King |
---|
Movelist & frame data (Tekken 8) |
---|
Heat
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Elbow Impact
f+2,1
m,h
12,25
+1
+17g/+16d
i15~16
- Combo from 1st hit.
- +16F on hit during heat or after heat.
Muscle Armor > Emerald Elbow
db+1+2,2
m,m
15,25
-9
+35g/+8g
i15
Power Crush
- Only 1st input has armor, 2nd input is delayable.
- +8F on hit during heat or after heat.
- Unable to cancel into heat dash.
Rapid King Onslaught
JGR.1+3/JGR.2+4
t
45
+1d
i23
- Namely RKO, cannot throw break.
- Restores some Heat Gauge in Heat.
- Unable to cancel into heat dash.
Freedom Face Buster
d+1+4
m
35
+0d
i12
- Crouch throw, cannot throw break.
- Restores some Heat Gauge in Heat.
- Unable to cancel into heat dash.
n
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Palm Strike > V Driver
1,2,d+2+4
h,ht
5,15,27
+1d
i27
- Cannot throw break.
- Crouch throw.
Palm Strike Uppercut
1,2,1
h,h,m
5,15,10
-4
+5
i10~i24
- The 3rd hit doesn't combo even on CH.
Palm Strike Uppercut > Suplex
1,2,1,2+4
h,h,m,t
5,15,10,40
+0d
i10~i26
- Throw break 2.
Palm Strike Uppercut > V Driver
1,2,1,d+2+4
h,h,m,t
5,15,10,35
+1d
i10~i28
- Cannot throw break.
- Crouch throw.
Head Spinner
1+2,1
m,m
17,21
-13/-18
+12a/-9
i18~i22
- Combo from 1st hit.
- Hold back during 2nd hit to feint.
f
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
df
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Elbow Sting
df+1,2
m,m
15,15
-10
+5
i14~i20
- Combos from 1st hit if not fully delayed.
Lasso Kick
df+3,4
m,h
17,23
+0
+28d
i14~i30
- Recovers in FDFT on hit or block.
- Combos on CH.
Frankensteiner
df+3+4
s
15,30
-12~-18
+18d
i28
- Throw only when close
- Recovers in FUFT if throw failed
d
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab > Uppercut
d+1,2
s.l,m
5,13
-11
+5
i10~i15
- Combos on CH.
- Can also be done from FC.
Stagger Kicks
d+3+4,4,4
l,l,l
14,7,7
-29
+7
i16~i29
- Can also be done from FC.df+4,4,4
- CH adds 2 more hits
Stagger Kick Spinning Uppercut
d+3+4,4,4,2
l,l,lm
14,7,710
-15
+16d(+6)
i28
db
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Low Drop Kick
db+4
l
20
-17
-3d
i29
- Recovers in FDFT on block.
- Can also been done from BT.
Muscle Armor > Jaguar Sprint
db+1+2,3+4
Power Crush
- Run immediately without pointing finger.
- Running has no armor if not during heat.
- Cancel window is smaller than Emerald Elbow.
b
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Guillotine Drop
b+3,1+2
h,t
2320
0d
Only shifts to throw in the front on grounded hit.
u
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sole Crusher
uf+3+4
m
23
+25
i22
Power Crush
- Shifts to JGR on hit.
- Hold b to cancel JGR.
Motion Input
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Stomache Smash
f,f,n,2
l
17
-13
+7
t
i18
high crush
- Shifts to 35 damage throw on counter hit.
Crouch
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
WS
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
JGS (Jaguar Step)
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jaguar Step
3+4
- Hold to continue spinning. Strikes are powered up after 2nd spin. King gets dizzy and shifts to FUFT after 6th spin.
Jaguar Step > High Kick
JGS.4
h
40(42)
+8(+15)
+5(+10)
i17
- Chip damage on block.
JGR (Jaguar Sprint/Jaguar Run)
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jaguar Sprint
f+3+4
- Hold b to cancel. Gains armour during Heat. Partially uses remaining Heat time.
Jaguar Axe
JGR.2
h
26
+3
+4
i18
- Chip damage on block.
- Partially uses remaining Heat time.
Rapid King Onslaught
JGR.1+3
t
45
i23
- Partially restores remaining Heat time during Heat.
Diving Body Press
JGR.2+3
m,t
20,15
-16
-5
i21
- Throw only comes out when hit from the front at close range.
CD (Beast Step/Crouch Dash)
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Others
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Anger Of The Beast
R.df+1+2
m
10,3,25,7
-15
+0d
i20
Power Crush
- Erases opponent's recoverable health on hit
Throws
Regular throws
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Winding Nut
f+1+3
h
35
+0d
i15
- 1 or 2 throw break.
- Has longer range than regular Winding Nut.
Shining Wizard
f,f,F+2+4
h
40
+1d
i10
- 1+2 throw break.
- If done quickly with all inputs, will "blue spark" and deal more damage.
- Partially restores remaining Heat time.
Giant Swing
f,hcf+1
h
45,20
-22d(-50)
i10
- 1 throw break.
- If done quickly with all inputs, will "blue spark" and deal more damage.
- Partially restores remaining Heat time.
Tijuana Twister
f,hcf+2
h
15,35
+1d
- 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
Armbar
Ultimate Tackle.1+2
t
25
+1d
- 1+2 throw break
- Can also shift into after 3rd hit of Ultimate Punch
Leg Cross Hold
Ultimate Tackle.3+4
t
20
+1d
- 3+4 throw break
- Can also shift into after 3rd hit of Ultimate Punch