mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
kazuyad+1+2L20i23-14c+3c+27a
* High crush 6~
kazuyad+1+2,BL, sp20, 0i23,
* High crush 6~
kazuyadb+1m7i13-10+0
kazuyadb+1,2m, M,M7, 8,15i13, i20-19+9a (-8)
* Heat Engager
* Heat Dash +35a (+27a) on hit, +5 on block
* Balcony Break
* Recovers 60F of remaining Heat time on normal hit during Heat
* 4 chip damage on block
* Combo from 1st hit with 2F delay
* Move cannot be delayed
* Input can be delayed by 2F
kazuyadb+2m23i20-9c+7c+21d
Spike
kazuyadb+3L14i19~20-12c-1+7c
* High crush 6~
kazuyadb+4L18i20-12+4+17g
Flips over on grounded hit
kazuyab+1h10i11-10+1
kazuyab+1,2h, m10, 20i11, i20-14+9 (+0)
* Balcony Break
* Combo from 1st hit
* Can be delayed 14F
* Combo can be delayed 10F from hit
kazuyab+2m12i14-8+4
kazuyab+2,2m, m12, 14i14, i25-10+1
kazuyab+2,2,1+2m, m, h12, 14, 20i14, ,i28~32-8+38d (-20)
* Balcony Break
* Chip damage when guarded
kazuyab+2,4m, h12, 12i14, i22-3+8
* Combo from 1st hit
* Can be delayed 10F
* Combo can be delayed 5F from hit
kazuyab+2,4,1m, h, m12, 12, 22i14, ,i19-14+11a (+2)
* Balcony Break
* Combo from 2nd CH
kazuyab+3h15i18-8+3
kazuyab+3,1h, h15, 10i18, i12+0+6
* Jails
* Combo from 1st hit
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyab+3,1,4,1h, h, l, m15, 10, 10, 15i18, ,i15-14+15a (+6)
Balcony Break
kazuyab+3,1,4,3h, h, l, l15, 10, 10, 12i18, ,i20-13c+1
kazuyab+4h20i17-5+16g
* Heat Engager
* Heat Dash +62a (+42a) on hit
* Homing
* 6 chip damage on block
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +36a (+26a) on hit
* 6 chip damage on block
kazuyab+1+4m!60i63+20a(+10)+20a(+10)
kazuyaub+1m12i18-12-1-1
* Spike
* Low crush ~9
kazuyaub+1+2h32i41~56-7c~+8c
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
** Opponent recovers crouching
kazuyauf+1m16i20-7+3+3
kazuyaDVK.uf+1,3m, M16, 20i20, i30-9+17a (+0)
* Balcony Break
* Consumes 180F? of remaining Heat time
* Restores 30F of Heat on hit
* Jail from 1st block
* Combo from 1st hit
* Available only on 1st hit or block
* Low crush 9~27
* Floating state 28~30
kazuyauf+2h17i15-12+9
* Balcony Break on air hit
kazuyauf+3m25i19-9+17(+9)
* Balcony Break
* Low crush 9~
kazuyauf+4m16i25-12-1
* Balcony Break on air hit
* Low crush 9~
kazuyauf+4,4m, l16, 12i25, -23+29a
Combo from 1st CH
kazuyauf+4,4,4m, l, l16, 12, 10i25, -23+17a (+10)
kazuyauf+4,4,4,4m, l, l, m16, 12, 10, 20i25, -17+19a (+12)
Balcony Break
kazuya1+2+3+4sp-
* Shift to charging
kazuyaf,F+2m20i16-9+13c
* Heat Engager
* Heat Dash +36a (+26a) on hit, +5 on block
* Balcony Break
* 6 chip damage on block
* Forces backroll onhit
kazuyaf,F+3m21i20-3c+46a
* Spike
kazuyaf,F+4M22i17~18-9+5+29a(+23)
kazuyaf,n,DFsp
* Cannot be buffered
* Connect to Wind God Step
* Cost: 2F
kazuyaf,n,d,DFsp
* Cannot be buffered
* Cost 3F
kazuyaf,n,d,DF+4L15i16-23-3c+20a
kazuyaf,n,d,DF+4,1L, m15, 23i16, i26-16+17a(+10
* Balcony Break
* Combo from first hit
kazuyaf,n,d,DF+4,4L, h15, 25i16, i30-9+10a (+9)
* Balcony Break
* Combo from first hit
* Low crush
kazuyaf,n,d,df:2h23i11+5+39a(+29)
* 5 chip damage on block
* Actual startup i14 (i13 if done from Mist Step)
kazuyaf,n,d,df+1m23i20-16+29a(+19)
* Tornado
* Meaty 1F in actuality
kazuyaf,n,d,df+2h20i11-10+39a(+29)
Becomes Electric Wind God Fist during Heat (Consumes 60F? of remaining Heat Time)
kazuyaf,n,d,df+3h30i18~27-9+12a (+2)
* Balcony Break
* 12 chip damage on block
* Low crush 9~
kazuyaf,n,d,df+1+2m33i24+5+25a(+15)
* Tornado
* Balcony Break
* 9 chip damage on block
kazuyauf,n,4m20i23-13+32a(+22)
* Low crush 9~
kazuyaf,f,F+3m30i22~25+6+13a(+3)
* Balcony Break
* 9 chip damage on block
* Low crush 3~
kazuyaws1m10i13-5+5
