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CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
H.2+3M,t20,40i17~18 i21~22+12 JGR+0d
* Heat Smash
* Floor Break
* Transition to attack throw on standing hit
* Transition to JGR on block
* Cancel transition to JGR on block with B (+7)
* Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff
** Tornado
** Balcony Break
** Hard balcony break
** i21~22 23dmg
** Jail from 1st block
** Forces crouch on 2nd hit
** +24 JGR on hit
** Cancel transition to JGR on hit with B (+19)
* Hits OTG
* 5 chip damage on block
R.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,2h, h5, 15i10, i10~12-3+8
* Jail from 1st attack with 6f delay
* Move can be delayed 6f
1,2,1h, h, m5, 15, 10i10, ,i24~25-4+5+10
* Jail from 2nd hit with 4f delay
* Move can be delayed 9f
* Starter of 10 Strings, 3rd~5th hits are combo
1,2,1,2+4h, h, m, t5, 15, 10, 40i10, ,i26~28-3+0d
* Throw break 2
* Can side switch on hit
1,2,1,d+2+4h, h, m, t5, 15, 10, 35i10, ,i28~30+1d
* Floor Break
* Crouch throw, unbreakable
* Opponent recovers in FDFA
1,2,2+4h, h, t5, 15, 30i10, ,i30-6+1d
* Tornado
* Throw break 2
* Can side switch on hit
1,2,d+2+4h, h, t5, 15, 35i10, ,i27+1d
* Floor Break
* Crouch throw, unbreakable
* Opponent recovers in FDFA
2h10i10+1+7
2,1h, m10, 15i10, i23~24-3+8
* Combo from 1st hit
3h17i15~16-9+2
3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed 10f
* Interrupt with i1 from 1st block
3,2,2h, m, m17, 18, 24i15~16, ,i23~24-13+17g
* Balcony Break
* Spike
* Elbow
* Transition to JGR +17g r30 automatically on hit
* Cancel JGR transition +12g with B
* Combo from 2nd CH with 10f delay
* Move can be delayed 11f
* Forces tech backroll on hit
* Opponent recovers crouching
* Interrupt with i3 from 2nd block
3,2,2*h, m, m17, 18, 30i15~16, ,i34~35+9c+25a (+15)
* Balcony Break
* Spike
* Elbow
* Transition to JGR +9 +25a (+15) r30 automatically on hit or block
* Cancel JGR transition +4c +20a (+10) r35 with B
* Move can be delayed 11f
* 12 chip damage on block
* Interrupt with i14 from 2nd block
4h20i13-5+6+31d
Balcony Break (CH)
1+2m17i18-11-2+0
* Elbow
1+2,1m, m17, 21i18, i22-13+12a (+3)
* Balcony Break
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i5 from 1st block
* Cancel to -18 -9 -7 r35 with B on frame 19
1+2,3m, h17, 25i18, i24~25-3+12a (+3)
* Tornado
* Balcony Break
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 3f delay
* Move can be delayed 3f
* Interrupt with i5 from 1st block
3+4
* Hold to continue spinning and power up strikes, but King doesn't change direction.
* King gets dizzy and falls after 6th spin: r102 FUFT fs?.
* 2nd spin onward: r32 JGS
* Low crush 6~21
* Floating state 22~24
f+2m12i15~16-11+2
* Elbow
f+2,1m, h12, 25i15~16, i15~16-9+16a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 3f delay
* Move can be delayed 10f
* Input can be delayed 11f
* Hit vs BT +11d
f+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Move can be delayed 10f
* Input can be delayed 11f
f+2,d+1,2m, m, m12, 15, 16i15~16, ,i22~23-15+27a (+17)
* Combo from 2nd hit with 13f delay
* Move can be delayed 10f
* Input can be delayed 13f
* Jail from 2nd attack with 3f delay
f+3m18i15~16-8+1+9
* Hit vs BT +4
f+3,1+2m, t18, 20i15~16, -5d
* Input 1+2 during frames 2~20 of f+3
* Shifts to throw on front grounded hit
* Can side switch on hit
f+4m25i18~20-9+12a (+3)
* Homing
* Balcony Break
* Low crush 9~25
* Floating state 26~28
f+1+2h23i16~17+0~+1+10d
f+1+4m21i17~19+3+7
* Chest attack, unparryable by Asuka, Nina, etc
f+2+3m27i20~24-5+8a (-1)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Shoulder
f+3+4
* Cancel to r25 standing block with b on frame 35~ at the earliest
* Access powered-up JGR moves starting at frame 60?
