King movelist

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Revision as of 18:03, 19 February 2024 by Kalki (talk | contribs) (Change alt input notation)

Heat

Gives armour during Jaguar Sprint (JGR)
Restores some Heat Gauge after certain throws
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst

2+3

m
12
+1
+2c
i16
Power Crush
Heat Burst
  • Beats all Power Crush armor.
Elbow Impact

f+2,1

m,​h
12,​25
+1
+17g/+16d
i15~16
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.
Shoulder Tackle

f+2+3

m
27
-9
+17g/+9d
i20~24
Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block
  • +9 on hit during heat or after heat.
Muscle Armor > Emerald Elbow

db+1+2,2

m,​t
15,​25
-9/-5
+35g/+8g
i15
Power Crush
Heat Engager
  • Elbow has no armor, and input is delayable.
  • Shifts to throw on front grounded hit.
  • +8 on hit during heat or after heat.
  • Becomes -5 on block with chip damage if attack absorbed. Cannot heat dash.
Rapid King Onslaught

JGR.1+3_2+4

t
45
+1d
i23
Heat Engager
  • Namely RKO, cannot throw break.
  • Restores some Heat Gauge in Heat.
  • Cannot heat dash.
Freedom Face Buster

d+1+4

m
35
+0d
i12
Heat Engager
  • Crouch throw, cannot throw break.
  • Restores some Heat Gauge in Heat.
  • Cannot heat dash.
Ultimo Jaguar

H.2+3

m,​t
20,​44
+12
+0d
i17
Heat Smash
Floor Break
  • Shifts to JGR on block (without heat).
  • Beats all Power Crush armor, hits OTG.

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Left Jab

1

h
5
+1
+8
i10
r17
Palm Strike

1,2

h,​h
5,​15
-3
+8
i10~12
  • Combo from 1st hit.
Palm Strike > Head Jammer

1,​2,2+4

h,​h,​t
5,​15,​30
+1d
i30
  • Throw break 2.
Palm Strike > V Driver

1,​2,d+2+4

h,​h,​t
5,​15,​27
+1d
i27
  • Cannot throw break.
  • Crouch throw.
Palm Strike Uppercut

1,​2,1

h,​h,​m
5,​15,​10
-4
+5s
+10s
i24~25
  • Forces standing on hit.
  • The 3rd hit doesn't combo even 2nd on CH.
  • Starter of 10 Strings, 3rd~5th hits are combo.
Palm Strike Uppercut > Suplex

1,​2,​1,2+4

h,​h,​m,​t
5,​15,​10,​40
+0d
i26~28
  • Throw break 2.
Palm Strike Uppercut > V Driver

1,​2,​1,d+2+4

h,​h,​m,​t
5,​15,​10,​35
+1d
i28~30
  • Cannot throw break.
  • Crouch throw.
Right Jab

2

h
10
+1
+7
i10
Right Jab > Uppercut

2,1

h,​m
10,​15
-3
+8
i23~24
  • Forces standing on hit.
  • Combo from 1st hit.
Left Kick

3

h
25
-14
+17a
i17
Balcony Break
Right Kick

4

h
20
-5
+6
+31d
i13
  • Knocks down on CH for dash OTG throw.

1+2

m
17
-11
-2s
0s
i18
r BT
  • Forces standing on hit.
  • Shifts into backturn stance.
Head Spinner

1+2,1

m,​m
17,​21
-13/-18
+12a(+3)/-9
i22
Balcony Break
  • Combo from 1st hit.
  • Hold back during 2nd hit to feint.
Brutal Sting

1+2,3

m,​h
17,​25
-3
+12a(+3)
i24~25
Balcony Break
Tornado
  • Combo from 1st hit.


f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

m
12
-11
+2s
i15~16
  • Forces standing on hit.
Elbow Impact

f+2,1

m,​h
12,​25
-9
+17g/+16d
i15~16
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.

