home
mokujin

All Characters

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
azucenahFC.1+2t0i32-5+3
* Throw break 1+2 in a 4f window, frames 1~4
* Reverse tackle with 1+2 in a 2f window, frames 18~19
* Works on standing and crouching opponent
* Can be done from Crouch Level 1
azucenauf+1+2t40i11+0-3d
* Throw break 1+2
* side switch on hit
bryan1+3t35i12~14-3-2d
* Floor Break
* Throw break 1 or 2
bryan2+4t35i12~14-6+0d
* Floor Break
* Throw break 1 or 2
* Side switch on hit
bryanBack throwt60-1d
Unbreakable
bryanFC.db+1+2t45i11-6+1d
* Throw break 1+2
bryanLeft throwt40-3+1d
* Floor Break
* Throw break 1
* Side switch on hit
bryanRight throwt40-3+6d
* Throw break 2
bryanuf+1+2t40i12-6-5d
* Floor Break
* Throw break 1+2
claudio1+2,1+2m, t20, 10i17, i17+0
* Combo from 1st hit
* Only comes out on standing hit
* Doesn't work at tip range
* Doesn't work in the side or back
* Not a timed input
claudio1+2,1+2,2m, t, t20, 10, 18i17, ,i17-5d or +0d
* Combo from 1st hit
* Gain STB on hit
* -5d vs FUFT when gaining STB
* +0d vs FUFA if already STB
* Deals 20 damage with input b,f+2
* Not a timed input
claudio1+3t35i12~14-3+1d
* Homing
* Throw Break 1 or 2
claudio2+4t35i12~14-6+0d
* Throw break 1 or 2
* Side switch on hit
* Both players transition to FUFA on hit
claudioBack throwt50+0d
* Unbreakable
* Can side switch on hit
* Opponent recovers in FDFT
claudioLeft throwt40-3+1d
* Break: 1
* Opponent recovers in off-axis FUFT
claudioRight throwt40-3+1d
* Throw break 2
* Can side switch on hit
* Opponent recovers in FUFT
claudiouf+1+2t40i12-6+1d
* Throw break 1+2
* Side switch on hit
* Can be buffered
* Opponent recovers in FUFA
clive1+3t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Opponent recovers in FUFA state
clive2+4t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Side switch on hit and on throw break
* Opponent recovers in FUFT
cliveBack throwt50+0d
* Unbreakable
* Opponent recovers in FUFA
cliveLeft throwt40i12~14-3+0d
* Throw break 1
* Opponent recovers in FUFA
cliveRight throwt40i12~14-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers in FUFT
cliveuf+1+2t40i12~14-5+0d
* Throw break 1+2
* PHX.uf+1+2: i15 startup
* Can be done from FC
* Opponent recovers in FDFA
devil-jinH.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d
* Weapon
* Projectile (unparryable)
* 4 chip damage on block
* Available only on hit or block
* Unavailable on whiff
* Jail from 1st block
* Transition to attack throw on hit
* Combo from 1st hit with 15F delay
* Move cannot be delayed
* Input can be delayed by 15F
* Consumes 250F of remaining heat time
* Low crush
devil-jinf,n,d,df+1,UFm, t30, 10i22~24, -4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
devil-jinFLY.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jin1+3t35i12~14+0+2d
* Homing
* Throw break: 1 or 2
* Can be done from FC
* Transition to BT on break
devil-jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinBack Throwt50+1d
* Unbreakable
* Side switch on hit
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
devil-jindf+2+3t40i12-2-6d
* Floor Break
* Throw break 2
* Can be done from FC
devil-jinf,hcf+1+2t45i12-6+0d
* Throw break 1+2
* Side switch on hit when done on opponent's front and left sides from P1 side
* Sideswap on hit when done on opponent's left side from P2 side
* Can be done from FC
devil-jinqcb+1+3t40i12-2+0d
* Throw break 1
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinuf+1+2t35i12+0+25d (+7)
* Balcony Break
* Throw break 1+2
* Side switch on throw break
* Can be done from FC
dragunovH.2+3,db+1+2m,m,m, t25,14,23, 0i15~16, i30~32,i31~32, i26-2d
* Unbreakable on hit
* Shift to tackle on hit
* Interrupt with i15 on 1st block
dragunov1,3,2~1+2h, h, t5, 14, 40i10, ,i29~32+5-2d
* Throw break: 1+2
** Unbreakable during Heat
** Partially uses remaining Heat time
* Cancel with B
dragunovb+4,2,1+2m, m, t15, 10, 17i14, ,i40-5+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Partially uses remaining Heat time
* Alternate input:
** ss2,1+2,1+2
** PGR.1+2
** (Face down).1+2,1+2
** f,f,F+2,H.1+2
** FC.df+1,H.1+2
dragunovb+3+4:1+2h, t22, 20i28~29, i28~29+1d