* Immediately access powered-up JGR moves during Heat
* Becomes pc7~89 during Heat.
* Partially uses remaining Heat time
df+1m15i14~15-1+3
* Floor Break
* Elbow
df+1,2m, m15, 15i14~15, i20~21-10+5
* Combo from 1st hit with 4f delay
* Combo from 1st CH with 9f delay
* Move can be delayed 11f
* Input can be delayed 12f
df+2m12i13-6+4
df+2,1m, h12, 15i13, i20~21-4+24a
* Balcony Break (airborne)
* Combo from 1st CH with 13f delay
* Move can be delayed 13f
df+3m17i14-9+6
* Good SSR tracking
df+3,4m, h17, 23i14, i30+0+28d
* Balcony Break (airborne)
* Combo from 1st CH
* Duckable on normal hit
* Available only on 1st hit or block
* Low crush 22~41
* Floating state 42~55
df+4l10i14~15-14-3
df+4,3l, h10, 11i14~15, i22-5+6
* Combo from 1st CH
df+4,3,4l, h, m10, 11, 27i14~15, ,i28~29-15+6a (-3)+47a (+16)
* Balcony Break
* Combo from 2nd CH.
* Transition to BT -8 +13a (+4) +54a (+23) r31 with B
* BT transition is -14
* Low crush 18~36
* Floating state 37~39
df+4,3,d+4l, h, L10, 11, 20i14~15, ,i33~35-10d-8a+22a
* Recovers in FC on hit
* Low crush 25~36
* Floating state 37~62
df+3+4SM,t30,15i28~35-12d~-18d+18d
* Floor Break
* Transition to attack throw on up-close front standing hit
* Recovers in BT on throw success
* -7c~+0c on far/BT/Side hit
* Can perform a special downed animation when hitting the ground with D
* Low crush 13~37
* Floating state 38~40
d+1sl5i10-5+6
* Transition to r24 with f
* High crush 4~
d+1,2sl, m5, 13i10, i15~17-11+5
* Jail from 1st block
* Combo from 1st CH
d+2sl8i11-4+7
d+3L12i17-12+1
d+4l6i14-15-4
d+1+2m21i23-24+45a (+35)
* Tornado
* High crush 6~22
d+2+3M25i30~35-8~-3+0c~+5c
* Floor Break
* Elbow
* Opponent cannot tech roll on FUFT hit
* Low crush 21~32
* Floating state 33~35
* Floating state 37~54
d+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* Can be done from Crouch Level 1
* High crush 6~
d+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st CH
* High crush 1~
d+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd CH
* High crush 1~
d+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Combos if the low before the punch counterhits
d+3+4,4,4,4L, L, L, L,L14, 7, 7, 4,3i16, ,i29 i29-26+15
* Only available if 1st hit counterhits
* Combo from 3rd hit
* High crush 1~
db+2m21i25~26-5c+19a
* Floor Break
db+3L17i23-14+4c+25a
* Tracks left side
* High crush 6~
db+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~65
db+1+2
* Damage taken during power crush state is recoverable
* Cancel into d+b1+2,2 (Emerald Elbow) on frames 17~60 with input 2
* Cancel to r30 JGR with 3+4 on frame 35
* Cancel into movement or crouch or any attack on frame 40
* Power crush 6~59
db+1+2,3+4
* Effective startup for stance moves is increased by 65 frames starting from db+1+2 startup
* pc7~ in Heat
b+1h13i12-8+3+3s
b+1,2h, h13, 20i12, i19~20-13+5
* Tornado
* Combo from 1st hit with 8f delay
* Combo from 1st CH with 10f delay
* Launches opponent if b+1 counterhits, +70a (+54)
* Move can be delayed by 6f
* Input can be delayed by 10f
b+1,4h, m13, 23i12, i26~28-10d+1d
* Spike
* Combo from 1st CH with 4f delay
* Move can be delayed by 6f
* Input can be delayed by 10f
* Low crush 16~35
* Floating state 36~38
b+1+3r(m)25i10+2d
Floor Break
* Parry opponent's right punch.
