Cargo query

Showing below up to 50 results in range #51 to #100.

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

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-BT3,1+2

,t ,20

+0d

Floor Break
  • Throw when hit standing in front close range.
  • Just frame input.

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.

King-d+2

i11 s.l 8 -4

+7

  • Can also be done by FC.d+2/FC.db+2.

King-d+2+3

i30~35 m 25 -8

+0c

Floor Break
  • Hits OTG.
  • Forces Crouching on hit.

King-d+2+4

i12~13 t(c) 35

+0d

Floor Break
  • Crouch throw, cannot throw break.
  • Can also be done by db+2+4 and in FC too.
  • Opponent recovers in FUFA.

King-d+3

i17 l 12 -12

+1

  • Hits OTG.

King-d+3+4

i16 l 14 -25

-9

  • CH enable 2 more Ali Kicks.

King-d+3+4,4

i29 ,l ,7 -25

-9

  • Combo from 1st hit on CH.

King-d+3+4,4,4

i29 ,l ,7 -29

+7

  • Combo from 2nd hit on CH.

King-d+3+4,4,4,2

i28 ,m ,10 -15

+16d(+6)

Balcony Break
  • Same property for d+3+4,2 / d+3+4,4,2
  • Only combo if 2nd/previous kick on CH.

King-d+3+4,4,4,4

i29,i29 ,l,l ,4,3 -26

+15

  • Only available if 1st hit on CH.
  • Last 3 kicks are combo.
  • 5 kicks combo is impossible.

King-d+4

i14 l 6 -15

-4

  • Fast low but very punishable.

King-db+1+2

i6~?? Power Crush
  • Able to tank 10 frame jab if King is -4 or less (1 frame earlier than other Power Crush)
  • Armor duration is 24 frames if you let it end normally
  • Armor move is cancelable into anything at frame 17
  • Can be cancel into anything after chest out.

King-db+1+2,2

i15 m,t 15,25 -9/-5

+35g/+8g

Power Crush
Heat Engager
Heat Dash +5 on block, +18 on wall block.
  • 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.

King-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.

King-db+2

i25~26 m 21 -5c

+19a

  • Forces Crouching on block.

King-db+2+3

i12 t 40 (8+20+12)

+1d / 0d

  • 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.

King-db+3

i23 l 17 -14

+4c

+25d

  • Tracks left side. (one of the few for King)

King-db+4

i29~31 l 20 -17

-3d

+27d

  • Hits OTG.
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.

King-db,n,f+2+4

i11 t 53

-1d

Floor Break
  • 2 throw break. Can also be done by qcb,n,f+2+4 / b,db,d,n,f+2+4.
  • Opponent recovers in FUFA.

King-DF

r(l) 0

+51a(+35)

  • Generic low parry.
  • Tornado affect on success.

King-df+1

i14~15 m 15 -1

+3s

  • Forces standing on hit.

King-df+1,2

i20~21 ,m ,15 -10

+5s

  • Combo from 1st hit if not fully delayed.

King-df+1+3

i32 t 19

+1d

  • 1 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFA.

King-df+2

i13 m 12 -6

+4s

  • Forces standing on hit.

King-df+2,1

i20~21 ,h ,15 -4

+24d

  • Combos on CH, otherwise opponent can duck.
  • Delay hit confirmable.
  • Special down state that allows low juggle.

King-df+2+3

i12 t 40

+0d

  • 2 throw break.
  • Opponent recovers in FUFT.

King-df+2+4

i32 t 20

+1d

  • 2 throw break. Side Switch.
  • Very slow crouch dash then grab.
  • Opponent recovers in FUFT.

King-df+3

i14 m 17 -9

+6s

  • Forces standing on hit.
  • Tracks left side. (one of the few for King)

King-df+3+4

i28~35 t/s 30/15 -12~-18

+18d/-7~0

Low Crush
  • Throw only when opponent standing close.
  • Cannot throw break.
  • Recovers in BT/FUFT on throw success/failed.

King-df+3,4

i30 ,h ,23 +0

+28d

  • Combos on CH, otherwise opponent can duck.
  • Not available if df+3 whiffs.
  • Recovers in FDFT.

King-df+4

i14~15 l 10 -14

-3

  • King's fastest low attack.

King-df+4,3

i22 ,h ,11 -5

+6

  • Combos on CH even opponent is crouching.

King-df+4,3,4

i28~29 ,m ,27 -15/-8

+6a/+13a

+47a(+16)

Balcony Break
  • Wall combo tool.
  • Combos on 2nd CH. Crumple on 3rd CH.
  • Hold back to shift to backturn stance.
  • Shift to backturn is 14F punishable.

King-df+4,3,d+4

i33~35 ,l ,20 -10

-8d

+22d

  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.

King-f+1+2

i16~17 h 23 +0

+10d

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|format=table
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|tables=Move
|where=Move._pageName='King movelist'
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