kazuyaws1,2m, m10, 12i13, i22-12+73a(+57)
* Tornado
* Combo from 1st hit
kazuyaws2m25i16-18+57a
Homing
kazuyaws3m24i21-5+20a(+11)
* Homing
* Balcony Break
kazuyaws4m13i11~12-3+8
kazuyaws4,4m, m13, 16i11~12, i15~16-15+0c
* Combo from 1st hit
kazuyaws1+2m25i13-9+8+24a
kazuyaSS.3m23i23-7+16a (+7)+50a
Balcony Break
kazuyaSS.4m14i15-6+4
Balcony Break
kazuyaSS.4,1m, m14, 22i15, i21~22-13+21a (+12)
* Strong Aerial Tailspin
* Elbow
* Combo from 1st hit with 9f delay
* Move can be delayed 9F
* Recovers 5F faster on hit (t65 r28)
kazuyaSS.1+2h25i19~20+5+26g
* Homing
* 7 chip damage on block
* Transition to r18 CD with DF
** Transition to r19? forward dash with f,n,f (+4?/+25g?)
kazuyaFC.df+3+4m24i23-11c+11a
* High crush
* Low crush 13~
kazuya(back to wall).b,b,ubm25i29-1+45d (-13)
* Air Status 5F
* is8~13
kazuyaBT.1h15i8-3+8
kazuyaBT.3h18i10-8+8
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
kazuyaBT.d+3l6i12-15-4
* High crush 1~
kazuyaBT.u+3m18i9-12+19a (+9)
* Low crush 9~24
* Floating state 25~27
kazuyaDVK.1+4M27i21~31-9+3a
* Tornado
* Reversal Break
* Balcony Break if an attack is absorbed
* Consumes 300F? of remaining Heat time
* +8a (-1) and balcony break on hit if an attack is absorbed
* -7 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* More evasive when performed from crouching state
* Power crush 6?~20?
kazuyaDVK.3+4M!30i60~90-49c~-19c
* Balcony Break
* -45c~-41c on average
* Consumes 150F? of remaining Heat time
* Forces backroll on hit
* Low crush 20~134
* Floating state 135~137
kazuyaDVK.OTG.db+1+2L20i24~29-13~-8+13a (+1)+16d
* Balcony Break on airborne hit
* +6c on standing normal hit
* Consumes 90F? of remaining Heat time
kazuyaDVK.SS.2m25i17~18-15+76a
* Tornado
* Sidestep adds 9f, effective move startup: i26
* Consumes 150F? of remaining Heat time
kazuyaDVK.db+3+4L(10)i24-19+2
* Deals 10 recoverable damage on hit - Cannot K.O
* Unparryable (projectile?)
* Consumes 150F? of remaining Heat time
* Transition to r10 CD with DF (-10?/+11)
** -10 on block when performing stance actions, cannot guard i23 moves
** Transition to r22 forward dash with f,n,f (-21?/+0)
kazuyaDVK.f,F+2m,th20,20i16-9+0d
* Transition to throw on hit
* Consumes 150F? of remaining Heat time on throw hit
* Increased tracking to left sidesteps during Heat
* Throw can be canceled with B
* 6 chip damage on block
kazuyaDVK.f,n,d,df+1m,th23,15i20-16+0d
* Floor Break
* Consumes 120F of remaining Heat time on throw hit
* Recover 30F of remaining Heat time on throw hit
* Throw can be canceled with B
* Opponent recovers FDFA
kazuyaDVK.f,n,d,df+3h,t30,20i18~27,i20~30-2~+8+0d
* Consumes 180F? of remaining Heat time
* Extension available only on hit or block
* Extension can be canceled with b
* 16 chip damage on block
* Low crush 9~
kazuyaDVK.ub+1+2h!40i41~56-12c~+3c
* Consumes 150F? of remaining Heat time
* -12c~-7c on average
* Forces backroll on hit
kazuyaDVK.u+1+2h!27i18~35
* Hits airborne opponents only
* Consumes 60F? of remaining Heat time
kazuyaOTG.d+3+4L25i23-12-1
kazuyaf,(even numbers frames).nsp
Sidesteps right
kazuyaf,(odd numbers frames).nsp
Sidesteps left
kazuyaDVK.f,n,d,DF+4,1,1L, m, m,th15, 23, 17,15i16, ,i24~26-19+0d
* Floor Break
* Consumes 300F? of remaining Heat time on throw hit
* Restores 30F? of remaining Heat time on throw hit
* Combo from 1st hit with 9F delay
* Move can be delayed by 7F
* Input can be delayed by 9F
* Low crush 24~
kazuyaDVK.f,n,d,DF+4,1,1,BL, m, m15, 23, 17i16, ,i24~26-19+26a (+16)
* Low crush 24~
kazuyahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
kazuyahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