* Side Switch. Opponent recovers in FUFR.
* Parry state 5~15?
b+2h16i14-5+1
b+2,1h, h16, 21i14, i20~21-9+19a (+10)
* Balcony Break
* Elbow
* Combo from 1st hit with 5f delay
* Move can be delayed by 10f
* Input can be delayed by 15f
* Recovers 2f faster on hit
b+2,4h, m,t16, 18,20i14, i21-8+0d
* Shifts to throw on front grounded hit
* Move can be delayed by 10f
* Input can be delayed by 15f
* Hit vs Side/BT +10s
b+2,1+2h, h16, 22i14, i24~25+2c+22a
* Spike
* Head
* Move can be delayed by 10f
* Input can be delayed by 15f
b+2+4r(m)25i10+24d
* Parry opponent's left kick.
* Side switches randomly. Opponent recovers in FUFL.
* Parry state 5~12
b+2+4:3+4r(m)25(,28)i10+27d(+1d)
* 2 Throw Break
* Parry opponent's right kick.
* Just frame input right before camera returns to normal position to deal extra damage.
* Opponent recovers in FUFT.
* Parry state 5~12
b+3h23i16~18-10+13d
* Tornado
* Balcony Break
* -5 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state
* Forces tech backroll on hit
* Power crush 7~15
b+3:1+2h, t23, 15i16~18, -7d
* Shifts to throw on front grounded hit
* Input 1+2 during frames 2~17 of b+3
* Side switch on hit
b+4h25i17~21+2+14gc
* Balcony Break
b+3+4
* Cannot be held to continue spinning.
* Low crush 6~21
* Floating state 22~24
ub+4m15i15~16-13+19a (+9)+33a (+23)
* Balcony Break
* Knee
* Jump in-place knee, stubby range
* Low crush 9~28
* Floating state 29~31
u+1+2m25i35~36+2c+22a
* Floor Break
* Parryable by traditional punch parries
* Low crush 9~33
u+1+2*m!40i67+11d
* Floor Break
* Auto switch side if fly over opponent
* Low crush 9~60
uf+1h21i20~23-3+36a (+27)
* Homing
* Balcony Break
uf+2M40i47~53-17d (-17)-7d
* Floor Break
* Elbow
* u+2 to jump vertical (js9~), ub+2 to jump back (js9~)
* Auto switch side if fly over opponent
* Opponent forced crouching on block
* Low crush 10~53
* Floating state 55~80
uf+3M23i22~29-10d-1d
* Floor Break
* King lands off-axis on block
* Low crush 13~32
* 33~35
uf+4m13i15~16-13+33a (+23)
* Knee
* Recovers 2f faster on hit
* Low crush 9~23
* Floating state 24~26
uf+3+4m23i22~23-12+25g
* Tornado
* Balcony Break (airborne)
* -7 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state
* Shifts to r29 JGR on hit
* Cancel shift into JGR on hit at +22g with B
* Power crush 7~21
1+2+3+4
* Takes some time to charge and can cancel into anything.
* After charged next hit by either side becomes counter hit.
DFr(l)0+51a(+35)
* Generic low parry.
* Tornado affect on success.
f,F+1m21i20~21-5+14g+38d
* Homing
* Balcony Break
f,F+2m21i31~32+7+12c
* Elbow
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
f,F+4m,(t)25,(14)i15-15+14a(+4)+1d
* Tornado
* Balcony Break
* Shifts to 14dmg throw on front grounded CH.
f,F+2+3M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Forces crouching on block and hit.
* Throw when hit standing in front close range.
* Low crush 12~
f,F+3+4h25i28~300+24d(-34)
* Wall Crush +2gc on block
* Balcony Break
* Chip damage on block. (extra near wall)
* Forces crouch on wall crush
* Recovers FUFT on whiff.
