Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
1+2 | m | 17 | i18 | -11 | -2s | +0s | * Forces standing on hit. * Shifts into backturn stance. |
f,F,4 | m | 25(30,14) | i15 | -15 | +14a(+4) | +1d | * Tornado * Balcony Break * Shifts to throw on front grounded CH. |
b+1 | h | 13 | i12 | -8 | +3 | +3a | Momentarily makes opponent airborne on CH, thus b+1,2 launches. |
f+3 | m | 18 | i15~16 | -8 | +1 | +9s | * Only forces standing on CH. |
1,2,1 | h, h, m | 5, 15, 10 | i24~25 | -4 | +5s | +10s | * Forces standing on hit. * The 3rd hit doesn't combo even 2nd on CH. * Starter of 10 Strings, 3rd~5th hits are combo. |
b+1,4 | h, m | 13, 23 | i26~28 | -11 | +1d | +18(-17)* | * Combo from 1st hit on CH. * Recovers in FUFT. |
f,f,n,1+2 | m | 0 | i9 | +0 | +7s | +18s | * Forces Standing on hit. * Allows follow up on CH. |
df+4,3,d+4 | l, h, l | 10, 11, 20 | i33~35 | -10 | -8d | +22d | * Recovers in crouch on hit. * Otherwise recovers in FDFT. |
db+3 | l | 17 | i23 | -14 | +4c | +25d | * Tracks left side. (one of the few for King) |
db+4 | l | 20 | i29~31 | -17 | -3d | +27d | * Hits OTG. * Recovers in crouch on hit. * Otherwise recovers in FDFT. |
BT.d+4 | l | 20 | i22~24 | -14 | -2d | +28d | * Recovers in FDFT on block and whiff. * Also can be done in backturn crouching. Low Crush |
4 | h | 20 | i13 | -5 | +6 | +31d | * Knocks down on CH for dash OTG throw. |
ub+4 | m | 15 | i15 | -13 | +19a(+9) | +33a(+23) | * Jump straight up knee, very short range. |
f,F,1 | m | 21 | i20~21 | -5 | +14g | +38d | * Homing * Balcony Break |
df+4,3,4 | l, h, m | 10, 11, 27 | i28~29 | -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. |
BT.3 | m | 18 | i13~14 | -13 | +9s | +50d | * Tornado * Hits OTG. Forces standing on normal hit. * Crumple on CH for full combo. |
f,n,d,DF+1+2 / CD.1+2 | m | 24 | i20~23 | -5 | +16d | +52d | Balcony Break * Hits OTG. * Bounce off ground on CH for full combo. |
f,n,d,DF+4/CD.4 | m | 21 | i15~16 | -9 | +49a(+18) | +53d | * Special down state that allows low juggle (on normal hit). * Crumple on CH for full combo. |
b+1,2 | h, h | 13, 20 | i19~20 | -13 | +5 | +70a(+54)* | * Tornado * Launches opponent if b+1 on CH. |
2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b * 3 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. Power crush 7~16 | |
H.2+3 | m,t | 20,40 | i17 | +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. | |
R.df+1+2 | m | 55 | i20 | -15 | +0d | Rage Art * Removes Recoverable Health * Armor all attacks and ignore throws. * Beat all armor including Rage Art. * Damage distribution are 10,3,25,10,7, only adds 2 damage on CH. | |
1 | h | 5 | i10 | +1 | +8 | ||
1,2 | h, h | 5, 15 | i10~12 | -3 | +8 | * Jails * Combo from 1st hit | |
1,2,1,2+4 | h, h, m, t | 5, 15, 10, 40 | i26~28 | +0d | * Throw break 2. | ||
1,2,1,d+2+4 | h, h, m, t(c) | 5, 15, 10, 35 | i28~30 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
1,2,2+4 | h, h, t | 5, 15, 30 | i30 | +1d | * Throw break 2. | ||
1,2,d+2+4 | h, h, t(c) | 5, 15, 35 | i27 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
2 | h | 10 | i10 | +1 | +7 | ||
2,1 | h, m | 10, 15 | i23~24 | -3 | +8 | * Forces standing on hit. * Combo from 1st hit. | |
3 | h | 25 | i17 | -14 | +17a | * Balcony Break * Tracks left side but unsafe. | |
1+2,1 | m, m | 17, 21 | i22 | -13/-18 | +12a(+3)/-9 | * Balcony Break * Combo from 1st hit. * Hold back during 2nd hit to feint. | |
1+2,3 | m, h | 17, 25 | i24~25 | -3 | +12a(+3) | * Balcony Break * Tornado * Combo from 1st hit. | |