f+2,d+1

m,​m
12,​16
-13c
+2c
i22
  • Forces crouching on block and hit.
  • Not combo even on CH, only combo from hitting behind.
Jaguar Smash Combo

f+2,​d+1,2

m,​m,​m
12,​16,​16
-15
+27a(+17)
i22~23
  • Combo from 2nd to 3rd hit.
  • 3rd hit is delayable and also combos.
Front Kick

f+3

m
18
-8
+1
+9s
i15~16
  • Only forces standing on CH.
Front Kick > DDT

f+3,1+2

m,​t
18,​20
+1d
  • Input during f+3 hit stun.
  • Shifts to throw on front grounded hit.
Rolling Sobat

f+4

m
25
-9
+12a(+3)
i18~20
Balcony Break
Homing
Shadow Lariat

f+1+2

h
23
+0
+10d
i16~17
Body Check

f+1+4

m
21
+3
+7s
i17~19
  • Forces standing on hit.
Shoulder Tackle

f+2+3

m
27
-9
+17g/+9d
i20~24
Heat Engager
Balcony Break
Heat Dash +5 on block, +18 on wall block.
  • +9 on hit during heat or after heat.

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
15
-1
+3s
i14~15
  • Forces standing on hit.
Elbow Sting

df+1,2

m,​m
15,​15
-10
+5s
i20~21
  • Combo from 1st hit if not fully delayed.

df+2

m
12
-6
+4s
i13
  • Forces standing on hit.
Double Hook Disaster

df+2,1

m,​h
12,​15
-4
+24d
i20~21
  • Combos on CH, otherwise opponent can duck.
  • Delay hit confirmable.
  • Special down state that allows low juggle.

df+3

m
17
-9
+6s
i14
  • Forces standing on hit.
Lasso Kick

df+3,4

m,​h
17,​23
+0
+28d
i30
r FDFT
  • Combos on CH, otherwise opponent can duck.
  • Not available if df+3 whiffs.
  • Recovers in FDFT.

df+4

l
10
-14
-3
i14~15
  • King's fastest low attack.

df+4,3

l,​h
10,​11
-5
+6
i22
  • Combos on CH even opponent is crouching.
Mincer

df+4,​3,4

l,​h,​m
10,​11,​27
-15/-8
+6a/+13a
+47a(+16)
i28~29
r (BT)
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.
Mincer Low

df+4,​3,d+4

l,​h,​l
10,​11,​20
-10
-8d
+22d
i33~35
r FC/FDFT
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.
Frankensteiner

df+3+4

s
15,​30
-12~-18
+18d/-7~0
i28~35
  • Throw only when opponent standing close.
  • Cannot throw break.
  • 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

d+1

s.l
5
-5
+6
i10
r FC
  • Can also be done by db+1/FC.d+1/FC.db+1.
Jab > Uppercut

d+1,2

s.l,​m
5,​13
-11
+5s
i10,i15~17
  • Combos on CH.
  • Forces standing on hit.
Atlas Hammer

d+1+2

m
21
-24
+45a(+35)
i23
Tornado
  • Duck high and launch, very punishable.

d+2

s.l
8
-4
+7
i11
r FC
  • Can also be done by FC.d+2/FC.db+2.
Stomp

d+3

l
12
-12
+1
i17
  • Hits OTG.

d+4

l
6
-15
-4
i14
r FC
  • Fast low but very punishable.
  • Can also be done by FC.d+4/FC.db+4.

d+3+4

l
14
-25
+7
i16
r FC
  • a.k.a Ali Kick, long reach and hits OTG.
  • CH enable 2 more Ali Kicks.
  • Can also be done by FC.df+4/FC.(db/d/df)+3+4.

d+3+4,4

l,​l
14,​7
-25
-9
i29
r FC
  • Combo from 1st hit on CH.
  • Can also be done by FC.df+4,4.
Stagger Kicks

d+3+4,​4,4

l,​l,​l
14,​7,​7
-29
+7
i29
r FC
  • Combo from 2nd hit on CH.
  • Can also be done by FC.df+4,4,4.
Stagger Kick Spinning Uppercut

d+3+4,​4,​4,2

l,​l,​l,​m
14,​7,​7,​10
-15
+16d(+6)
i28
Balcony Break
  • Same property for d+3+4,2 / d+3+4,4,2
  • Only combo if 2nd/previous kick on CH.
Stagger Kick Flurry

d+3+4,​4,​4,4

l,​l,​l,​l,​l
14,​7,​7,​4,​3
-26
+15
i29,i29
r FC
  • Only available if 1st hit on CH.
  • Last 3 kicks are combo.
  • 5 kicks combo is impossible.
Corporate Elbow

d+2+3

m
25
-8
+0c
i30~35
  • Hits OTG.
  • Forces Crouching on hit.