* Removes Recoverable Health
* Unbreakable
* Transitions to throw when blocked from the front
* Just frame not required during Heat
* Partially consumes remaining Heat time
dragunovH.f,f,F+2,1+2m, t22, 0i15~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i24 from 1st block
* High crush 24~40
dragunovH.FC.df+1,1+2L, t8, 0i16~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i28 from 1st block
* High crush 24~40
dragunov1+3t35i12~14-2+1d
* Throw break 1 or 2
* Homing
dragunov2+4t35i12~14-2+1d
* Throw break 1 or 2
* Homing
* Side switch on hit or break
dragunovBack throwt50+1d
Unbreakable
dragunovLeft throwt40-3+1d
* Throw break 1
dragunovRight throwt40-3+1d
* Throw break 2
dragunovTackle.1t35+0d
* Throw break 1
* Removes Recoverable Health
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
dragunovdb+3~1+2t35i19~20+1d
* Side switch
* Crouch throw
* Cancel to FC with D, DB or DF
* High crush 1~19
dragunovf+1+4t40i11-2+0d
* Throw break 1
* Side switch on hit
dragunovf+2+3t40i11-2-1d
* Throw break 2
dragunovuf+1+2t40i12-6-5d
* Floor Break
* Throw break: 1+2
* Side switch on hit
dragunovuf+3+4t35i38~42-12d
Unbreakable (avoid by ducking)
fahkumram1+3t35i12-3+0d
* Homing
* Throw break 1 or 2
fahkumram2+4t35i12-6+0d
* Homing
* Throw break 1 or 2
* Sideswaps on hit
fahkumramLeft Throwt40i12-3+0d
* Homing
* Throw break 1
fahkumramRight Throwt40i12-3+0d
* Homing
* Throw break 2
* Sideswaps on hit
fahkumramuf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
feng1+3t35i12~14-6-4d
* Throw break 1 or 2
feng2+4t35i12~14-3+0d
* Throw break 1 or 2
fengBT.1+4t45i12~14-6-5d
* Throw break 1+2
fengBack Throwt50-4d
* Cannot break throw
fengLeft Throwt40-3-6d
* Throw break 1
fengRight Throwt40-3-4d
* Throw break 2
fenguf+1+2t40-6+0d
* Floor Break
* Throw break 1+2
heihachi1+3t35i12~14-3-1d
* Homing
* Throw break 1 or 2
heihachi2+4t35i12~14+0d
* Floor Break
* Throw break 1 or 2
* Side switch on break
* Heihachi recovers BT on break
heihachiBack throwt60+0d
* Unbreakable
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 300f of remaining Heat time
* Throw is unbreakable
heihachiH.d+1+2,Pt35i11
* Parries high or mid punches or kicks
* Regain health on a successful parry
* Consumes 240F? of remaining heat time
* Throws received are unbreakable
* Parry state 19~40
heihachiLeft throwt40-3d
* Throw break 1
heihachiRAI.1+3t30i15~16+0d
* Unbreakable
* 42 damage on a wall splat
heihachiRight throwt45-4d
* Floor Break
* Throw break 2
heihachiuf+1+2t35i12+0+26a (+7)
* Balcony Break
* Throw break 1+2
* Side switch on break
heihachiuf+1+4t30i12 i48-6+28d (-30)
* Balcony Break
* Throw break 1+2
* Headbutt can be reversed with input 1 or 2 or 3 or 4
* Only works on Male characters and Reina
jack-8(During Enemy wall stun) 1+3t33i12!+0d
* Wall throw (Unbreakable)
* Alternate input 2+4 or uf+1+2
jack-81+3t35i12+0+1d
* Throw Break 1 or 2
* Swaps positions on break
** Transition to BT on break
jack-82+4t35i12-6-3d
* Throw Break 1 or 2
* Swaps positions on break
* Side Switch
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jack-8Back Throw 2+4t70i12!+17d
* Balcony Break
* Unbreakable
* 80 damage on wall splat
jack-8GMH.1+3t30i15!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Alternate input d+1+3
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jack-8db,n,f+1+2t50i11-6-1d
* Throw Break 1+2
* Floor Break
jack-8db+2+3t25i11-2+14c
* Throw Break 2
* Floor Break
jack-8df,DF+2+4t10i14-2+54a
* Throw Break 2
*
jack-8df+2+4t10i11-2+26a
* Throw Break 2
*
jack-8d+1+3t30i12!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Can be done from crouch
* Alternate input GMH.1+3
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
* Gain GMC on Heat activation
jack-8qcb+2t45i11-2+5d
* Throw Break 2
jack-8qcf+1t40i11-2-2d
* Throw Break 1
* Floor Break
jack-8uf+1+2t35i11-6-10d
* Throw Break 1+2
* Floor Break
jack-8uf+1+2,d,df+2t40i11-6+19a (-7)
* Throw Break 1+2
* Balcony Break
* Wallsplats opponent
* If blocked, does 20 chip dmg and is -2 oB