* 7 chip damage on block.
* 10 chip damage on block as wall crush.
* 10 chip damage on block in heat.
* 13 chip damage on block as wall crush in heat.
* Low crush 9~
f,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
f,f,n,1+2m0i9+0+7s+18s
* i10 startup with buffered input
* Forces Standing on hit.
* Allows follow up on CH.
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.
uf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
f,f,F+3m25i20~25+3+30(+22)
* Balcony Break
* Knee
* 7 chip damage on block.
* 10 chip damage on block in heat.
f,f,F+3+4m40i28~34+17+32d(-26)
Balcony Break
* Low crush 9~
ws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
ws2m11i14-9+1s
* Homing
* Forces Standing on hit.
ws2,2m, m11, 25i14, i15~16-12+12g
* Balcony Break
* Combo from 1st hit with 9F delay
* Combo from 1st CH with 16F delay
* Recover 3F faster on hit(r30? t66?)
* Transition to JGR on hit
* Cancel to standing with B
* Move can be delayed by 10F
* Input can be delayed by 16F
ws3h20i160+22a(+12)
ws4m20i11~12-6+5
ws1+2m20i18~19-10+35a(+25)
* Elbow
ss2h25i19~20-5+35a
Balcony Break
ss2+4,b/db
* Side Step that ducks high and covers long distance quickly, recovers in crouch.
* Input by u/d,n,n+2+4,b/db.
ss3+4h50i27~31+0+0d
* Deals a lot of chip damage on block.
* Tracks side steps.
* In game frame data incorrectly shows that SSL 3+4 is i21
FC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
FC.df+2m21i15-14+56a
* Crumple on hit.
BT.3M18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
BT.3:1+2M, t18, 20i13~14, +0d
* Floor Break
* Throw when hit standing in front close range.
* Just frame input.
BT.1+2h!45i26~30+2d
* Unblockable high attack.
BT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
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.
* Low crush 6~
BT.d+4l20i22~24-14-2d+28d
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
* Low crush 11~
CD.1+2M24i20~23-5c+16d+52a
Balcony Break
* Bounce off ground on CH for full combo.
CD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
FUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
JGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
JGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
JGR.2h24i18~19+3+5a
* Strong Aerial Tailspin
* 4 chip damage on block.
* Power up into JGR.2* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
JGR.2*h28i18~19+8+32a
* Balcony Break
* Effective startup i48~49?
* 8 chip damage on block
* Partially uses remaining Heat time during Heat
JGR.3m30i22~23-9+12d (+2)
* Balcony Break
* Homing
* Power up into JGR.3* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 11~30
* Floating state 31~33
JGR.3*m34i22~23+2+21a (-5)
* Balcony Break
* Homing
* Effective startup i52~53?
* 10 chip damage on block
* Partially uses remaining Heat time during Heat
* Low crush 11~30
* Floating state 31~33
JGR.4L20i20~24-21+0c
* Power up into JGR.4* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
JGR.4*L24i20~24-21+20a
* Effective startup i50~54?
* Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
JGR.1+2M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
* Power up into JGR.1+2* after 30F? or during Heat
** 24,15dmg and i51~73? effective startup (without Heat)
** Partially uses remaining Heat time during Heat
JGS.1h21/25/31i17~18/i19~20-7/-1+47d/+53d
* Crumple on hit.
* On block / hit / startup increases up to 2nd spin.
* Damage increase up to 3rd spin.
JGS.2m15/18/22i11~12-9/-2/0c+12c
* Forces Crouching on hit.
* Forces Crouching on block from 3rd spin on.
* Damage increase up to 3rd spin.
JGS.3m23/27/34i22~23-5/-1+21a(+12)/+25a(+16)
* Balcony Break
* Strong Aerial Tailspin
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
JGS.3,2+3m, M,t23/27/34, 20,15i22~23, i21~43-16c~+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.
JGS.4h40/42/52i17~18+8/+15+5a(-4)/+10a(+1)
* Balcony Break
* Guard Break
* Chip damage on block.