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Brain Chop

db+2

m
21
-5c
+19a
i25~26
  • Forces Crouching on block.
Crouching Low Kick

db+3

l
17
-14
+4c
+25d
i23
r FC
  • Forces Crouching on normal hit.
Low Drop Kick

db+4

l
20
-17
-3d
+27d
i29~31
r FC/FDFT
  • Hits OTG.
  • Recovers in crouch on hit.
  • Otherwise recovers in FDFT.
Muscle Armor

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.
Muscle Armor > Emerald Elbow

db+1+2,2

m,​t
15,​25
-9/-5
+35g/+8g
i15
pc
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.
Muscle Armor > Jaguar Sprint

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.

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick Hook

b+1

h
13
-8
+3
+3a
i12
Momentarily makes opponent airborne on CH, thus b+1,2 launches.
Quick Hook > Uppercut

b+1,2

h,​h
1320
-13
+5
+70a(+54)*
i19~20
Tornado
  • Launches opponent if b+1 on CH.
Quick Hook > Heel Kick

b+1,4

h,​m
1323
-11
+1d
+18(-17)*
i26~28
r FUFT
  • Combo from 1st hit on CH.
  • Recovers in FUFT.
Chupacabra

b+2

h
16
-5
+1
i14
Chupacabra > Spinning Back Elbow

b+2,1

h,​h
16,​21
-9
+19a(+10)
i20~21
Balcony Break
  • Combo from 1st hit.
Chupacabra > Olympia Slam

b+2,4

h,​m,​t
16,​18,​20
-8
+10s/+0
i21
  • Shifts to throw on front grounded hit.
Chupacabra > Head Butt

b+2,1+2

h,​h
16,​22
+2c
+22d
i24~25
  • Forces crouching on block.
Toll Kick

b+3

h
23
-10/-5
+39d
i16~18
Power Crush
Tornado
Balcony Break
  • Becomes -5 on block with chip damage if attack absorbed.
Guillotine Drop

b+3,1+2

h,​t
2320
0d
  • Shifts to throw on front grounded hit.
  • Input 1+2 before b+3 hits.
Disgraceful Kick

b+4

h
25
+2
+14g
i17~21
r BT
Balcony Break
  • Shifts into backturn stance.

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Capital Punishment

u+1+2

m
25
+2c
+22d
i35~36
  • Tab 1+2 otherwise it becomes u+1+2(hold).
  • Forces Crouching on block.
  • Can also be done by ub+1+2.
Burning Knuckle

u+1+2*

m!
40
+11d
i67
  • Unblockable mid.
  • Auto switch side if fly over opponent.
  • Can also be done by ub+1+2*.
Water Parting Chop

uf+1

h
21
-3
+36a(+27)
i20~23
Homing
Balcony Break
  • Can also be done by ub+1/u+1.
High Elbow Drop

uf+2

m
35
-17c
-7d/-4c
i47~53
r FUFA
  • Hits OTG.
  • u+2 to jump vertical, ub+2 to jump back.
  • Force Crouching on block. (ub+2 also on hit)
Falling Kneel Kick

uf+3

m
23
-10
-1d
i22~29
r FUFA/FUFT
  • Can also be done by ub+3/u+3.
Jumping Knee Lift

uf+4

m
13
-13
+33a(+23)
i15
  • Can also be done by u+4.

ub+4

m
15
-13
+19a(+9)
+33a(+23)
i15
  • Jump straight up knee, very short range.
Sole Crusher

uf+3+4

m
23
-12/-7
+25g
i22~23
Power Crush
Tornado
  • Becomes -7 on block with chip damage if attack absorbed.
  • Shifts to JGR on hit (Hold b to cancel shift).

Motion Input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Stomache Smash / Jaguar Hammer

f,f,n,2

l/(l,​t)
17/(20,​35)
-13
+7s/(0d)
i18
high crush
  • Shifts to throw on front grounded CH.
  • Hits OTG.
Lay Off

f,f,n,1+2

m
0
+0
+7s
+18s
i9
  • Forces Standing on hit.
  • Allows follow up on CH.
Jaguar Hook

f,F,1

m
21
-5
+14g
+38d
i20~21
Homing
Balcony Break
Beast Elbow

f,F,2

m
21
0c
+12c
i31~32
  • Forces crouching on block and hit.
  • Allow crouching throw on hit.
  • Chip damage on block.
Konvict Kick > DDT

