Cargo query

Showing below up to 50 results in range #101 to #150.

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

King-f+1+4

i17~19 m 21 +3

+7s

  • Forces standing on hit.

King-f+2

i15~16 m 12 -11

+2s

  • Forces standing on hit.

King-f+2,1

i15~16 ,h ,25 -9

+17g/+16d

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.

King-f+2+3

i20~24 m 27 -9

+17g/+9d

Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block.
  • +9 on hit during heat or after heat.

King-f+2,d+1

i22 ,m ,16 -13c

+2c

Floor Break
  • Forces crouching on block and hit.
  • Not combo even on CH, only combo from hitting behind.

King-f+2,d+1,2

i22~23 ,m ,16 -15

+27a(+17)

  • Combo from 2nd to 3rd hit.
  • 3rd hit is delayable and also combos.

King-f+3

i15~16 m 18 -8

+1

+9s

  • Only forces standing on CH.

King-f+3:1+2

,t ,20

+1d

  • Input during f+3 hit stun.
  • Shifts to throw on front grounded hit.

King-f+3+4

  • Cancel to r25 with b on frame 34~ at the earliest, able to block high.
  • Gains armor during Heat.
  • Partially uses remaining Heat time (same for uf+3+4 / db+1+2,3+4 / b+1+2 ).

King-f+4

i18~20 m 25 -9

+12a(+3)

Low Crush
Balcony Break
Homing

King-FC.1+2

i26 t(s) 0

+3d

  • 1+2 throw break (except from behind).
  • Catches standing and crouching opponent from all directions.

King-FC.d+3

i18 l 10 -17

-6

  • Hits OTG.
  • Can also be done by FC.db+3.
  • Get extra range by FC.df+3/CD.3.

King-FC.db,d,db+1+2

i12 t 45

+0d

Floor Break
  • 1+2 throw break.
  • Opponent recovers in FUFR.

King-FC.df+1

i32~34 l 20 -12

+73a(+57)

High Crush
  • Can also be done by f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.

King-FC.df+2

i15 m 21 -14

+56a

  • Crumple on hit.

King-FDFA.db+1+3

i18~20 t(g) 32

+0d

  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFA.

King-FDFL.db+1+3

i18~20 t(g) 37

+0d

  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFL.

King-FDFR.db+1+3

i18~20 t(g) 35

+0d

  • 1 or 2 throw break, depending on King's input.
  • Side Switch.
  • Opponent recovers in FDFL.

King-FDFT.db+1+3

i18~20 t(g) 30

+22d

  • 1 or 2 throw break, depending on King's input.
  • Side Switch.
  • Opponent recovers in FDFL.

King-f,F,1

i20~21 m 21 -5

+14g

+38d

Homing
Balcony Break

King-f,F,2

i31~32 m 21 0c

+12c

  • Forces crouching on block and hit.
  • Allow crouching throw on hit.
  • Chip damage on block.

King-f,F,2+3

i21~43 m,t 20,15 -16c~+2c

-19c~+3c/-5d

  • Forces crouching on block and hit.
  • Throw when hit standing in front close range.

King-f,F,3+4

i28~30 h 25 0/+2c

+24d(-34)

Balcony Break
  • Chip damage on block. (extra near wall)
  • Forces Crouching on block when near wall.
  • Recovers FUFT on whiff.

King-f,F,4

i15 m 25(30,14) -15

+14a(+4)

+1d

Tornado
Balcony Break
  • Shifts to throw on front grounded CH.

King-f,f,F+2+4

i10 t 40(45)

+1d

  • 1+2 throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFL.

King-f,f,F,3

i20~25 m 25 +3

+30(+22)

Balcony Break
  • Chip damage on block.

King-f,f,F,3+4

i28~34 m 40 +17

+32d(-26)

Balcony Break

King-f,f,n,1+2

i9 m 0 +0

+7s

+18s

  • Forces Standing on hit.
  • Allows follow up on CH.

King-f,f,n,2

i18 l/(l,t) 17/(20,35) -13

+7s/(0d)

high crush
  • Shifts to throw on front grounded CH.
  • Hits OTG.

