT if fails to roll.

King-AIR.f,f,F+2+4

i10 t(a) 65(70)

+4d

Floor Break
  • Cannot throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFT.

King-AIR.f,hcf+1

i10 / i12~14 t(a) 55(60)

+3d

Floor Break
  • Cannot throw break.
  • Also by JGR.1+3 against airborne opponent.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFT.

King-b+1

i12 h 13 -8

+3

+3a

Momentarily makes opponent airborne on CH, thus b+1,2 launches.

King-b+1+2

i12~17 t 0

+14g / -2

  • 1+2 throw break. Side switch.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.

King-b+1,2

i19~20 ,h 20 -13

+5

+70a(+54)*

Tornado
  • Launches opponent if b+1 on CH.

King-b+1+2,1+2

i12~17 t 0

+11g / -6

  • 1+2 throw break.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR, input f,F / b,B to cancel shift.

King-b+1+3

i10 r(m) 25

+2d

Floor Break
  • Parry opponent's right punch.
  • Side Switch. Opponent recovers in FUFR.

King-b+1,4

i26~28 ,m 23 -11

+1d

+18(-17)*

  • Combo from 1st hit on CH.
  • Recovers in FUFT.

King-b+2

i14 h 16 -5

+1

King-b+2,1

i20~21 ,h ,21 -9

+19a(+10)

Balcony Break
  • Combo from 1st hit.

King-b+2,1+2

i24~25 ,h ,22 +2c

+22d

  • Forces crouching on block.

King-b+2+4

i10 r(m) 25

+24d

  • Parry opponent's left kick.
  • Side Switch. Opponent recovers in FUFL.

King-b+2,4

i21 ,m,t ,18,20 -8

+10s/+0

  • Shifts to throw on front grounded hit.

King-b+2+4:3+4

i10 r(m) 25(,28)

+27d(+1d)

  • Parry opponent's right kick.
  • Just frame input right before camera returns to normal position to deal extra damage.
  • Opponent recovers in FUFT.

King-b+3

i16~18 h 23 -10/-5

+39d

Power Crush
Tornado
Balcony Break
  • Becomes -5 on block with chip damage if attack absorbed.

King-b+3:1+2

,t 20

+0d

  • Shifts to throw on front grounded hit.
  • Input 1+2 before b+3 hits.

King-b+3+4

js6~21 fs22~24
  • Cannot be held to continue spinning.

King-b+4

i17~21 h 25 +2

+14g

Balcony Break
  • Shifts into BT stance.

King-Behind.1+3

(depends) t 60

+0d

  • 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.

King-Behind.2+4

(depends) t 60

-1d

  • Cannot throw break.
  • Any 2 break throw behind opponent's back except chain throws.
  • Side switch? Opponent recovers in FDFL.

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