f,F,4

m
25(30,​14)
-15
+14a(+4)
+1d
i15
Tornado
Balcony Break
  • Shifts to throw on front grounded CH.
Exploder

f,F,3+4

h
25
0/+2c
+24d(-34)
i28~30
r s/FUFT
Balcony Break
  • Chip damage on block. (extra near wall)
  • Forces Crouching on block when near wall.
  • Recovers FUFT on whiff.
Diving Body Press

f,F,2+3

m,​t
20,​15
-16c~+2c
-19c~+3c/-5d
i21~43
r FDFA
  • Forces crouching on block and hit.
  • Throw when hit standing in front close range.
Strong Knee

f,f,F,3 / wr3

m
25
+3
+30(+22)
i20~25
Balcony Break
  • Chip damage on block.
Running Exploder

f,f,F,3+4 / wr3+4

m
40
+17
+32d(-26)
i28~34
r FUFT
Balcony Break

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Leg Breaker

FC.df+1/CD.1

l
20
-12
+73a(+57)
i32~34
High Crush
r FC
  • Can also be done by f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.
Body Blow

FC.df+2

m
21
-14
+56d
i15
r s
  • Crumple on hit.

FC.d+3

l
10
-17
-6
i18
r FC
  • Hits OTG.
  • Can also be done by FC.db+3.
  • Get extra range by FC.df+3/CD.3.

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
12
-3
+4s
i10~11
  • Acts like 11 frame attack.
  • Forces Standing on hit.

ws2

m
11
-9
+1s
i14
Homing
  • Forces Standing on hit.
Round Trip Chop

ws2,2

m,​m
11,​25
-12
+12g
i15~16
Homing
Balcony Break
  • Combo from 1st hit.

ws3

h
20
0
+22a(+12)
i16
Toe Smash

ws4

m
20
-6
+5
i11~12
Snap Uppercut

ws1+2

m
20
-10
+35a(+25)
i18~19

BT (Back Turned)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Blind Kick

BT.3

m
18
-13
+9s
+50d
i13~14
  • Hits OTG.
  • Forces standing on normal hit.
  • Crumple on CH.
Blind Kick > Neck Breaker

BT.3,1+2

m,​t
18,​20
0d
Floor Break
  • Throw when hit standing in front close range.
  • Just frame input.
Atomic Blaster

BT.1+2

h!
45
+2d
i26~30
  • Unblockable high attack.
Moonsault Body Press

BT.1+4

m!
30
+6d
i41~47
r FDFA
  • Unblockable mid attack.

BT.d+4

l
20
-14
-2d
+28d
i22~24
r FC/FDFT
  • Recovers in FDFT on block and whiff.
  • Also can be done in backturn crouch.

JGS (Jaguar Step)

Numbers after / indicate powered up version.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jaguar Step

3+4

  • Hop over low attacks.
  • Hold to continue spinning and power up strikes, but King doesn't change direction.
  • King gets dizzy and falls after 6th spin.
Backwards Jaguar Step

b+3+4

  • Hop over low attacks.
  • Cannot be held to continue spinning.
Jaguar Step > Hook

JGS.1

h
21/25/31
-7/-1
+47d/+53d
i17~18/i19~20
  • Crumple on hit.
  • On block / hit / startup increases up to 2nd spin.
  • Damage increase up to 3rd spin.
Jaguar Step > Hammer

JGS.2

m
15/18/22
-9/-2/0c
+12c
i11~12
  • Forces Crouching on hit.
  • Forces Crouching on block from 3rd spin on.
  • Damage increase up to 3rd spin.
Jaguar Step > Sobat

JGS.3

m
23/27/34
-5/-1
+21a(+12)/+25a(+16)
i22~23
Balcony Break
  • On block / hit increases up to 2nd spin.
  • Damage increase up to 3rd spin.
Jaguar Step > Sobat & Press

JGS.3,2+3

m,​m,​t
23/27/34,​20,​15
-16c~+2c
-19c~+3c/-5d
i21~43
r FDFA
  • 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.
Jaguar Step > High Kick

JGS.4

h
40/42/52
+8/+15
+5a(-4)/+10a(+1)
i17~18
Balcony Break
  • Chip damage on block.
Guard Break
  • On block / hit increases up to 2nd spin.
  • Damage increase up to 3rd spin.
Jaguar Steep > Mid Kick

JGS.df+4

m
30/36/45
-16/+8
+5a(-4)
i17~19
Balcony Break
  • On block increases up to 2nd spin.
  • Damage increase up to 3rd spin.