jin1+3t35i12~i14+0+2d
* Homing
* Throw break 1 or 2
* Jin recovers BT on break
jin2+4t35i12~i14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
jinBack throwt50+1d
* Unbreakable
* Side switch on hit
jinLeft throwt43-3+0
Throw break 1
jinRight throwt40-3+0d
* Throw break 2
* Side switch on hit
jindf+2+4t40i12-2-4d
* Throw break 2
jinqcb+1+3t40i12-20
* Throw break 1
* Opponent recovers FUFA
jinuf+1+2t40i12+0+0d
* Floor Break
* Throw break 1+2
jun1+3t35i12~14+0+0d
* Homing
* Throw break 1 or 2
jun2+4t35i12~14+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
junBack throwt50+7d
* Unbreakable
* Side switch
junFC.db+1+2t15,15,15i14~15-6+56a (+28)
* Throw break 1+2
* Opponent can tech roll to reduce the landing damage
junGEN.P (Low)t20+0d
* Restores 14 health and 14 recoverable
* Opponent recovers FDFA
* Gain 20 Kazama Essence
junGEN.P (Throw)t40+0d
* Restores 8 health and 8 recoverable
* Opponent recovers FUFA (sideways)
* Gain 20 Kazama Essence
junIZU.1+3t35i14-6+0d
* Throw break 1+2
* Restores 8 life and 12 recoverable
* Gain 8 Kazama Essence on hit
junLeft throwt40-3+0d
* Throw break 1
junRight throwt40-3+0d
* Throw break 2
* Side switch on hit
junb+1+3,Pt25-4d
* Opponent recovers FDFT
jundf+2+3t40i12-6-6d
* Throw break 2
* Floor Break
junuf+1+2t40i12-6+0d
Throw break 1+2
kazuyaDVK.1,1,2,Dh, h, m, t5, 6, 14, 8i10, ,i30?,i5?,i5?,i5?+0d
* Consumes 120F? of remaining Heat time
* Opponent recovers FUFT
* Available only on 3rd standing/crouching hit
kazuyaDVK.1,1,2,Fh, h, m, t5, 6, 14, 8i10, ,i30?,i5?,i5?,i5?+5d BT
* Consumes 120F? of remaining Heat time
* Opponent recovers FDFT
* Available only on 3rd standing/crouching hit
king1,2,1,2+4h, h, m, t5, 15, 10, 40i10, ,i26~28+0d
* Throw break 2.
king1,2,2+4h, h, t5, 15, 30i10, ,i30+1d
* Throw break 2.
kingf+3,1+2m, t18, 20i15~16, -5d
* Input 1+2 during frames 2-20 of f+3
* Shifts to throw on front grounded hit.
kingb+3:1+2h, t23, 15i16~18, -7d
* Shifts to throw on front grounded hit.
* Input 1+2 during frames 2-17 of b+3
kingBT.3:1+2M, t18, 20i13~14, +0d
* Floor Break
* Throw when hit standing in front close range.
* Just frame input.
king(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.
king(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.
king(Left side throw)t40(depends)-3+36d
* 1 throw break.
* Any throw on standing opponent's left side.
* Side switch. Opponent recovers in FUFR.
king(Right side throw)t42(depends)-3+21d
* 2 throw break.
* Any throw on standing opponent's right side.
* Opponent recovers in FUFT.
king1+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
king2+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.
kingAB1.1,1+2t12,18-3+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
kingAB1.2,1,1+3t20-3+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
kingAB1.2,4,2+4t20-3+1d
* 2 throw break.
* Opponent recovers in FUFL.
kingAB2b.3,4,3+4,1+2t20+1d
* Cannot throw break.
* Opponent recovers in FUFR. Max Damage 60.
kingAB2c.1,3,4,2,1+2t60-3+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
kingAB2c.2,1,3,1+2t25-3+1d
* 1 throw break.
* Opponent recovers in FUFA. Max damage 65.
kingBehind.b,f+1+2t75i10+1d
Floor Break
* Cannot throw break.
* Opponent recovers FUFR.
kingCD.1+3t20i12-2+1d
* 1 Throw break.
* Opponent recovers in FUFT.
kingCD.2+4t25i12-2+0d
* 2 throw break.
* Opponent recovers in FDFR.
kingDHH.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.
kingDHH.1+2,1+2t15-6-3d
* 1 throw break.
* Opponent recovers in FDFT.
kingFC.db,d,db+1+2t45i12-6+0d
Floor Break
* 1+2 throw break.
* Opponent recovers in FUFR.
kingJGR.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.
kingJGS.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.
kingMMD1.1,4,2,3t12+1d
* Cannot throw break.
* Opponent recovers in FUFL.
kingMMD2.1,1+3/ MMD2.2,2+4t13-6+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingMMD3.2,3,1,1+2t24-6+0d
* 1+2 Throw break.
* Opponent recovers in FDFR. Max Damage 69.
kingMMD3.1+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.
kingMMD4.3+4,1+2t10+0d
* Cannot throw break.