King-f,hcf+1

i10 t 45(50),20 / 70

-22d(-50)

  • 1 throw break. Side switch.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • Mash 1/2/3/4 to roll in midscreen to reduce 20 damage, on wall splat damage is 70.
  • Opponent recovers in FUFT if fails to roll.

King-f,hcf+2

i12~14 t 50(55)

+1d

  • 2 throw break.
  • Input quickly to "blue spark" (+5 damage).
  • Partially restores remaining Heat time.
  • f,b,d,f are required, so it can be done by f,b,db,d(,n),f+2. (same for Giant Swing)
  • Opponent recovers in FUFL.

King-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.

King-FUFA.db+1+3

i18~20 t(g) 28

+0d

  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FUFR.

King-FUFL/FUFR.db+1+3

i18~20 t(g) 0

+25d

  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFL/FDFR.

King-FUFT.b+3+4

i16~28 m 25 -25

+4a(-6)

Balcony Break
  • Faster than normal spring kick and knocks down.

King-FUFT.db+1+3

i18~20 t(g) 20,10 / 35

+1d(-40)

  • 1 or 2 throw break, depending on King's input.
  • Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35.
  • Opponent recovers in FUFT if fails to roll.

King-FUFT.DB+1+3

i18~20 t(g) 25

+0d

Floor Break
  • 1 throw break.
  • Opponent recovers in FUFT.

King-FUFT.DB+2+4

i18~20 t(g) 28

+1d

  • 2 throw break.
  • Opponent recovers in FUFT.

King-H.2+3

i17 m,t 20,40 +12

+0d

Heat Smash
Floor Break
  • Shifts to JGR on block (without heat).
  • Hold b to cancel shift, becomes +7 on block.
  • Beats all Power Crush armor, hits OTG.

King-JGR.1

i16~17 m 21 -8

+39d/+75a(+59)

  • In heat it becomes Tornado on grounded hit.
  • Partially uses remaining Heat time.

King-JGR.1+3

i23 t 45

+1d

Heat Engager
  • Cannot throw break. Cannot heat dash.
  • Restores some Heat Gauge in Heat.
  • Opponent recovers in FUFA.

King-JGR.2

i18~19 h 26 +3/+6/+18c

+4d

  • Chip damage on block.
  • In heat it becomes +6 on block, and forces crouching +18 near wall.
  • Partially uses remaining Heat time.

King-JGR.2+3

i21~43 M,t 20,15 -16c~+2c

-19c~+3c/-5d

  • Throw when hit standing in front close range.
  • King recovers off axis

King-JGR.3

i22~23 m 30 -9

+11d (+1)

js11~30 fs31~33
Balcony Break
Homing

King-JGR.4

i20~24 L 20 -21

+0c

js7~23 fs24~

King-JGS.1

i17~18/i19~20 h 21/25/31 -7/-1

+47d/+53d

  • Crumple on hit.
  • On block / hit / startup increases up to 2nd spin.
  • Damage increase up to 3rd spin.

King-JGS.1+4_2+3

i12 t 20

+0d

  • 1 or 2 throw break, depending on King's input.
  • Opponent recovers in FDFT.
  • Becomes f,hcf+1 / 2+4 on air grab / wall splat.

King-JGS.2

i11~12 m 15/18/22 -9/-2/0c

+12c

  • Forces Crouching on hit.
  • Forces Crouching on block from 3rd spin on.
  • Damage increase up to 3rd spin.

King-JGS.3

i22~23 m 23/27/34 -5/-1

+21a(+12)/+25a(+16)

Balcony Break
  • On block / hit increases up to 2nd spin.
  • Damage increase up to 3rd spin.

King-JGS.3,2+3

i21~43 ,m,t ,20,15 -16c~+2c

-19c~+3c/-5d

  • 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.

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fields=CONCAT(id,'')=Move,startup=Startup,target=Hit Level,damage=Damage,block=On Block,CONCAT(hit,'')=On Hit,CONCAT(ch,'')=On CH,crush=States,notes=Notes
|format=table
|offset=100
|tables=Move
|where=Move._pageName='King movelist'
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