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 stop. Gains armor during Heat.
  • Partially uses remaining Heat time (same for uf+3+4 and db+1+2,3+4).
Running Elbow Smash

JGR.1

m
21
-8
+39d/+75a(+59)
i16~17
  • In heat it becomes Tornado on grounded hit.
  • Partially uses remaining Heat time.
Jaguar Axe

JGR.2

h
26
+3/+6/+18c
+4d
i18~19
  • Chip damage on block.
  • In heat it becomes +6 on block, and forces crouching +18 near wall.
  • Partially uses remaining Heat time.
Sprint K.

JGR.3

m
30
-9
+11d(+1)
i22~23
Low Crush
Balcony Break
Homing
Dashing Low Drop Kick

JGR.4

l
20
-21
+0c
i20~24
Low Crush
r FUFT
  • Forces Crouching on hit.
Diving Body Press

JGR.2+3

m,​t
20,​15
-16c~+2c
-19c~+3c/-5d
i21~43
r FDFA
  • Throw when hit standing in front close range.
Rapid King Onslaught

JGR.1+3_2+4

t
45
+1d
i23
Heat Engager
  • Cannot throw break. Cannot heat dash.
  • Restores some Heat Gauge in Heat.
  • Opponent recovers in FUFA.
Sometimes written RKO

CD (Beast Step/Crouch Dash)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Beast Step

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.
Leg Breaker
CD.1

FC.df+1

l
20
-12
+73a(+57)
i32~34
High Crush
r FC
  • Can also be done by f,n,d,DF+1/CD.1.
  • Tornado on grounded hit.
Knee Lift

f,n,d,DF+4/CD.4

m
21
-9
+49a(+18)
+53d
i15~16
  • Special down state that allows low juggle (on normal hit).
  • Crumple on CH for full combo.
Black Bomb

f,n,d,DF+1+2 / CD.1+2

m
24
-5
+16d
+52d
i20~23
Balcony Break
  • Hits OTG.
  • Bounce off ground on CH for full combo.

Others

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Anger Of The Beast (Rage Art)

R.df+1+2

m
55
-15
+0d
i20
  • Armor all attacks and ignore throws.
  • Beat all armor including Rage Art.
  • Erases opponent's recoverable health on hit.
  • Damage distribution are 10,3,25,10,7, only adds 2 damage on CH.
Victory Palm

ss2

h
25
-5
+18a(+9)
i19~20
Balcony Break
Deadly Boomerang

ss3+4

h
50
0
0d
i21~25/i27~31
r FDFA
  • Deals a lot of chip damage on block.
  • Tracks side steps.
  • Side Step Left is 6 frames faster than SS Right.
Reverse Special Stretch Bomb (Cancel)

ss2+4,b/db

r FC
  • Side Step that ducks high and covers long distance quickly, recovers in crouch.
  • Input by u/d,n,n+2+4,b/db.

Throws

Regular throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Winding Nut

1+3 / f+1+3

t
35
+0d
i12~15 / i15~17
  • 1 or 2 throw break.
  • Input f+1+3 to increase throw range, but its startup is 3 frames slower.
  • Opponent recovers in FUFA.
Suplex

2+4 / f+2+4

t
35
+0d
i12~15 / i15~17
  • 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.
Executioner Drop

uf+1+2 / uf+1+2,B

t
30
+19d(-7) / +17d(-13)
i12
  • 1+2 throw break.
  • Hold b to throw backwards.
  • Damage becomes 15 on wall splat.
  • Opponent recovers in FUFT.
Argentina Backbreaker

(Left side throw)

t
40
+36d
(depends)
  • 1 throw break.
  • Any throw on standing opponent's left side.
  • Side switch. Opponent recovers in FUFR.
Knee Crusher

(Right side throw)

t
42
+21d
(depends)
  • 2 throw break.
  • Any throw on standing opponent's right side.
  • Opponent recovers in FUFT.
Half Boston Crab

(Behind 1 throw)

t
60
0d
(depends)
  • 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.
Cobra Twist

(Behind 2 throw)

t
60
-1d
(depends)
  • Cannot throw break.
  • Any 2 break throw behind opponent's back except chain throws.
  • Side switch? Opponent recovers in FDFL.
Stretch Buster