* Opponent recovers in FDFA.
kingMMD5.1+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.
kingMMD5.1+2,4,2,1+2t11,15-3+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
kingMMD6.2,4,3,1,1+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.
kingPD.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.
kingPD.1+2,1+2t35i11-7-14d
Floor Break
* 2 throw break. (when legs lifted to the top)
* Opponent recovers in FDFA.
kingRAS1.1t7/15+0d
* Cannot throw break.
* Input with 2,1,1+2 for more damage.
* Opponent recovers in FUFR.
kingRAS2.1t7/15-9+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.
kingRAS3.1t12/17+1d
* Cannot throw break.
* Input with 1,2,3+4 for more damage.
* Opponent recovers in FUFT.
kingRAS4.1t15/20/31-3+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.
kingRAS4.2t20/25-6+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.
kingRSSB1.1t7/15+1d
* Cannot throw break.
* Input with 2,2,1+2 for more damage.
* Opponent recovers in FUFT.
kingRSSB2.1t7/15-3+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.
kingRSSB3.1t9/13+1d
* Cannot throw break.
* Input with 1,2,3+4,1+2 for more damage.
* Opponent recovers in FUFT.
kingRSSB4.1t15/20/31+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* Opponent recovers in FUFT. Max damage 94.
kingRSSB4.2t20/25+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.
kingSHH1.1,2,1+2t25-10+0d
* 1 throw break. Side Switch.
* Opponent recovers in FDFR. Max damage 50.
kingSHH1.2,1,1+3t30-10+0d
* 2 throw break.
* Opponent recovers in FDFR. Max damage 55.
kingSHH1.1+2,1,3t20-10+0d
* 1+2 throw break.
* Opponent recovers in FDFL.
kingSHH2c.3,4,1+2,3+4t40+0d
* Cannot throw break.
* Opponent recovers in FDFT. Max Damage 85.
kingUT,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.
kingUT,1+2t25-9+1d
* 1+2 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
kingUT,1+2,1+2t, t25, 10+1d
* Cannot throw break.
* Opponent recovers in FUFA.
kingUT,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.
kingUT,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.
kingb+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
kingb+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
kingdb,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
kingdb+2+3t40 (8+20+12)i12-6+1d / +0d
* 1+2 throw break.
* Opponent recovers in FUFT / FDFT.
kingdf+1+3t19i32-2+1d
* Homing
* 1 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFA.
kingdf+2+4t20i32-2+1d
* Homing
* 2 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFT.
kingdf+2+3t40i12-2+0d
* 2 throw break.
* Opponent recovers in FUFT.
kingf,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.
kingf,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.
kingf,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.
kingqcb+1+3t8i14-2+51a
* Tornado
* Tornado on hit
* 1 throw break
kingqcb+1+2t50i11-6-6d
* Floor Break
* Homing during heat
* 1+2 throw break
* Side switch
* King recovers in BT
* Opponent recovers in FUFA.
kingqcf+1t30i11-2/-7+8d
* 1 throw break.
* Opponent recovers in FUFT.
kingss2+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.
kinguf+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.
kunimitsu1+3t35i12~14+0+0d
* Throw break: 1 or 2
* Opponent recovers in FUFL.
kunimitsu2+4t35i12~14+0-3d
* Floor Break
* Throw break: 1 or 2
* Side switch
* Opponent recovers in FDFA.
kunimitsuBT.1+4t45i12~14+0-5d
* Throw break: 1+2
* Opponent recovers in FDFA
kunimitsuBack Throwt50+0d
* Unbreakable
* Opponent recovers FDFT
kunimitsuLeft Throwt40-3-2d
* Throw break: 1
* Opponent recovers FUFA
kunimitsuRight Throwt40-3+0d
* Throw break: 2
* Randomly side switches
* Opponent recovers FDFT or FDFR on side switch
kunimitsuf+1+4t38i11-3 BT+0d
* Throw break: 1
* Side switch
* Kunimitsu and the opponent recover in BT on break
* Opponent recovers in FUFA
* SET.1+4: i15 (t43 r28)
kunimitsuuf+1+2t40i12+0+0d
* Throw break: 1+2
* Side switch
* Opponent recovers in FDFT
* SET.1+4: i16 (t44 r28)
larsuf+3+4,1+2sp, t40,i9~11+1
* Throw break: 1+2
lars(airborne).f,f,F+2+4t31 (21)i110
* Throw break: none
* Opponent status on hit: FUFT
lars1+3t35i12~14-3+1
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFA
lars2+4t35i12~14-30
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
larsBack throwt50i12~140
* Throw break: none
* Opponent status on hit: FDFT
larsLeft throwt40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
larsRight throwt40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
larsf,f,F+2+4t40i11-30
* Throw break: 1+2
* Opponent status on hit: FDFA
larsuf+1+2t35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT
law1+3t35i12~14-3+0d
Throw break 1 or 2
law2+4t35i12~14+0d
* Throw break 1 or 2
* Side swap
* Transition to BT with D
** (+5 BT)
lawBack Throwt50i12~14+0d
Unbreakable
lawDSS.uf+1+2t35i12-2+0d
Throw break 1+2
lawH.DSS,Pt38+0d
* Punches only
* Heat only
* Consumes 240F? of remaining Heat Time on successful parry
* Throws are unbreakable
* Parry state 5~?
