king

king

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
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 13~
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.
FC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
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.
1,2,1,d+2+4h, h, m, t(c)5, 15, 10, 35i10, ,i28~30+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
1,2,d+2+4h, h, t(c)5, 15, 35i10, ,i27+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
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.
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 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.
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.
1,2,1,2+4h, h, m, t5, 15, 10, 40i10, ,i26~28+0d
* Throw break 2.
1,2,2+4h, h, t5, 15, 30i10, ,i30+1d
* Throw break 2.
f+3:1+2m, t18, 20i15~16, -5d
* Input 1+2 during frames 16-19 of f+3
* Shifts to throw on front grounded hit.
b+3:1+2h, t23, 15i16~18, -7d
* Shifts to throw on front grounded hit.
* Input 1+2 before b+3 hits.
BT.3:1+2m, t18, 20i13~14, +0d
* Floor Break
* Throw when hit standing in front close range.
* Just frame input.
(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+3 / f+1+3t35i12~15 / i15~17-6+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+4 / f+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.
Behind.b,f+1+2t75i10+1d
Floor Break
* Cannot throw break.
* Opponent recovers FUFR.
CD.1+4t20i12-2+1d
* 1 Throw break.
* Opponent recovers in FUFT.
CD.2+3t25i12-2+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.
JGR.1+3t45i23+1d
* Heat Engager
* Homing
* Cannot throw break. Cannot heat dash.
* Restores some Heat Gauge in Heat.
* Opponent recovers in FUFA.
JGS.1+4t20i12-3+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.
MMD6.2,4,1,1+3/ MMD6.2,4,1,2+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.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 50.
SHH1.2,1,1+3t30-10+0d
* 2 throw break.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 55.
SHH1.1+2,1,3t20-10+0d
* 1+2 throw break.
* King suffers 10 recoverable damage on successful 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+4t20+0+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.
b+1+2(,f,F)t0i12~17-3+14g / -2
* Homing
* 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+4t53i11-2-1d
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)i12-6+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+3t19i32-2+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.
f,f,F+2+4t40(45)i10-5+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 / 70i10-13-22d(-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)i12~14-6+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+2t50i11-6-6d
Floor Break
* 1+2 throw break. Side switch.
* King recovers in backturn stance.
* Partially restores remaining Heat time.
* 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+2 / uf+1+2,Bt30i12-6+19d(-7) / +17d(-13)
* 1+2 throw break.
* Hold b to throw backwards.
* Damage becomes 15 on wall splat.
* Opponent recovers in FUFT.
d+1,2s.l,m5,13i10,i15~17-11+5s
* Jail from 1st block
* Combo from 1st CH
* Forces standing on hit.
d+1s.l5i10-5+6
High crush 4~
d+2s.l8i11-4+7
b+1+3r(m)25i10+2d
Floor Break
* Parry opponent's right punch.
* Side Switch. Opponent recovers in FUFR.
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)
* 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.
DFr(l)0+51a(+35)
* Generic low parry.
* Tornado affect on success.
u+1+2*m!40i67+11d
* Unblockable mid.
* Auto switch side if fly over opponent.
Low crush 9?~
BT.1+4m!30i41~47+6d
* Unblockable mid attack.
Low crush 8~
H.2+3m,t20,40i17+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+2m,t55+i20-15+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~
db+1+2,2m,t15,20i15-9+8g
* Heat Engager
* Heat Dash +5 on block, +67a(+50a) on hit.
* Effective startup is i32
* +35g on heat engager hit
* Shifts to throw on front grounded hit.
* -5 on block after absorbing an attack with muscle armor.
* 6 chip damage on block after absorbing an attack with muscle armor.
b+2,4h, m,t16, 18,20i14, i21-8+10s/+0
* Shifts to throw on front grounded hit.
* Move can be delayed by 10F
* Input can be delayed by 15F
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~
JGR.2+3M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
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.
2+3m[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.JGR.1m21i16~17-8+75a(+59)
* 6 chip damage on block
* Partially uses remaining Heat time.
1,2,1h, h, m5, 15, 10i10, ,i24~25-4+5s+10s
* Forces standing on hit.
* Move can be delayed by 9F
* Starter of 10 Strings, 3rd~5th hits are combo.
2,1h, m10, 15i10, i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
1+2m17i18-11-2s+0s
* Forces standing on hit.
* Shifts into backturn stance.