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
JGS.df+4m30/36/45i17~19-16/+8+5a(-4)
Balcony Break
* On block increases up to 2nd spin.
* Damage increase up to 3rd spin.
hFC.3L10i18-17-6
* Get extra range by FC.df+3/CD.DF+3.
(Behind 1 throw)t60(depends)+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.
(Behind 2 throw)t60(depends)-1d
* Cannot throw break.
* Any 2 break throw behind opponent's back except chain throws.
* Side switch? Opponent recovers in FDFL.
(Left side throw)t40(depends)-3+36d
* 1 throw break.
* Any throw on standing opponent's left side.
* Side switch. Opponent recovers in FUFR.
(Right side throw)t42(depends)-3+21d
* 2 throw break.
* Any throw on standing opponent's right side.
* Opponent recovers in FUFT.
1+3t35i12~15-6+0d
* Homing
* 1 or 2 throw break.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFA.
* Side switch on successful throw break
2+4t35i12~15 / i15~17-3+0d
* Homing
* 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.
AB1.1,1+2t12,18-3+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
AB1.2,1,1+3t20-3+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
AB1.2,4,2+4t20-3+1d
* 2 throw break.
* Opponent recovers in FUFL.
AB2b.3,4,3+4,1+2t20+1d
* Cannot throw break.
* Opponent recovers in FUFR. Max Damage 60.
AB2c.1,3,4,2,1+2t60-3+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
AB2c.2,1,3,1+2t25-3+1d
* 1 throw break.
* Opponent recovers in FUFA. Max damage 65.
AIR.1+3 / AIR.f+1+3t(a)30i12~14 / i15~17+0d
* Homing
* Cannot throw break.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FDFT.
AIR.2+4 / AIR.f+2+4t(a)20i12~14 / i15~17+40d(+35)
* Tornado
* Homing
* Cannot throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFT.
AIR.d+1+3t(a)15i12~13-5d
* Cannot throw break.
* Opponent recovers in FDFL.
AIR.f,f,F+2+4t(a)65(70)i10+4d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Opponent recovers in FUFT.
AIR.f,hcf+1t(a)55(60)i10 / i12~14+3d
* Floor Break
* Cannot throw break.
* Also by JGR.1+3 against airborne opponent.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
* Opponent recovers in FUFT.
Behind.b,f+1+2t75i10+1d
Floor Break
* Cannot throw break.
* Opponent recovers FUFR.
CD.1+3t20i12-2+1d
* 1 Throw break.
* Opponent recovers in FUFT.
CD.2+4t25i12-2+0d
* 2 throw break.
* Opponent recovers in FDFR.
DHH.2,1,3,4t12,13 / 32-6-7d(-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.
DHH.1+2,1+2t15-6-3d
* 1 throw break.
* Opponent recovers in FDFT.
FC.db,d,db+1+2t45i12-6+0d
Floor Break
* 1+2 throw break.
* Opponent recovers in FUFR.
FDFA.db+1+3t(g)32i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
FDFL.db+1+3t(g)37i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
FDFR.db+1+3t(g)35i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
FDFT.db+1+3t(g)30i18~20+0+22d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
FUFA.db+1+3t(g)28i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
FUFL.db+1+3b+1+3t(g)0i18~20+0+25d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL/FDFR.
FUFT.DB+1+3t(g)25i18~20+0+0d
Floor Break
* 1 throw break.
* Opponent recovers in FUFT.
FUFT.DB+2+4t(g)28i18~20+0+1d
* 2 throw break.
* Opponent recovers in FUFT.
FUFT.db+1+3t(g)20,10 / 35i18~20+0+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.
JGR.1+3t45i23+1d
* Heat Engager
* Homing
* Cannot throw break. Cannot heat dash.
* Opponent recovers in FUFA.
* Power up into JGR.1+3* after 30F? or during Heat
** 49dmg and i53? effective startup (without Heat)
** Partially uses remaining Heat time during Heat.
JGS.1+3t20i12-3+0d
* Homing
* 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.
MMD1.1,4,2,3t12+1d
* Cannot throw break.
* Opponent recovers in FUFL.