lawLeft Throwt40i12~14-3+0d
Throw break 1
lawRight Throwt42i12~14-3+0d
Throw break 2
lawb+2+4t34+0d
* Punches only
* Partially restores remaining Heat Time
* Does 38 damage in Heat
* Parry state 5?
lawf,F+3+4t10i14-3+55a (+28)
Throw break 1+2
lawf+2+3t35i12-2+6d
Throw break 1
lawuf+1+2t35i12-6+3d
Throw break 1+2
lawuf+1+2,1,2,1+2t40i12-6-6d
* Throw break 1+2
* Floor Break
lee3~3:4h, t18, 20i30?, !+0d
* Unbreakable
* Input 4 on frame 31? from previous hit
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time
lee1+3t35i12~14-3-2d
Throw break 1 or 2
lee2+4t35i12~14-6-2d
* Throw break 1 or 2
* Side swap
leeBack Throwt50i12~14!-5d
Unbreakable
leeLeft Throwt40i12~14-3-3d
Throw break 1
leeRight Throwt40i12~14-3+0d
Floor Break Throw break 2
leeuf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
leo1+3t35i12~14-3+0d
Throw break 1 or 2
leo2+4t35i12~14-6+0d
* Throw break 1 or 2
* Side switch on hit
* Deals 4 more damage at the wall
leoBack throwt50i12~14-3d
* Deals 10 more damage at the wall
leoLeft throwt40i12~14-3+0d
* Throw break 1
* Side switch on hit
* Deals 4 more damage at the wall
leoRight throwt40i12~14-3+1d
* Throw break 2
* Side switch on hit
leouf+1+2t40i12~14-6+8d
* Balcony Break
* Throw break 1+2
* Side switch
* Usable from KNK
leroy1+3t35i12~14
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFT perpendicular
leroy2+4t35i12~14
* Throw break: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyBack throwt50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
leroyLeft throwt40i12~14
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
leroyRight throwt40i12~14
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyuf+1+2t35i12~14
* Throw break: 1+2
* Opponent status on hit: FUFA off-axis to the left
lidia1+3t35i12~14-3+4
* Homing
* Throw break: 1 or 2
* Opponent on break: standing
lidia2+4t35i12~14-6+0d
* Homing
* Floor Break
* Throw break: 1 or 2
* Opponent on hit: FUFA
* Side switch on hit
lidiaBack throwt50+0d
* Homing
* Throw break: none
* Opponent on hit: FDFT
lidiaCH.db+3t20/24,17/19/21/27i16~17-2
* Power up based on Heaven and Earth level:
** Level 0: 17 damage
** Level 1: 19 damage
** Level 2: 21 damage
** Level 3: 27 damag
* Restores recoverable health
lidiaLeft throwt40-3+4
* Throw break: 1
* Opponent on break: standing
lidiaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent on hit: FUFA
* Side switch on hit
lidiauf+1+2t40i12-6+0d
* Throw break: 1+2
* Opponent on hit: FUFA
* Regain recoverable health
* Only when Heaven and Earth lvl is 3:
* 50 damage
lili(Wall Splat).1+3t39+0d
* Unbreakable
* Wall throw
lili1+3t35i12~14-3+0d
* Homing
* Floor Break
* Throw break 1 or 2
* Becomes a wall throw on a wall-splatted opponent
lili2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch on hit
* Becomes a wall throw on a wall-splatted opponent
liliBack Throwt60+1d
Unbreakable
liliLeft Throwt42-3+0d
* Throw break 1
* Can side switch on hit
liliRight Throwt43-3+1d
* Throw break 2
* Side switch on hit
lilib+1+3t25+1d
* Punch parry (high and mid)
* Side switch on successful parry
* Parry state 5~15
liliuf+1+2t40i12-3+1d
* Throw break 1+2
* Becomes a wall throw on a wall-splatted opponent
miary-zo1+3t35i12~14-9-5d
* Floor Break
* Homing
* Throw break 1 or 2
* Transition to WAL on throw break if Miary Zo makes contact with a wall
miary-zo2+4t35i12~14-6-3d
* Floor Break
* Homing
* Throw break 1 or 2
* Side switch on hit and throw break
miary-zoBack Throwt50i12~14!+0d
* Floor Break
* Unbreakable
miary-zoLeft Throwt40i12~14-3-6d
* Floor Break
* Homing
* Throw break 1
miary-zoRight Throwt40i12~14-3-3d
* Floor Break
* Homing
* Throw break 2
* Side switch on hit
miary-zouf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
nina1+3t35i12~14-6-2
* Throw break 1 or 2
* Opponent recovers FUFA
nina2+4t35i12~14+0+0d
* Throw break 1 or 2
* Side switch
* Nina recovers BT
nina2+4,2t25+0-5d
* Unbreakable
* Side switch
ninaABK.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.1t15-3+0d
*
Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.1,2,3,4,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.2,1,3,4,1+2