1+2,1m, m17, 21i18, i22-13/-18+12a(+3)/-9
* Balcony Break
* Combo from 1st hit with 3F delay
* Interrupt with i5 from 1st block
* Hold back during 2nd hit to feint
* Input can be delayed by 3F
* Move cannot be delayed
f+2m12i15~16-11+2s
* Forces standing on hit?
f+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Move can be delayed by 10F
* Input can be delayed by 12F
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 by 10F
* Input can be delayed by 13F
* Jail from 2nd block with no delay
f+3m18i15~16-8+1+9s
* Only forces standing on CH.
f+4m25i18~20-9+12a(+3)
Balcony Break
Homing
Low crush 9~
f+1+4m21i17~19+3+7s
* Forces standing on hit.
f+2+3m27i20~24-9+8a(-1a)
* Heat Engager
* Heat Dash +5 on block, +36a(+26a) on hit.
* Balcony Break
df+1m15i14~15-1+3s
* Forces standing on hit.
df+1,2m, m15, 15i14~15, i20~21-10+5s
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 9F delay
* Jail from 1st block with 5F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
df+2m12i13-6+4s
* Forces standing on hit.
df+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
df+4,3,4l, h, m10, 11, 27i14~15, ,i28~29-15+6a (-3)+47a(+16)
* Balcony Break
* Combo from 2nd CH.
* Crumple on 3rd CH.
* Shift to r32? BT (-8, +13a (+4a), +54a (+23a)) with B
* Shift to backturn is 14F punishable.
Low crush 18~
d+1+2m21i23-24+45a(+35)
* Tornado
High crush 6~23
d+2+3M25i30~35-8+0c
*
Floor Break
Low crush 21~32, fs33~54
d+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+16d(+6)
* Balcony Break
* Combo from 1st or 2nd CH or 3rd hit
db+2m21i25~26-5c+19a
* Forces Crouching on block.
b+1,4h, m13, 23i12, i26~28-11+1d+18(-17)*
* Combo from 1st CH with no delay.
* Recovers in FUFT.
* Move can be delayed by 6F
* Input can be delayed by 10F
ub+4m15i15-13+19a(+9)+33a(+23)
* Jump straight up knee, very short range.
Low crush 9~
u+1+2m25i35~36+2c+22d
* Tap 1+2 otherwise it becomes u+1+2(hold).
* Forces Crouching on block.
Low crush 9~
uf+2m35i47~53-17c-7d/-4c
* Hits OTG.
* u+2 to jump vertical (js9~), ub+2 to jump back (js9~).
* Force Crouching on block. (ub+2 also on hit)
Low crush 10~
uf+3m23i22~29-10-1d
Low crush 13~
uf+4m13i15-13+33a(+23)
* Recovers 2F faster on hit or block (r30? t46?)
Low crush 9~
uf+3+4m23i22~23-12/-7+25g / +22g
* Tornado
* -7 on block after absorbing an attack in power crush state.
* 9 chip damage on block after absorbing an attack in power crush state.
* 10 chip damage on block after absorbing an attack in power crush state while in heat.
* Shifts to r27 JGR on hit.
* Cancel shift into JGR on hit at +22 r55? with input B
Power crush 7~
f,F,1m21i20~21-5+14g+38d
* Homing
* Balcony Break
f,F,2m21i31~32+7+12c
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
f,F,4m25(30,14)i15-15+14a(+4)+1d
* Tornado
* Balcony Break
* Shifts to throw on front grounded CH.
f,f,n,1+2m0i9+0+7s+18s
* Forces Standing on hit.
* Allows follow up on CH.
uf,n,4m20i23~25-13+32a(+22)
Low crush 9~
f,f,F,3m25i20~25+3+30(+22)
Balcony Break
* 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 or block? (r30? t66?)
* Move can be delayed by 10F
* Input can be delayed by 16F
ws4m20i11~12-6+5
ws1+2m20i18~19-10+35a(+25)
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.
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
* 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+39d/+75a(+59)
* In heat it becomes Tornado on grounded hit.
* Partially uses remaining Heat time.
JGR.3m30i22~23-9+11d (+1)
* Balcony Break
* Homing
Low crush 11~30 fs31~33
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.df+4m30/36/45i17~19-16/+8+5a(-4)
Balcony Break
* On block increases up to 2nd spin.
* Damage increase up to 3rd spin.
d+3+4,4,4,4L, L, L, L,L14, 7, 7, 4,3i16, ,i29,i29-26+15
* Only available if 1st hit on CH.
* Combo from 3rd hit
High crush 1~
f,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* Shifts to throw on front grounded CH.