MMD2.1,1+3/ MMD2.2,2+4t13-6+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
MMD3.2,3,1,1+2t24-6+0d
* 1+2 Throw break.
* Opponent recovers in FDFR. Max Damage 69.
MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4t12-6+1d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA.
MMD4.3+4,1+2t10+0d
* Cannot throw break.
* Opponent recovers in FDFA.
MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4t18-3+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
MMD5.1+2,4,2,1+2t11,15-3+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4t31-6-10d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA. Max Damage 116.
PD.1+2,3,4,1+2t45i11-7+0d
* 1+2 throw break. (when legs lifted to the top)
* Could use ki charge button for 1+2 input.
* Opponent recovers in FDFL.
PD.1+2,1+2t35i11-7-14d
Floor Break
* 2 throw break. (when legs lifted to the top)
* Opponent recovers in FDFA.
RAS1.1t7/15+0d
* Cannot throw break.
* Input with 2,1,1+2 for more damage.
* Opponent recovers in FUFR.
RAS2.1t7/15-9+0d
* 1 or 2 throw break, depending on King's input.
* Input with 3+4,1 or 3+4,2 for more damage.
* Opponent recovers in FUFR.
RAS3.1t12/17+1d
* Cannot throw break.
* Input with 1,2,3+4 for more damage.
* Opponent recovers in FUFT.
RAS4.1t15/20/31-3+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* On wall splat damage is 31.
* Opponent recovers in FUFT. Max damage 97.
RAS4.2t20/25-6+1d
* 2 throw break. Side Switch.
* Input with 3,1,2,3+4,1+2 for more damage.
* King recovers in backturn stance.
* Opponent recovers in FUFA. Max damage 91.
RSSB1.1t7/15+1d
* Cannot throw break.
* Input with 2,2,1+2 for more damage.
* Opponent recovers in FUFT.
RSSB2.1t7/15-3+0d
* 1 or 2 throw break, depending on King's input.
* Input with 3+4,1 or 3+4,2 for more damage.
* Opponent recovers in FDFA.
RSSB3.1t9/13+1d
* Cannot throw break.
* Input with 1,2,3+4,1+2 for more damage.
* Opponent recovers in FUFT.
RSSB4.1t15/20/31+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* Opponent recovers in FUFT. Max damage 94.
RSSB4.2t20/25+1d
* 2 throw break.
* Input with 3,1,2,3+4,1+2 for more damage.
* King recovers in backturn stance.
* Opponent recovers in FUFA. Max damage 88.
SHH1.1,2,1+2t25-10+0d
* 1 throw break. Side Switch.
* Opponent recovers in FDFR. Max damage 50.
SHH1.2,1,1+3t30-10+0d
* 2 throw break.
* Opponent recovers in FDFR. Max damage 55.
SHH1.1+2,1,3t20-10+0d
* 1+2 throw break.
* Opponent recovers in FDFL.
SHH2c.3,4,1+2,3+4t40+0d
* Cannot throw break.
* Opponent recovers in FDFT. Max Damage 85.
UT,2,1,2,1t5,5,5,15+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
UT,1+2t25-9+1d
* 1+2 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
UT,1+2,1+2t, t25, 10+1d
* Cannot throw break.
* Opponent recovers in FUFA.
UT,3+4t20i69?+0+1d
* 3+4 throw break.
* Throw break window: input or hold 3+4 during frames 20-60
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
UT,3+4:1+2t, t20, 30i69?, +1d
* Input 1+2 during frames 68-70 of Leg Cross Hold
* Cannot throw break.
* Opponent recovers in FDFL.
WALL.f,hcf+1t(w)65(70)i10-5d
* Cannot throw break. Also converts from RKO.
* (f,hcf+1_2): Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
* (f,f,F+2+4): Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Opponent recovers in FUFR.
WallBack.b,b,ubt / m45 / 21i43~48 / i44~63-8+2 / +15
* Airborne from 5F, invincibility from 8 to 13F.
* Unbreakable throw near wall, becomes air attack if throw not connected.
* Side switch. Opponent recovers in FUFA.
b+1+2t0i12~17-3+14g
* Homing
* 1+2 throw break. Side switch.