3+4 | * Hold to continue spinning and power up strikes, but King doesn't change direction. * King gets dizzy and falls after 6th spin. Low crush 6~21 fs22~24 | ||||||
f+2 | m | 12 | i15~16 | -11 | +2s | * Forces standing on hit. | |
f+2,1 | m, h | 12, 25 | i15~16 | -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. | |
f+2,d+1 | m, m | 12, 16 | i22 | -13c | +2c | * Floor Break * Forces crouching on block and hit. * Not combo even on CH, only combo from hitting behind. | |
f+2,d+1,2 | m, m, m | 12, 16, 16 | i22~23 | -15 | +27a(+17) | * Combo from 2nd to 3rd hit. * 3rd hit is delayable and also combos. | |
f+3:1+2 | m, t | 18, 20 | +1d | * Input during f+3 hit stun. * Shifts to throw on front grounded hit. | |||
f+4 | m | 25 | i18~20 | -9 | +12a(+3) | Balcony Break Homing Low Crush | |
f+1+2 | h | 23 | i16~17 | +0 | +10d | ||
f+1+4 | m | 21 | i17~19 | +3 | +7s | * Forces standing on hit. | |
f+2+3 | m | 27 | i20~24 | -9 | +17g/+9d | * Heat Engager * Balcony Break * Heat Dash +5 on block, +18 on wall block. * +9 on hit during heat or after heat. | |
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 ). | ||||||
df+1 | m | 15 | i14~15 | -1 | +3s | * Forces standing on hit. | |
df+1,2 | m, m | 15, 15 | i20~21 | -10 | +5s | * Combo from 1st hit if not fully delayed. | |
df+2 | m | 12 | i13 | -6 | +4s | * Forces standing on hit. | |
df+2,1 | m, h | 12, 15 | i20~21 | -4 | +24d | * Combos on CH, otherwise opponent can duck. * Delay hit confirmable. * Special down state that allows low juggle. | |
df+3 | m | 17 | i14 | -9 | +6s | * Forces standing on hit. * Tracks left side. (one of the few for King) | |
df+3,4 | m, h | 17, 23 | i30 | +0 | +28d | * Combos on CH, otherwise opponent can duck. * Not available if df+3 whiffs. * Recovers in FDFT. | |
df+4 | l | 10 | i14~15 | -14 | -3 | * King's fastest low attack. | |
df+4,3 | l, h | 10, 11 | i22 | -5 | +6 | * Combos on CH even opponent is crouching. | |
d+1 | s.l | 5 | i10 | -5 | +6 | * Can also be done by db+1/FC.d+1/FC.db+1. | |
d+1,2 | s.l,m | 5,13 | i10,i15~17 | -11 | +5s | * Combos on CH. * Forces standing on hit. | |
d+2 | s.l | 8 | i11 | -4 | +7 | * Can also be done by FC.d+2/FC.db+2. | |
d+3 | l | 12 | i17 | -12 | +1 | * Hits OTG. | |
d+4 | l | 6 | i14 | -15 | -4 | * Fast low but very punishable. | |
d+1+2 | m | 21 | i23 | -24 | +45a(+35) | * Tornado * Duck high and launch, very punishable. | |
d+2+3 | m | 25 | i30~35 | -8 | +0c | * Floor Break * Hits OTG. * Forces Crouching on hit. | |
d+3+4 | l | 14 | i16 | -25 | -9 | * CH enable 2 more Ali Kicks. | |
d+3+4,4 | l, l | 14, 7 | i29 | -25 | -9 | * Combo from 1st hit on CH. | |
d+3+4,4,4 | l, l, l | 14, 7, 7 | i29 | -29 | +7 | * Combo from 2nd hit on CH. | |
d+3+4,4,4,2 | l, l, l, m | 14, 7, 7, 10 | i28 | -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. | |
d+3+4,4,4,4 | l, l, l, l,l | 14, 7, 7, 4,3 | i29,i29 | -26 | +15 | * Only available if 1st hit on CH. * Last 3 kicks are combo. * 5 kicks combo is impossible. | |
db+2 | m | 21 | i25~26 | -5c | +19a | * Forces Crouching on block. | |
db+1+2 | i6~?? | * 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. Power crush | |||||
db+1+2,2 | m,t | 15,25 | i15 | -9/-5 | +35g/+8g | * 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. Power crush | |
db+1+2,3+4 | * 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. Power crush | ||||||
b+1+3 | r(m) | 25 | i10 | +2d | Floor Break * Parry opponent's right punch. * Side Switch. Opponent recovers in FUFR. | ||
b+2 | h | 16 | i14 | -5 | +1 | ||
b+2,1 | h, h | 16, 21 | i20~21 | -9 | +19a(+10) | * Balcony Break * Combo from 1st hit. | |