kazuya1+3th(h)35i12~14+0+2d
* Homing
* Throw break: 1 or 2
* Recovers BT on break
kazuya2+4th(h)35i12~14+0+0d
* Homing
* Throw break: 1 or 2
kazuyaBack throwth(h)50i12~14+3d
* Throw Break: none
kazuyaFC.db+1+2th(h)40i12~14-6-3d
Throw break: 1+2
kazuyaLeft throwth(h)40i12~14-3+0d
* Throw break: 1
* Floor Break
kazuyaRight throwth(h)40i12~14-3-4d
Throw break: 2
kazuyauf+1+2th(h)35i12~14+0+26d (+8)
* Throw break: 1+2
* Balcony Break
* Side switch on break
* 15 additional damage on wall hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
king2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kingH.2+3M,t20,40i17~18,i21~22+12 JGR+0d
* Heat Smash
* Floor Break
* Transition to attack throw on standing hit
* Transition to JGR on block
* Cancel transition to JGR on block with B (+7)
* Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff
** Tornado
** Balcony Break
** Hard balcony break
** i21~22 23dmg
** Jail from 1st block
** Forces crouch on 2nd hit
** +24 JGR on hit
** Cancel transition to JGR on hit with B (+19)
* Hits OTG
* 5 chip damage on block
kingR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
king1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
king1,2h, h5, 15i10, i10~12-3+8
* Combo from 1st hit with 6F delay
* Jail from 1st block with 5F delay
king1,2,1h, h, m5, 15, 10i10, ,i24~25-4+5s+10s
* Forces standing on hit.
* Move can be delayed by 9F
* Jail from 2nd normal hit with 4F delay
* Starter of 10 Strings, 3rd~5th hits are combo.
king1,2,1,2+4h, h, m, t5, 15, 10, 40i10, ,i26~28+0d
* Throw break 2.
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.
king1,2,2+4h, h, t5, 15, 30i10, ,i30+1d
* Throw break 2.
king1,2,d+2+4h, h, t(c)5, 15, 35i10, ,i27+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
king2h10i10+1+7
king2,1h, m10, 15i10, i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
king3h17i15~16-9+2
king3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed by 10F
* Input can be delayed by 11F
king3,2,2h, m, m17, 18, 24i15~16, ,i23~24-13+17g JGR
* Elbow
* Balcony Break
* Floor Break
* Transition to +17g JGR on hit
* Transition to +12g standing on hit with B
* Jail from 2nd hit with 10F delay
* Combo from 2nd CH with 10F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
* Forces tech backroll on hit
* Opponent recovers crouching
king3,2,2*h, m, m17, 18, 30i15~16, ,i34~35+9c JGR+25a (+15) JGR
* Balcony Break
* Elbow
* Transition to JGR on hit or block (+9/+25a (+15))
* Transition to standing on hit or block with B (+4c/+20a (+10))
* Move can be delayed by 11F
* Input can be delayed by 12F
* 12 chip damage on block
king4h20i13-5+6+31a
* Knocks down on CH for dash OTG throw.
king1+2m17i18-11-2s+0s
* Elbow
* Forces standing on hit.
* Transition to BT.
king1+2,1m, m17, 21i18, i22-13+12a(+3)
* Balcony Break
* Combo from 1st hit with 3F delay
* Interrupt with i5 from 1st block
* Cancel move at frame 19 with B (-18/-9/-7)
* Input can be delayed by 3F
* Move cannot be delayed
king1+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
king3+4
* Hold to continue spinning and power up strikes, but King doesn't change direction.
* King gets dizzy and falls after 6th spin: r102 FUFT fs?.
* 2nd spin onward: r32 JGS
* Low crush 6~21
* Floating state 22~24
kingf+2m12i15~16-11+2s
* Elbow
* Forces standing on hit?
kingf+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
kingf+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Move can be delayed by 10F
* Input can be delayed by 12F
kingf+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
kingf+3m18i15~16-8+1+9s
* Only forces standing on CH.
