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+3+4

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

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+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+2,1+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+2

i14 h 16 -5

+1

King-b+2+4

i10 r(m) 25

+24d

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

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+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.

King-Behind.b,f+1+2

i10 t 75

+1d

Floor Break
  • Cannot throw break.
  • Opponent recovers FUFR.

King-BT.1+2

i26~30 h! 45

+2d

  • Unblockable high attack.

King-BT.1+4

i41~47 m! 30

+6d

  • Unblockable mid attack.

King-BT.3

i13~14 m 18 -13

+9s

+50d

Tornado
  • Hits OTG. Forces standing on normal hit.
  • Crumple on CH for full combo.

King-BT.3+4

  • Jaguar Step away from the oppponent while keeping backturn stance on recovery.
  • Can cancel into BT.1+2 / BT.1+4 unblockable.
  • Can hold 3+4 to keep spinning.
  • Cannot Reverse Jaguar Step in BT stance.

King-BT.d+4

i22~24 l 20 -14

-2d

+28d

Low Crush
  • Recovers in FDFT on block and whiff.
  • Also can be done in backturn crouching.

King-CD.1+2

i20~23 m 24 -5

+16d

+52d

Balcony Break
  • Hits OTG.
  • Bounce off ground on CH for full combo.

King-CD.1+4

i12 t 20

+1d

  • 1 Throw break.
  • Opponent recovers in FUFT.

King-CD.2+3

i12 t 25

+0d

  • 2 throw break.
  • Opponent recovers in FDFR.

King-CD.4

i15~16 m 21 -9

+49a(+18)

+53d

  • Special down state that allows low juggle (on normal hit).
  • Crumple on CH for full combo.

King-d+1

i10 s.l 5 -5

+6

  • Can also be done by db+1/FC.d+1/FC.db+1.

King-d+1+2

i23 m 21 -24

+45a(+35)

Tornado
  • Duck high and launch, very punishable.

King-d+1,2

i10,i15~17 s.l,m 5,13 -11

+5s

  • Combos on CH.
  • Forces standing on hit.

King-d+1+3

i12~13 t(c) 35

+0d

Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+1+3 and in FC too.
  • Opponent recovers in FDFA.

King-d+1+4

i12~13 t(c) 35

+0d

Heat Engager
  • Crouch throw, cannot throw break.
  • Can also be done by db+1+4 and in FC too.
  • Restores some Heat Gauge in Heat.
  • Cannot heat dash.Opponent recovers in FDFA.

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|format=table
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|tables=Move
|where=Move._pageName='King movelist' AND parent IS NULL
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