b+2,4 | h, m,t | 16, 18,20 | i21 | -8 | +10s/+0 | * Shifts to throw on front grounded hit. | |
b+2,1+2 | h, h | 16, 22 | i24~25 | +2c | +22d | * Forces crouching on block. | |
b+2+4 | r(m) | 25 | i10 | +24d | * Parry opponent's left kick. * Side Switch. Opponent recovers in FUFL. | ||
b+2+4:3+4 | r(m) | 25(,28) | i10 | +27d(+1d) | * Parry opponent's right kick. * Just frame input right before camera returns to normal position to deal extra damage. * Opponent recovers in FUFT. | ||
b+3 | h | 23 | i16~18 | -10/-5 | +39d | * Tornado * Balcony Break * Becomes -5 on block with chip damage if attack absorbed. Power crush | |
b+3:1+2 | h, t | 23, 20 | +0d | * Shifts to throw on front grounded hit. * Input 1+2 before b+3 hits. | |||
b+4 | h | 25 | i17~21 | +2 | +14g | * Balcony Break * Shifts into BT stance. | |
b+3+4 | * Cannot be held to continue spinning. Low crush 6~21 fs22~24 | ||||||
u+1+2 | m | 25 | i35~36 | +2c | +22d | * Tap 1+2 otherwise it becomes u+1+2(hold). * Forces Crouching on block. * Can also be done by ub+1+2. | |
u+1+2* | m! | 40 | i67 | +11d | * Unblockable mid. * Auto switch side if fly over opponent. * Can also be done by ub+1+2*. | ||
uf+1 | h | 21 | i20~23 | -3 | +36a(+27) | Homing Balcony Break * Can also be done by ub+1/u+1. | |
uf+2 | m | 35 | i47~53 | -17c | -7d/-4c | * Hits OTG. * u+2 to jump vertical, ub+2 to jump back. * Force Crouching on block. (ub+2 also on hit) | |
uf+3 | m | 23 | i22~29 | -10 | -1d | * Can also be done by ub+3/u+3. | |
uf+4 | m | 13 | i15 | -13 | +33a(+23) | * Can also be done by u+4. | |
uf+3+4 | m | 23 | i22~23 | -12/-7 | +25g | * Tornado * If absorbs attack, -7 on block & chip damage. * Shifts to JGR on hit (Hold b to cancel shift). Power crush | |
1+2+3+4 | * Takes some time to charge and can cancel into anything. * After charged next hit by either side becomes counter hit. | ||||||
DF | r(l) | 0 | +51a(+35) | * Generic low parry. * Tornado affect on success. | |||
f,F,2 | m | 21 | i31~32 | +7 | +12c | * Forces crouching on hit. * Allow crouching throw on hit. * Chip damage on block. | |
f,F,2+3 | m,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Forces crouching on block and hit. * Throw when hit standing in front close range. | |
f,F,3+4 | h | 25 | i28~30 | 0/+2c | +24d(-34) | Balcony Break * Chip damage on block. (extra near wall) * Forces Crouching on block when near wall. * Recovers FUFT on whiff. | |
f,f,n,2 | l/(l,t) | 17/(20,35) | i18 | -13 | +5s/(0d) | * Shifts to throw on front grounded CH. * Hits OTG. high crush | |
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,4 | m | 20 | i23~25 | -13 | +32a(+22) | ||
f,f,F,3 | m | 25 | i20~25 | +3 | +30(+22) | Balcony Break * Chip damage on block. | |
f,f,F,3+4 | m | 40 | i28~34 | +17 | +32d(-26) | Balcony Break | |
ws1 | m | 12 | i10~11 | -3 | +4s | * Acts like 11 frame attack. * Forces Standing on hit. | |
ws2 | m | 11 | i14 | -9 | +1s | * Homing * Forces Standing on hit. | |
ws2,2 | m, m | 11, 25 | i15~16 | -12 | +12g | * Homing * Balcony Break * Combo from 1st hit. | |
ws3 | h | 20 | i16 | 0 | +22a(+12) | ||
ws4 | m | 20 | i11~12 | -6 | +5 | ||
ws1+2 | m | 20 | i18~19 | -10 | +35a(+25) | ||
ss2 | h | 25 | i19~20 | -5 | +18a(+9) | 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+4 | h | 50 | i21~25/i27~31 | 0 | +0d | * Deals a lot of chip damage on block. * Tracks side steps. * Side Step Left is 6 frames faster than SS Right. | |
FC.df+1 | l | 20 | i32~34 | -12 | +73a(+57) | * Can also be done by f,n,d,DF+1/CD.1. * Tornado on grounded hit. High Crush | |