ninaBHS.1t8-3+3d
* Throw break 1
* Powered up input: BHS.1,3,1
* Alternate input: BTR.1
ninaBHS.2t9,6-3+0d
* Throw break 2
* Powered up input: BHS.2,3,4,2
* Listed in previous games as Triple Slaps
ninaBHS.1+2t10,10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Powered up input: BHS.3,4,3,1+2
ninaBTR.1t13-3+4d
* Throw break 1
* Powered up input: BTR.1,3,1
ninaBTR.2t10-3+3d
* Throw break 2
* Powered up input: BTR.2,1,1+2
ninaBack throwt60+3d
* Removes Recoverable Health
* Unbreakable
* Can side switch on hit
ninaCHD.1t25+0d+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: CHD.3,4,1+2
ninaCHD.2t8+0d+7
* Throw break 2
* Powered up input: CHD.4,2,1+2
ninaHHD.1t20-9+3
* Removes Recoverable Health
* Throw break 1
* Powered up input: HHD.3,4,2+4
* Alternate name: Double Snap
ninaHHD.2t25-9+0d
* Removes Recoverable Health
* Throw break 2
* Powered up input: HHD.1,3,2+4,1+2
ninaLeft throwt40-3+1d
* Removes Recoverable Health
* Throw break 1
* Can side switch on hit
ninaNTM.1t15-3+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: NTM.1,1,2,1+2
ninaNTM.2t25-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: NTM.1,2,4,3,1+3
ninaRight throwt38-3+1d
Throw break 2
ninaSTB.2t30+0-6d
* Removes Recoverable Health
* Unbreakable
* Side switch
* Powered up input: STB.2,1,3
ninaTSS.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: TSS.1,1,2,1+2
ninaTSS.2t20+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: TSS.1,2,4,3,1+3
ninadf,df+1t43i12-6-2d
* Floor Break
* Throw break 1+2
ninadf+1+3t37i11-2+1d
Throw break 1
ninadf+2+4t37i11-2+1d
* Removes Recoverable Health
* Throw break 2
* Side switch on hit
ninaf+1+3t15i13-2+1d
* Throw break 1
* Alternate input: qcf+1+3
ninaf+2+4t15i13-2+0
* Throw break 2
* Alternate input: qcf+2+4
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
ninauf+1+2t30,10i12+0+29a (-32)
ninauf+3+4t18i23-23a~-16a+9a (-1)
* Transitions to throw on front hit
* Throw break 2
* Low crush 3~
pandaH.db+1+3t10i15+12
* Alternate input: H.db+2+4
* Unbreakable
* Uses 300F of remaining heat time
paul1+3t35i12~14-6+1d FUFA
* Homing
* Throw break 1 or 2
* Side switch
paul2+4t35i12~14-3+1d FUFA
* Homing
* Throw break 1 or 2
* Side switch
* Transition to FUFT on hit
paul2+4~bt40i12~14-2+0d
* Homing
* Throw break 2
paulBack Throw.1+3t50i12~14-14d FUFA
* Throw cannot be broken
paulBack Throw.2+4t50i12~14+1d FDFA
* Spike
* Throw cannot be broken
paulLeft Throwt45i12~14-6+1d FUFA
* Throw break 1
paulRight Throwt40i12~14-3-2d FUFA
* Throw break 2
* Side switch
paulb+1+4t40i11-2+6d FUFA
* Throw break 1
* Side switch
* Transition to BT on hit
pauldf+1+3t22i12~13-2+9
* Throw break 1
paulf,F+1+2t38i12+0 BT/+0 FUFA+20d
* Balcony Break
* Throw break 1+2
* Side switch if broken
* +0 FUFA if broken at wall
paulhFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
* Can be done from Crouch Level 1
paulhFC.1+2,2,1,2,1t30,i26+0d
* Throw break 1 or 2
* Alternate input 1,2,1,2
paulhFC.1+2,2,d+1,1,1+2t50,i26+0d FDFA
* Throw break 1
* Transition to Arm Breaker with 1+2 after third hit
paulhFC.1+2,1+2,1+2t25,i26-9+1d
* Throw break 1+2
pauluf+1+2t40i12-6+0d
* Spike
* Throw break 1+2
ravenb,B+2,Pm,h, t15,21, 35i17~18 i30~31, i15~25-8~+2+0d
raven1+3t35i12~14-6+0d
Throw break 1 or 2
raven2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch
ravenBT.f+1+2,Pt25+5d
Opponent recovers FUFA
ravenBack throwt50-4d
* Floor Break
* Unbreakable
ravenLeft throwt40-3-3d
* Floor Break
* Throw break 1
* Side switch on hit
ravenRight throwt40-3-4d
* Floor Break
* Throw break 2
ravendf+1+4t35i11-2+0d
* Floor Break
* Throw break 1
* Alternate input: qcf,df+1+4
ravenuf+1+2t40i12-2+0d
* Throw break 1+2
* Can side switch on hit
steve1+3t35i12~14-6+0d
* Homing
* Throw break 1 or 2
* Opponent left FUFA
steve2+4t35i12~14-3+0d
*
Homing
* Floor Break
* Throw break 1 or 2
* Sideswitch
* Opponent left FDFT
steveBack throwt55+5d
* Unbreakable
* Sideswitch
* Opponent left FUFT
steveLeft throwt40-3+0d
* Throw break 1
* Opponent left FUFR?