Behind.b,f+1+2

h
75
-+1d
i10
Floor Break
  • Cannot throw escape
Knee Bash

df+2+3

h
40
+0d
i12
  • 2 throw escape
Figure Four Leg Lock

db+2+3

h
8,​20,​12
+1d
i12
  • 1+2 throw break.
  • If opponent opponent inputs 3+4 shifts to Reverse Figure Four Leg Lock
Throw Away

b+1+2

h
0
+14
i13
  • 1+2 throw escape
  • Shifts to JGR on hit
  • f,F during animation to prevent shift to JGR
Throw Away > Back Swing

b1+2,1+2

h
0
+11
i13
  • Cannot throw escape
  • Shifts to JGR on hit
  • f,F during animation to prevent shift to JGR
Knee Bash

df+2+3

t
40
+0d
i12
  • 2 throw break.
  • Opponent recovers in FUFT.
Figure Four Leg Lock

db+2+3

t
40 (8+20+12)
+1d / 0d
i12
  • 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.
Throw Away

b+1+2(,f,F)

t
0
+14g / -2
i12~17
  • 1+2 throw break. Side switch.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR stance, input f,F / b,B to cancel.
Throw away > Back Swing

b+1+2,1+2(,f,F)

t
0
+11g / -6
i12~17
  • 1+2 throw break.
  • Damage becomes 15 on wall splat.
  • Shifts to JGR stance, input f,F / b,B to cancel.

Command throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Tombstone Pile Driver

db,n,f+2+4

t
53
-1d
i11
Floor Break
  • 2 throw break.
  • Opponent recovers in FUFA.
Muscle Buster

qcb+1+2

t
50
0d
i11
r BT
Floor Break
  • 1+2 throw break.
  • Side switch.
  • Opponent recovers in FUFA.
Tomahawk (Shining Wizard)

f,f,F+2+4

t
40(45)
+1d
i10
  • 1+2 throw break.
  • If done quickly with all inputs, will "blue spark" and deal 5 more damage.
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFL.
Giant Swing

f,hcf+1

t
45(50),​20 / 70
-22d(-50)
i10
  • 1 throw break. Side switch.
  • If done quickly with all inputs, will "blue spark" and deal 5 more damage.
  • Partially restores remaining Heat time.
  • Could tech roll in midscreen to avoid 20 damage, on wall splat damage becomes 70.
  • Opponent recovers in FUFT if tech roll failed.
Tijuana Twister

f,hcf+2

t
50(55)
+1d
i12~14
  • 2 throw break.
  • If done quickly with all inputs, will "blue spark" and deal 5 more damage.
  • Partially restores remaining Heat time.
  • Opponent recovers in FUFL.
Pile Driver

qcf+1

t
30
+8d
i11
  • 1 throw break.
  • Opponent recovers in FUFT.
Doulbe Arm Face Buster

qcf+1,1+2,1+2

t
35
-14d
i11
Floor Break
  • 2 throw break. (when legs lifted to the top)
  • Opponent recovers in FDFA.
Boston Crab

qcf+1,1+2,3,4,1+2

t
45
+0d
i11
  • 1+2 throw break. (when legs lifted to the top)
  • Could use ki charge button for 1+2 input.
  • Opponent recovers in FDFL.
Clothesline Press

FC.db,d,db+1+2

t
45
0d
i12
Floor Break
  • 1+2 throw break.
  • Opponent recovers in FUFR.
Stretch Buster

Behind.b,f+1+2

t
75
+1d
i10
Floor Break
  • Cannot throw break.
  • Opponent recovers FUFR.

Ultimate Tackle

Ultimate Tackle

FC.1+2

m
0
+3
i26
Ultimate Punch

Ultimate Tackle.2,1,2,1

t
5,​5,​5,​15
Armbar

Ultimate Tackle.1+2

t
25
+1d
  • 1+2 throw break
  • Can also shift into after 3rd hit of Ultimate Punch
Arm Twist

Armbar.1+2

t
10
+1d
  • Cannot throw break.
  • Opponent recovers in FUFA
Leg Cross Hold

Ultimate Tackle.3+4

t
20
+1d
  • 3+4 throw break
  • Can also shift into after 3rd hit of Ultimate Punch
Stretch Combo

Leg Cross Hold.1+2

t
15,​15
+1d
  • Cannot throw break.

Ground throws

Chain throws

Reverse Arm Slam

df+1+3

h
19
i32

10 Strings

External Links