FC.df+2 | m | 21 | i15 | -14 | +56a | * Crumple on hit. | |
FC.d+3 | l | 10 | i18 | -17 | -6 | * Hits OTG. * Can also be done by FC.db+3. * Get extra range by FC.df+3/CD.3. | |
BT.3:1+2 | m, t | 18, 20 | +0d | * Floor Break * Throw when hit standing in front close range. * Just frame input. | |||
BT.1+2 | h! | 45 | i26~30 | +2d | * Unblockable high attack. | ||
BT.1+4 | m! | 30 | i41~47 | +6d | * Unblockable mid attack. | ||
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. | ||||||
FUFT.b+3+4 | m | 25 | i16~28 | -25 | +4a(-6) | Balcony Break * Faster than normal spring kick and knocks down. | |
JGR.1 | m | 21 | i16~17 | -8 | +39d/+75a(+59) | * In heat it becomes Tornado on grounded hit. * Partially uses remaining Heat time. | |
JGR.2 | h | 26 | i18~19 | +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. | |
JGR.3 | m | 30 | i22~23 | -9 | +11d (+1) | * Balcony Break * Homing Low crush 11~30 fs31~33 | |
JGR.4 | L | 20 | i20~24 | -21 | +0c | Low crush 7~23 fs24~ | |
JGR.2+3 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * King recovers off axis | |
JGS.1 | h | 21/25/31 | i17~18/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.2 | m | 15/18/22 | i11~12 | -9/-2/0c | +12c | * Forces Crouching on hit. * Forces Crouching on block from 3rd spin on. * Damage increase up to 3rd spin. | |
JGS.3 | m | 23/27/34 | i22~23 | -5/-1 | +21a(+12)/+25a(+16) | Balcony Break * On block / hit increases up to 2nd spin. * Damage increase up to 3rd spin. | |
JGS.3,2+3 | m, m,t | 23/27/34, 20,15 | 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.4 | h | 40/42/52 | i17~18 | +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+4 | m | 30/36/45 | i17~19 | -16/+8 | +5a(-4) | Balcony Break * On block increases up to 2nd spin. * Damage increase up to 3rd spin. | |
(Behind 1 throw) | t | 60 | (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) | t | 60 | (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) | t | 40 | (depends) | +36d | * 1 throw break. * Any throw on standing opponent's left side. * Side switch. Opponent recovers in FUFR. | ||
(Right side throw) | t | 42 | (depends) | +21d | * 2 throw break. * Any throw on standing opponent's right side. * Opponent recovers in FUFT. | ||
1+3 / f+1+3 | t | 35 | i12~15 / i15~17 | +0d | * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFA. | ||
2+4 / f+2+4 | t | 35 | i12~15 / i15~17 | +0d | * 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+2 | t | 12,18 | +2d | * 1 throw break. * Opponent recovers in FUFT. Max damage 50. | |||
AB1.2,1,1+3 | t | 20 | +0d | * 1+2 throw break. * Opponent recovers in FDFT. | |||
AB1.2,4,2+4 | t | 20 | +1d | * 2 throw break. * Opponent recovers in FUFL. | |||
AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break. * Opponent recovers in FUFR. Max Damage 60. | |||
AB2c.1,3,4,2,1+2 | t | 60 | +1d | * 2 throw break. * Opponent recovers in FUFL. Max damage 100. | |||
AB2c.2,1,3,1+2 | t | 25 | +1d | * 1 throw break. * Opponent recovers in FUFA. Max damage 65. | |||
AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * 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+4 | t(a) | 20 | i12~14 / i15~17 | +40d(+35) | Tornado * 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+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break. * Opponent recovers in FDFL. | ||
AIR.f,f,F+2+4 | t(a) | 65(70) | i10 | +4d | Floor Break * Cannot throw break. * Input quickly to "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFT. | ||
