king

king

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m12i16+1+2c
* Heat Burst
* Beats all Power Crush armor.
Power Crush
H.2+3m,t20,44i17+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+2m55i20-15+0d
* 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.
1h5i10+1+8
1,2h,h5,15i10~12-3+8
* Jails
* Combo from 1st hit
1,2,1h,h,m5,15,10i24~25-4+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.
1,2,1,2+4h,h,m,t5,15,10,40i26~28+0d
* Throw break 2.
1,2,1,d+2+4h,h,m,t(c)5,15,10,35i28~30+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
1,2,2+4h,h,t5,15,30i30+1d
* Throw break 2.
1,2,d+2+4h,h,t(c)5,15,35i27+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
2h10i10+1+7
2,1h,m10,15i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
3h25i17-14+17a
* Balcony Break
* Tracks left side but unsafe.
4h20i13-5+6+31d
* Knocks down on CH for dash OTG throw.
1+2m17i18-11-2s+0s
* Forces standing on hit.
* Shifts into backturn stance.
1+2,1m,m17,21i22-13/-18+12a(+3)/-9
* Balcony Break
* Combo from 1st hit.
* Hold back during 2nd hit to feint.
1+2,3m,h17,25i24~25-3+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+2m12i15~16-11+2s
* Forces standing on hit.
f+2,1m,h12,25i15~16-9+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+1m,m12,16i22-13c+2c
* Floor Break
* Forces crouching on block and hit.
* Not combo even on CH, only combo from hitting behind.
f+2,d+1,2m,m,m12,16,16i22~23-15+27a(+17)
* Combo from 2nd to 3rd hit.
* 3rd hit is delayable and also combos.
f+3m18i15~16-8+1+9s
* Only forces standing on CH.
f+3:1+2m,t18,20+1d
* Input during f+3 hit stun.
* Shifts to throw on front grounded hit.
f+4m25i18~20-9+12a(+3)
Balcony Break
Homing
Low Crush
f+1+2h23i16~17+0+10d
f+1+4m21i17~19+3+7s
* Forces standing on hit.
f+2+3m27i20~24-9+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+1m15i14~15-1+3s
* Forces standing on hit.
df+1,2m,m15,15i20~21-10+5s
* Combo from 1st hit if not fully delayed.
df+2m12i13-6+4s
* Forces standing on hit.
df+2,1m,h12,15i20~21-4+24d
* Combos on CH, otherwise opponent can duck.
* Delay hit confirmable.
* Special down state that allows low juggle.
df+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side. (one of the few for King)
df+3,4m,h17,23i30+0+28d
* Combos on CH, otherwise opponent can duck.
* Not available if df+3 whiffs.
* Recovers in FDFT.
df+4l10i14~15-14-3
* King's fastest low attack.
df+4,3l,h10,11i22-5+6
* Combos on CH even opponent is crouching.
df+4,3,4l,h,m10,11,27i28~29-15/-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.
df+4,3,d+4l,h,l10,11,20i33~35-10-8d+22d
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
d+1s.l5i10-5+6
* Can also be done by db+1/FC.d+1/FC.db+1.
d+1,2s.l,m5,13i10,i15~17-11+5s
* Combos on CH.
* Forces standing on hit.
d+2s.l8i11-4+7
* Can also be done by FC.d+2/FC.db+2.
d+3l12i17-12+1
* Hits OTG.
d+4l6i14-15-4
* Fast low but very punishable.
d+1+2m21i23-24+45a(+35)
* Tornado
* Duck high and launch, very punishable.
d+2+3m25i30~35-8+0c
*
Floor Break
* Hits OTG.
* Forces Crouching on hit.
d+3+4l14i16-25+7
* CH enable 2 more Ali Kicks.
d+3+4,4l,l14,7i29-25-9
* Combo from 1st hit on CH.
d+3+4,4,4l,l,l14,7,7i29-29+7
* Combo from 2nd hit on CH.
d+3+4,4,4,2l,l,l,m14,7,7,10i28-15+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+4,4,4,4l,l,l,l,l14,7,7,4,3i29,i29-26+15
* Only available if 1st hit on CH.
* Last 3 kicks are combo.
* 5 kicks combo is impossible.
db+2m21i25~26-5c+19a
* Forces Crouching on block.
db+3l17i23-14+4c+25d
* Tracks left side. (one of the few for King)
db+4l20i29~31-17-3d+27d
* Hits OTG.
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
db+1+2i6~??