steveRight throwt40-3+0d
* Throw break 2
* Opponent left FUFL?
steveqcb+2+4t40i12~14-2+0d
* 2 Throw break
* Opponent left FUFA
steveuf+1+2t40i12~13+0+0d
* 1+2 Throw break
* Sideswitch
* Opponent left FUFA
victor1+3t35i12~14-3-2
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
victor2+4t35i12~14-3-4
* Throw break: 1 or 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victorBack throwt50i12~14-3
* Throw break: none
* Opponent recovery on hit: FUFA
victorLeft throwt40i12~14-3-2
* Throw break: 1
* Opponent recovery on hit: FDFT
victorRight throwt40i12~14-3-4
* Throw break: 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victoruf+1+2t40i12~14-3-4
* Floor Break
* Throw break: 1+2
* Opponent recovery on hit: FUFA
xiaoyu1+3t35i12-6+1d
* Homing
* Throw break 1 or 2
xiaoyu2+4t35i12-3+0d
* Homing
* Throw break 1 or 2
* Side swap
xiaoyuAOP.1+3t35i12-6+1d
* Actual startup: i32
* AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1)
* AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2)
* Cancel to r40 FC with D
* High crush 1~30
xiaoyuBT.f+1+3t35i31-6+1d
* Homing
* Throw Break 1
* Alternate input BT.f+2+4 (Throw Break 2)
* Cancel to FC with D
* Low crush
xiaoyuBT.f+2+3t20i31~33-2+20cs
* Homing
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Cancel to FC with D
* Low crush 1~
xiaoyuBack Throwt50i12+0d
* Unbreakable
xiaoyuLeft Throwt45i12-3+0d
* Throw break 1
xiaoyuRight Throwt45i12-3+0d
* Throw break 2
xiaoyudf+2+4t38i12-2+0d
* Throw Break 2
* Floor Break
* Side Swap
xiaoyuf+2+3t20i14-2+20cs
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Side Swap
xiaoyuuf+1+2t40i12+0+0d
* Throw Break 1+2
* Side swap
yoshimitsuf,F+2:2m, t15, 18i15, +8d
* Transitions to attack throw only on front hit (air hit OK)
* 3f perfect input window on frames 13~15, +2 damage
* After hit, enter IND r20 with d+3+4
yoshimitsu(Tackle reverse)t25+0d
* Available only after reversing Ultimate Tackle with 1+2
* Unbreakable (even in NSS)
yoshimitsu1+3t35i12~14-3+1d
* Homing
* Throw break 1 or 2
yoshimitsu2+4t35i12~14+0+1
* Homing
* Floor Break
* Throw break 1 or 2
* Side switch on hit
yoshimitsuBack throwt50+1d
* Floor Break
* Unbreakable
yoshimitsuLeft throwt45-3+0d
* Throw break 1
* Side switch on hit
yoshimitsuRight throwt40-3-3d
Throw break 2
yoshimitsuqcb,f+2t0i15~16+0
* Unbreakable
* Opponent recovers 26 health
* Yoshimitsu loses 35 health
yoshimitsuqcf+2t22i15~16+0+0
* Throw break 1+2
* 35 damage as a backthrow
* Yoshimitsu recovers 16 health
* On break:
** -Opponent recovers 22 health (35 on backthrow)
** -Yoshimitsu loses 16 health
yoshimitsuuf+1+2t40i11+0+1
* Floor Break
* Throw break 1+2
* Side switch on break
zafinab+1:1m, t14, 36i18, +0d
* Deal 5 (8) recoverable damage to self without Heat
* Side switch on hit
* Gain ORB on hit
* Azazel's Power
* Low crush 80~92
* Floating state 93~95
zafinab+1:ORB.1+2m, t14, 19,10,16i18, +0d
* Consumes ORB
* Consumes 180F of remaining Heat time
* Azazel's Power
* Deals (5) 8 recoverable damage to Zafina without Heat
* Deals 5 additional damage when Zafina's remaining health is below 48
* Available only from 1st front hit
zafina1+3t35i12~14-4+0d
* Homing
* Throw break 1 or 2
zafina2+4t35i12~14-4+0d
* Homing
* Throw break 1 or 2
* Transition to MNT on hit
* Side switch on hit
zafinaBack Throwt50+0d
* Unbreakable
zafinaLeft Throwt40-3+7d
* Throw break 1
* Side switch on hit
zafinaRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
zafinauf+1+2t40i12-6+0d
* Throw break 1+2
* Can side switch on hit
dragunovd+1+3t (m)35i12~14+1d
* Side switch
* Crouch throw
kingWallBack.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.