AIR.f,hcf+1 | t(a) | 55(60) | i10 / i12~14 | +3d | Floor Break * Cannot throw break. * Also by JGR.1+3 against airborne opponent. * Input quickly to "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFT. | ||
Behind.b,f+1+2 | t | 75 | i10 | +1d | Floor Break * Cannot throw break. * Opponent recovers FUFR. | ||
CD.1+4 | t | 20 | i12 | +1d | * 1 Throw break. * Opponent recovers in FUFT. | ||
CD.2+3 | t | 25 | i12 | +0d | * 2 throw break. * Opponent recovers in FDFR. | ||
DHH.2,1,3,4 | t | 12,13 / 32 | -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+2 | t | 15 | -3d | * 1 throw break. * Opponent recovers in FDFT. | |||
FC.1+2 | t(s) | 0 | i26 | +3d | * 1+2 throw break (except from behind). * Catches standing and crouching opponent from all directions. | ||
FC.db,d,db+1+2 | t | 45 | i12 | +0d | Floor Break * 1+2 throw break. * Opponent recovers in FUFR. | ||
FDFA.db+1+3 | t(g) | 32 | i18~20 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
FDFL.db+1+3 | t(g) | 37 | i18~20 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFL. | ||
FDFR.db+1+3 | t(g) | 35 | i18~20 | +0d | * 1 or 2 throw break, depending on King's input. * Side Switch. * Opponent recovers in FDFL. | ||
FDFT.db+1+3 | t(g) | 30 | i18~20 | +22d | * 1 or 2 throw break, depending on King's input. * Side Switch. * Opponent recovers in FDFL. | ||
FUFA.db+1+3 | t(g) | 28 | i18~20 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFR. | ||
FUFL.db+1+3b+1+3 | t(g) | 0 | i18~20 | +25d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFL/FDFR. | ||
FUFT.DB+1+3 | t(g) | 25 | i18~20 | +0d | Floor Break * 1 throw break. * Opponent recovers in FUFT. | ||
FUFT.DB+2+4 | t(g) | 28 | i18~20 | +1d | * 2 throw break. * Opponent recovers in FUFT. | ||
FUFT.db+1+3 | t(g) | 20,10 / 35 | i18~20 | +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+3 | t | 45 | i23 | +1d | * Heat Engager * Cannot throw break. Cannot heat dash. * Restores some Heat Gauge in Heat. * Opponent recovers in FUFA. | ||
JGS.1+4 | t | 20 | i12 | +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. | ||
MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | |||
MMD3.2,3,1,1+2 | t | 24 | * 1+2 Throw break. * Opponent recovers in FDFR. Max Damage 69. | ||||
MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | |||
MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break. * Opponent recovers in FDFA. | |||
MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | |||
MMD5.1+2,4,2,1+2 | t | 11,15 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | |||
MMD6.2,4,1,1+3/ MMD6.2,4,1,2+4 | t | 31 | -10d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. Max Damage 116. | |||
PD.1+2,3,4,1+2 | t | 45 | i11 | +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+2 | t | 35 | i11 | -14d | Floor Break * 2 throw break. (when legs lifted to the top) * Opponent recovers in FDFA. | ||
RAS1.1 | t | 7/15 | +0d | * Cannot throw break. * Input with 2,1,1+2 for more damage. * Opponent recovers in FUFR. | |||
RAS2.1 | t | 7/15 | +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. | |||
RAS3.1 | t | 12/17 | +1d | * Cannot throw break. * Input with 1,2,3+4 for more damage. * Opponent recovers in FUFT. | |||
RAS4.1 | t | 15/20/31 | +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. | |||
RAS4.2 | t | 20/25 | +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. | |||
RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage. * Opponent recovers in FUFT. | |||
RSSB2.1 | t | 7/15 | +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. | |||