* Hits OTG.
High crush 6~
df+4l10i14~15-14-3
df+4,3,d+4l, h, L10, 11, 20i14~15, ,i33~35-10-8a FC+22a FC
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
Low crush 25~
d+3L12i17-12+1
* Hits OTG.
d+4l6i14-15-4
d+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
High crush 6~
d+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st hit on CH.
High crush 1~
d+3+4,4,4L, L, L14, 7, 7i16, ,i29-29+7
* Combo from 2nd hit on CH.
High crush 1~
db+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
High crush 6~
db+4L20i29~31-17a-3d+27d
* r41 FC on hit
High crush 6~14 Low crush 16~29 fs30~
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.d+3L10i18-17-6
* Can also be done by FC.db+3.
* Get extra range by FC.df+3/CD.DF+3.
BT.d+4l20i22~24-14-2d+28d
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
Low crush 11~
JGR.4L20i20~24-21+0c
Low crush 7~23 fs24~
BT.1+2h!45i26~30+2d
* Unblockable high attack.
H.JGR.2h26i18~19+6+4a
* Wall Crush +18gc on block
* 13 chip damage on block.
* Forces crouching at +18c on wall crush.
* Partially uses remaining Heat time.
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,2h, h5, 15i10, i10~12-3+8
* Combo from 1st hit with 6F delay
* Jail from 1st block with 5F delay
2h10i10+1+7
3h25i17-14+17a
* Balcony Break
* Tracks left side but unsafe.
4h20i13-5+6+31d
* Knocks down on CH for dash OTG throw.
1+2,3m, h17, 25i18, i24~25-3+12a(+3)
* Balcony Break
* Tornado
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
f+2,1m, h12, 25i15~16, i15~16-9+16a
* Heat Engager
* Heat Dash +5 on block, +36a(+26a) on hit.
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
f+1+2h23i16~17+0+10d
df+2,1m, h12, 15i13, i20~21-4+24a
* Combo from 1st CH with 12F delay
* Move can be delayed by 13F
df+3,4m, h17, 23i14, i30+0+28d
* Combos on CH, otherwise opponent can duck.
* Available only on 1st hit or block
* Recovers in FDFT.
Low crush 22~
df+4,3l, h10, 11i14~15, i22-5+6
* Combo from 1st CH
b+1h13i12-8+3+3a
b+1,2h, h13, 20i12, i19~20-13+5+70a(+54)*
* Tornado
* Combo from 1st hit with 8F delay
* Combo from 1st CH with 10F delay
* Launches opponent if b+1 on CH.
* Move can be delayed by 6F
* Input can be delayed by 10F
b+2h16i14-5+1
b+2,1h, h16, 21i14, i20~21-9+19a(+10)
* Balcony Break
* Combo from 1st hit with 5F delay (buffered).
* Move can be delayed by 10F
* Input can be delayed by 15F
b+2,1+2h, h16, 22i14, i24~25+2c+22d
* Forces crouching on block.
* Move can be delayed by 10F
* Input can be delayed by 15F
b+3h23i16~18-10/-5+39d
* Tornado
* Balcony Break
* -5 on block after absorbing an attack in power crush state.
* 9 chip damage on block after absorbing an attack in power crush state.
* 10 chip damage on block after absorbing an attack in power crush state while in heat.
Power crush 7~
b+4h25i17~21+2+14gc
* Balcony Break
* Shifts into BT stance.
* Forces crouching on hit
uf+1h21i20~23-3+36a(+27)
Homing
Balcony Break
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~
ws3h20i160+22a(+12)
ss2h25i19~20-5+18a(+9)
Balcony Break
ss3+4h50i27~310+0d
* Deals a lot of chip damage on block.
* Tracks side steps.
* In game frame data incorrectly shows that SSL 3+4 is i21
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.
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.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.
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+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 ).
db+1+2
* 50% damage reduction when absorbing attacks
* Damage taken during power crush state is recoverable
* Cancel into db1+2,2 (Emerald Elbow) on frames 17~60 with input 2
* Cancel into movement or crouch or any attack on frame 30 (r30)
* Cancel into r30 JGR with input 3+4 on frame 35
Power crush 6~59
db+1+2,3+4
* Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup
* pc7~ in heat
b+3+4
* Cannot be held to continue spinning.
Low crush 6~21 fs22~24
1+2+3+4
* Takes some time to charge and can cancel into anything.
* After charged next hit by either side becomes counter hit.
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.
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.
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~