fahkumramBack Throwt!50i12!+0d
* Homing
* Unbreakable throw
fahkumramRAM.1+3t!40i23!-3d
* Homing
* Floor Break
* Unbreakable throw
* Grants GRF on hit
armor-kingAIR.BAD.2+4t(a)45i14!+0d
* Cannot throw break
* Opponent recovers in FDFA.
armor-kingAIR.f,f,F+2+4t(a)50(55)i10!+0d
* 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.
armor-kingAIR.f,hcf+1t(a)40(45)i10!+0d
* Floor Break
* Cannot throw break.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 for blue spark (+5 damage).
* AIR.BAD1+3: i14 startup. Cannot execute blue spark variant
* Opponent recovers in FDFA.
* Side switch
kingAIR.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.
kingAIR.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.
kingAIR.d+1+3t(a)15i12~13-5d
* Cannot throw break.
* Opponent recovers in FDFL.
kingAIR.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.
kingAIR.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.
king1,2,1,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.
king1,2,d+2+4h, h, t(c)5, 15, 35i10, ,i27+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
kingd+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.
kingd+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.
kingd+1+4t(c)35i12~13+0d
* Heat Engager
* Crouch throw, cannot throw break.
* Cannot heat dash
* Opponent recovers in FDFA.
kingFDFA.db+1+3t(g)32i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingFDFL.db+1+3t(g)37i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
kingFDFR.db+1+3t(g)35i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFDFT.db+1+3t(g)30i18~20+0+22d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFUFA.db+1+3t(g)28i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
kingFUFL.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.
kingFUFT.DB+1+3t(g)25i18~20+0+0d
Floor Break
* 1 throw break.
* Opponent recovers in FUFT.
kingFUFT.DB+2+4t(g)28i18~20+0+1d
* 2 throw break.
* Opponent recovers in FUFT.
kingFUFT.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.
reinaWRA.1+3t(h)20i16+10d
* Unbreakable
* Opponent recovery on hit: FUFT
* Does 35 damage on wall hit
* +22d (-17?) on wall hit
azucenad+1+3t(m)35i12~13+0d
* Heat Engager
* Regains heat during heat
* Crouch throw
* Unbreakable
* Can't Heat Dash cancel
armor-kinghFC.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
kinghFC.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
armor-kingWALL.1+3t(w)65?i10!+0d
* Homing
* Cannot throw break.
* Opponent recovers in FUFT.
kingWALL.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.
kingdf+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~
jack-8GMH.1+2th45 (57)i16-6+0d
* 57 Damage if opponent hits the wall
* Throw Break 1+2
* Swaps positions on break
larsb+4,1+2m, th23, 15i15, 0
* Available on b+4 frontal standing hit
steveFLK.1+2th40i12~14-6+0d
* 1+2 for throw break
stevePAB.1+2th45i110+0d
* 1+2 for throw break
steveSWY.1+2thi10~15-2+1 / +10~17wc
* 3 damage on wall crush
* +10 when opponent hits the wall, if the throw is successful
* Frame advantage on wall crush increases up to +17 the further the opponent is from the wall
* Throw break 1+2
* 10F throw break window for NH and CH SWY.1+2
steveSWY.1+2~bthi10~15-2+1 / +13~23?wc
* 3 damage on wall crush
* +13 when opponent hits the wall after being rotated by < 90 degrees
* +17 when opponent hits the wall after being rotated by > 90 degrees
* +23? when opponent hits the wall after being rotated by 180 degrees?
* Frame advantage on wall crush increases up to +23? the further the opponent is from the wall
* Throw break 1+2
* 14F? throw break window for NH and CH SWY.1+2
steveTFA.1th15+0+14
* Press 1 for throw break
* Partially uses remaining heat time
steveTFA.2th50+0+0d
* Press 2 for throw break
* Partially uses remaining heat time
armor-kingFDFA.db+1+3th(g)40i18~20+0+8d
* Throw break 1
* Opponent recovers FUFT
armor-kingFDFL.db+1+3th(g)0i18~20+8-10d
* 1 or 2 throw break, depending on Armor King's input.
* Transitions to Back Mount (BM), which has the Ultimate Punch followup
* Opponent recovers in FDFT.
armor-kingFDFT.db+1+3th(g)35i18~20+0+0d
* Throw break 1
* Opponent recovers FUFT
<Showing 5601-6000 of 6424 moves>