RSSB3.1 | t | 9/13 | +1d | * Cannot throw break. * Input with 1,2,3+4,1+2 for more damage. * Opponent recovers in FUFT. | |||
RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * Opponent recovers in FUFT. Max damage 94. | |||
RSSB4.2 | t | 20/25 | +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+2 | t | 25 | +0d | * 1 throw break. Side Switch. * Opponent recovers in FDFR. Max damage 50. | |||
SHH1.2,1,1+3 | t | 30 | +0d | * 2 throw break. * Opponent recovers in FDFR. Max damage 55. | |||
SHH1.1+2,1,3 | t | 20 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. | |||
SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break. * Opponent recovers in FDFT. Max Damage 85. | |||
UT,2,1,2,1 | t | 5,5,5,15 | +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+2 | t | 25 | +1d | * 1+2 throw break. * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | |||
UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break. * Opponent recovers in FUFA. | |||
UT,3+4 | t | 20 | +1d | * 3+4 throw break. * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | |||
UT,3+4:1+2 | t, t | 20, 30 | +1d | * Just frame input. * Cannot throw break. * Opponent recovers in FDFL. | |||
WALL.f,hcf+1 / WALL.f,f,F+2+4 | t(w) | 65(70) | i10 | -5d | * Cannot throw break. Also converts from RKO. * Input quickly to "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFR. | ||
WallBack.b,b,ub | t / m | 45 / 21 | i43~48 / 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+2(,f,F) | t | 0 | i12~17 | +14g / -2 | * 1+2 throw break. Side switch. * Damage becomes 15 on wall splat. * Shifts to JGR, input f,F / b,B to cancel shift. | ||
b+1+2,1+2(,f,F) | t | 0 | i12~17 | +11g / -6 | * 1+2 throw break. * Damage becomes 15 on wall splat. * Shifts to JGR, input f,F / b,B to cancel shift. | ||
db,n,f+2+4 | t | 53 | i11 | -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. | ||
db+2+3 | t | 40 (8+20+12) | i12 | +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. | ||
df+1+3 | t | 19 | i32 | +1d | * 1 throw break. Side Switch. * Very slow crouch dash then grab. * Opponent recovers in FUFA. | ||
df+2+4 | t | 20 | i32 | +1d | * 2 throw break. Side Switch. * Very slow crouch dash then grab. * Opponent recovers in FUFT. | ||
df+2+3 | t | 40 | i12 | +0d | * 2 throw break. * Opponent recovers in FUFT. | ||
df+3+4 | t/s | 30/15 | i28~35 | -12~-18 | +18d/-7~0 | * Throw only when opponent standing close. * Cannot throw break. * Recovers in BT/FUFT on throw success/failed. Low Crush | |
d+1+3 | t(c) | 35 | i12~13 | +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+4 | t(c) | 35 | i12~13 | +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+4 | t(c) | 35 | i12~13 | +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. | ||
f,f,F+2+4 | t | 40(45) | i10 | +1d | * 1+2 throw break. * Input quickly to "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFL. | ||
f,hcf+1 | t | 45(50),20 / 70 | i10 | -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. | ||
f,hcf+2 | t | 50(55) | i12~14 | +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. | ||
qcb+1+2 | t | 50 | i11 | +0d | Floor Break * 1+2 throw break. Side switch. * King recovers in backturn stance. * Partially restores remaining Heat time. * Opponent recovers in FUFA. | ||
qcf+1 | t | 30 | i11 | +8d | * 1 throw break. * Opponent recovers in FUFT. | ||
ss2+4 | t | 15 / 20 | i13 | +0d / +1d | * 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+2 / uf+1+2,B | t | 30 | i12 | +19d(-7) / +17d(-13) | * 1+2 throw break. * Hold b to throw backwards. * Damage becomes 15 on wall splat. * Opponent recovers in FUFT. |