* 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+2,2m,t15,25i15-9/-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+1h13i12-8+3+3a
Momentarily makes opponent airborne on CH, thus b+1,2 launches.
b+1,2h,h1320i19~20-13+5+70a(+54)*
* Tornado
* Launches opponent if b+1 on CH.
b+1,4h,m1323i26~28-11+1d+18(-17)*
* Combo from 1st hit on CH.
* Recovers in FUFT.
b+1+3r(m)25i10+2d
Floor Break
* Parry opponent's right punch.
* Side Switch. Opponent recovers in FUFR.
b+2h16i14-5+1
b+2,1h,h16,21i20~21-9+19a(+10)
* Balcony Break
* Combo from 1st hit.
b+2,4h,m,t16,18,20i21-8+10s/+0
* Shifts to throw on front grounded hit.
b+2,1+2h,h16,22i24~25+2c+22d
* Forces crouching on block.
b+2+4r(m)25i10+24d
* Parry opponent's left kick.
* Side Switch. Opponent recovers in FUFL.
b+2+4:3+4r(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+3h23i16~18-10/-5+39d
* Tornado
* Balcony Break
* Becomes -5 on block with chip damage if attack absorbed.
Power Crush
b+3:1+2h,t2320+0d
* Shifts to throw on front grounded hit.
* Input 1+2 before b+3 hits.
b+4h25i17~21+2+14g
* Balcony Break
* Shifts into BT stance.
b+3+4
* Cannot be held to continue spinning.
Low crush 6~21 fs22~24
ub+4m15i15-13+19a(+9)+33a(+23)
* Jump straight up knee, very short range.
u+1+2m25i35~36+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!40i67+11d
* Unblockable mid.
* Auto switch side if fly over opponent.
* Can also be done by ub+1+2*.
uf+1h21i20~23-3+36a(+27)
Homing
Balcony Break
* Can also be done by ub+1/u+1.
uf+2m35i47~53-17c-7d/-4c
* Hits OTG.
* u+2 to jump vertical, ub+2 to jump back.
* Force Crouching on block. (ub+2 also on hit)
uf+3m23i22~29-10-1d
* Can also be done by ub+3/u+3.
uf+4m13i15-13+33a(+23)
* Can also be done by u+4.
uf+3+4m23i22~23-12/-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.
DFr(l)0+51a(+35)
* Generic low parry.
* Tornado affect on success.
f,F,1m21i20~21-5+14g+38d
* Homing
* Balcony Break
f,F,2m21i31~320c+12c
* Forces crouching on block and hit.
* Allow crouching throw on hit.
* Chip damage on block.
f,F,4m25(30,14)i15-15+14a(+4)+1d
* Tornado
* Balcony Break
* Shifts to 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.
f,F,3+4h25i28~300/+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,2l/(l,t)17/(20,35)i18-13+7s/(0d)
* Shifts to throw on front grounded CH.
* Hits OTG.
high crush
f,f,n,1+2m0i9+0+7s+18s
* 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)
f,f,F,3m25i20~25+3+30(+22)
Balcony Break
* Chip damage on block.
f,f,F,3+4m40i28~34+17+32d(-26)
Balcony Break
ws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
ws2m11i14-9+1s
* Homing
* Forces Standing on hit.
ws2,2m,m11,25i15~16-12+12g
* Homing
* Balcony Break
* Combo from 1st hit.
ws3h20i160+22a(+12)
ws4m20i11~12-6+5
ws1+2m20i18~19-10+35a(+25)
ss2h25i19~20-5+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+4h50i21~25/i27~310+0d
* Deals a lot of chip damage on block.
* Tracks side steps.
* Side Step Left is 6 frames faster than SS Right.
FC.df+1l20i32~34-12+73a(+57)
* Can also be done by f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
High Crush
FC.df+2m21i15-14+56d
* Crumple on hit.
FC.d+3l10i18-17-6
* Hits OTG.
* Can also be done by FC.db+3.
* Get extra range by FC.df+3/CD.3.
BT.3m18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
BT.3:1+2m,t18,20+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.
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.
BT.d+4l20i22~24-14-2d+28d
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
Low Crush
FUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
JGR.1m21i16~17-8+39d/+75a(+59)
* In heat it becomes Tornado on grounded hit.
* Partially uses remaining Heat time.
JGR.2h26i18~19+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.3m30i22~23-9+11d (+1)
* Balcony Break
* Homing
Low crush 11~30 fs31~33
JGR.4L20i20~24-21+0c
Low crush 7~23 fs24~
JGR.2+3M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
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
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
JGS.3,2+3m,m,t23/27/34,20,15i21~43-16c~+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.
f,n,d,DF+4/CD.4m21i15~16-9+49a(+18)+53d
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
f,n,d,DF+1+2 / CD.1+2m24i20~23-5+16d+52d
Balcony Break
* Hits OTG.