* Damage becomes 15 on wall splat.
* Transition to JGR
** Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall
* Cancel to standing with f,F or b,B (-2)
** Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall
b+1+2,1+2t0i12~17+11g
* 1+2 throw break.
* Damage becomes 15 on wall splat.
* Transition to JGR
** Can range from +20 to +30(?) on wall hit depending on angle and distance to the wall
* Cancel to standing with f,F or b,B (-6)
** Can range from +15 to +25(?) on wall hit depending on angle and distance to the wall
db,n,f+2+4t53i11-2-1d
Floor Break
* 2 throw break
* Input n,f+2+4 in 30 frames
* Cannot be buffered from crouch
* Cannot be executed during while standing
* Opponent recovers in FUFA
db+1+2,2t15,i15~16-9+35g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Reversal Break after absorbing attack with muscle armor
* Elbow
* Effective startup i32~33
* Transition to attack throw on front standing hit
* +8g on Side/BT hit
* -5 on block after absorbing an attack with muscle armor.
* 6 chip damage on block after absorbing an attack with muscle armor
* Transition into +12? JGR with input 3+4 on throw hit
db+2+3t40 (8+20+12)i12-6+1d / +0d
* 1+2 throw break.
* Opponent recovers in FUFT / FDFT.
df+1+3t19i32-2+1d
* Homing
* 1 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFA.
df+2+4t20i32-2+1d
* Homing
* 2 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFT.
df+2+3t40i12-2+0d
* 2 throw break.
* Opponent recovers in FUFT.
d+1+3t(c)35i12~13+0d
Floor Break
* Crouch throw, cannot throw break.
* Can also be done by db+1+3 and in FC too.
* Opponent recovers in FDFA.
d+2+4t(c)35i12~13+0d
Floor Break
* Crouch throw, cannot throw break.
* Can also be done by db+2+4 and in FC too.
* Opponent recovers in FUFA.
d+1+4t(c)35i12~13+0d
* Heat Engager
* Crouch throw, cannot throw break.
* Cannot heat dash
* Opponent recovers in FDFA.
f,f,F+2+4t40(45)i10-5+1d
* Homing during heat
* 1+2 throw break
* Input f,F+2+4 in 6 frames after f,f for bluespark.
* i13 startup for Bluespark throw with buffered input
* 45 damage on bluespark
* 18F throw break window on bluespark
* 7F throw break window on CH bluespark
* Opponent recovers in FUFL.
f,hcf+1t45(50)/70,5i10-13-22d(-50)
* Homing during heat
* 1 throw break
* Side switch
* Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark.
* i11 startup for Bluespark throw with buffered input
* 50 damage on bluespark
* 18F throw break window on bluespark
* 7F throw break window on CH bluespark
* Perform tech ukemi to reduce 5 damage.
* 70 damage on wall splat regardless of input.
* f,b,d,f are required inputs for normal throw
* Opponent recovers in FUFT.
f,hcf+2t50(55)i12~14-6+1d
* Homing during heat
* 2 throw break
* Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark.
* i13 startup for Bluespark throw with buffered input
* 55 damage on bluespark
* 18F throw break window on bluespark
* 7F throw break window on CH bluespark
* f,b,d,f are required inputs for normal throw
* Opponent recovers in FUFL.
hFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
qcb+1+3t8i14-2+51a
* Tornado
* Tornado on hit
* 1 throw break
qcb+1+2t50i11-6-6d
* Floor Break
* Homing during heat
* 1+2 throw break
* Side switch
* King recovers in BT
* Opponent recovers in FUFA.
qcf+1t30i11-2/-7+8d
* 1 throw break.
* Opponent recovers in FUFT.
ss2+4t15 / 20i13-3+0d / +1d
* Homing
* 2 throw break (except from behind).
* RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
* Opponent recovers in FUFT.
* Throw can be canceled by input b/db.
uf+1+2t30i12-6+19d(-7) / +17d(-13)
* 1+2 throw break.
* Hold b to throw backwards.
* Damage becomes 15 on wall splat.
* Opponent recovers in FUFT.
Showing 216 moves