* Bounce off ground on CH for full combo.
(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)+36d
* 1 throw break.
* Any throw on standing opponent's left side.
* Side switch. Opponent recovers in FUFR.
(Right side throw)t42(depends)+21d
* 2 throw break.
* Any throw on standing opponent's right side.
* Opponent recovers in FUFT.
1+3 / f+1+3t35i12~15 / 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+4t35i12~15 / 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+2t12,18+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
AB1.2,1,1+3t20+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
AB1.2,4,2+4t20+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+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
AB2c.2,1,3,1+2t25+1d
* 1 throw break.
* Opponent recovers in FUFA. Max damage 65.
AIR.1+3 / AIR.f+1+3t(a)30i12~14 / 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+4t(a)20i12~14 / 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+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 quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* 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 quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
Behind.b,f+1+2t75i10+1d
Floor Break
* Cannot throw break.
* Opponent recovers FUFR.
CD.1+4t20i12+1d
* 1 Throw break.
* Opponent recovers in FUFT.
CD.2+3t25i12+0d
* 2 throw break.
* Opponent recovers in FDFR.
DHH.2,1,3,4t12,13 / 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+2t15-3d
* 1 throw break.
* Opponent recovers in FDFT.
FC.1+2t(s)0i26+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
FC.db,d,db+1+2t45i12+0d
Floor Break
* 1+2 throw break.
* Opponent recovers in FUFR.
FDFA.db+1+3t(g)32i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
FDFL.db+1+3t(g)37i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
FDFR.db+1+3t(g)35i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
FDFT.db+1+3t(g)30i18~20+22d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
FUFA.db+1+3t(g)28i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
FUFL.db+1+3b+1+3t(g)0i18~20+25d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL/FDFR.
FUFT.DB+1+3t(g)25i18~20+0d
Floor Break
* 1 throw break.
* Opponent recovers in FUFT.
FUFT.DB+2+4t(g)28i18~20+1d
* 2 throw break.
* Opponent recovers in FUFT.
FUFT.db+1+3t(g)20,10 / 35i18~20+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+3t45i23+1d
* Heat Engager
* Cannot throw break. Cannot heat dash.
* Restores some Heat Gauge in Heat.
* Opponent recovers in FUFA.
JGS.1+4t20i12+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.
MMD1.1,4,2,3t12+1d
* Cannot throw break.
* Opponent recovers in FUFL.
MMD2.1,1+3/ MMD2.2,2+4t13+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
MMD3.2,3,1,1+2t24
* 1+2 Throw break.
* Opponent recovers in FDFR. Max Damage 69.
MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4t12+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+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
MMD5.1+2,4,2,1+2t11,15+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
MMD6.2,4,1,1+3/ MMD6.2,4,1,2+4t31-10d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA. Max Damage 116.
PD.1+2,3,4,1+2t45i11+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+2t35i11-14d
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+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+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+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+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+0d
* 1 throw break. Side Switch.
* Opponent recovers in FDFR. Max damage 50.
SHH1.2,1,1+3t30+0d
* 2 throw break.
* Opponent recovers in FDFR. Max damage 55.
SHH1.1+2,1,3t20+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+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+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+4t20+1d
* 3+4 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
UT,3+4:1+2t,t20,30+1d
* Just frame input.
* Cannot throw break.
* Opponent recovers in FDFL.
WALL.f,hcf+1 / WALL.f,f,F+2+4t(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,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+2(,f,F)t0i12~17+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)t0i12~17+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+4t53i11-1d
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+3t40 (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+3t19i32+1d
* 1 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFA.
df+2+4t20i32+1d
* 2 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFT.
df+2+3t40i12+0d
* 2 throw break.
* Opponent recovers in FUFT.
df+3+4t/s30/15i28~35-12~-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+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.
* 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+4t40(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+1t45(50),20 / 70i10-22d(-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+2t50(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+2t50i11+0d
Floor Break
* 1+2 throw break. Side switch.
* King recovers in backturn stance.
* Partially restores remaining Heat time.
* Opponent recovers in FUFA.
qcf+1t30i11+8d
* 1 throw break.
* Opponent recovers in FUFT.
ss2+4t15 / 20i13+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,Bt30i12+19d(-7) / +17d(-13)
* 1+2 throw break.
* Hold b to throw backwards.
* Damage becomes 15 on wall splat.
* Opponent recovers in FUFT.