* +1c on crouching hit
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.
kingf+4m25i18~20-9+12a(+3)
Balcony Break
Homing
* Low crush 9~
kingf+1+2h23i16~17+0~+1+10d
kingf+1+4m21i17~19+3+7s
* Body charge attack
* Forces standing on hit.
kingf+2+3m27i20~24-9+8a(-1a)
* Heat Engager
* Heat Dash +5 on block, +36a(+26a) on hit.
* Balcony Break
* Shoulder
kingf+3+4
* Cancel to r25 standing block with b on frame 35~ at the earliest
* Access powered-up JGR moves starting at frame 60?
* Immediately access powered-up JGR moves during Heat
* Becomes pc7~89 during Heat.
* Partially uses remaining Heat time
kingdf+1m15i14~15-1+3s
* Elbow
* Forces standing on hit.
kingdf+1,2m, m15, 15i14~15, i20~21-10+5s
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 10F delay
* Jail from 1st block with 5F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
kingdf+2m12i13-6+4s
* Forces standing on hit.
kingdf+2,1m, h12, 15i13, i20~21-4+24a
* Combo from 1st CH with 13F delay
* Move can be delayed by 13F
kingdf+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
kingdf+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~
kingdf+4l10i14~15-14-3
kingdf+4,3l, h10, 11i14~15, i22-5+6
* Combo from 1st CH
kingdf+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~
kingdf+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~
kingd+1s.l5i10-5+6
* High crush 4~
kingd+1,2s.l,m5,13i10,i15~17-11+5s
* Jail from 1st block
* Combo from 1st CH
* Forces standing on hit.
kingd+2s.l8i11-4+7
kingd+3L12i17-12+1
* Hits OTG.
kingd+4l6i14-15-4
kingd+1+2m21i23-24+45a(+35)
* Tornado
* High crush 6~23
kingd+2+3M25i30~35-8+0c
*
Floor Break
* Elbow
* Low crush 21~32
* Floating state 33~54
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* High crush 6~
kingd+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st hit on CH.
* High crush 1~
kingd+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd hit on CH.
* High crush 1~
kingd+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Balcony Break
kingd+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~
kingdb+2m21i25~26-5c+19a
* Forces Crouching on block.
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
kingdb+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~
kingdb+1+2
* Damage taken during power crush state is recoverable
* Cancel into db1+2,2 (Emerald Elbow) on frames 17~60 with input 2
* Cancel to r30 JGR with input 3+4 on frame 35
* Cancel into movement or crouch or any attack on frame 40 (r40)
* Power crush 6~59
kingdb+1+2,2m,t15,20i15-9+35g
* Heat Engager
* Heat Dash +5 on block, +67a(+50a) on hit.
* Reversal Break after absorbing attack with muscle armor
* Elbow
* Effective startup is i32
* +35g on heat engager hit
* Shifts to throw on front grounded hit.
* +8g on normal hit without throw
* -5 on block after absorbing an attack with muscle armor.
* 6 chip damage on block after absorbing an attack with muscle armor.
* Transition into +12? JGR with input 3+4 on throw hit
kingdb+1+2,3+4
* Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup
* pc7~ in heat
kingb+1h13i12-8+3+3a
kingb+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
kingb+1,4h, m13, 23i12, i26~28-10+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
kingb+1+3r(m)25i10+2d
Floor Break
* Parry opponent's right punch.
* Side Switch. Opponent recovers in FUFR.
* Parry state 5~15?
kingb+2h16i14-5+1
kingb+2,1h, h16, 21i14, i20~21-9+19a(+10)
* Balcony Break
* Elbow
* Combo from 1st hit with 5F delay (buffered).
* Move can be delayed by 10F
* Input can be delayed by 15F
kingb+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
kingb+2,1+2h, h16, 22i14, i24~25+2c+22a
* Head
* Forces crouching on block.
* Move can be delayed by 10F
* Input can be delayed by 15F
kingb+2+4r(m)25i10+24d
* Parry opponent's left kick.
* Side switches randomly. Opponent recovers in FUFL.
* Parry state 5~12
kingb+2+4:3+4r(m)25(,28)i10+27d(+1d)
* 2 Throw Break
* Parry opponent's right kick.
* Just frame input right before camera returns to normal position to deal extra damage.
* Opponent recovers in FUFT.
* Parry state 5~12
kingb+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~
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
kingb+4h25i17~21+2+14gc
* Balcony Break
* Shifts into BT stance.
* Forces crouching on hit
kingb+3+4
* Cannot be held to continue spinning.
* Low crush 6~21
* Floating state 22~24
kingub+4m15i15-13+19a(+9)+33a(+23)
* Knee
* Jump straight up knee, very short range.
* Low crush 9~
kingu+1+2m25i35~36+2c+22a
* Parryable by traditional punch parries
* Low crush 9~
kingu+1+2*m!40i67+11d
* Unblockable mid.
* Auto switch side if fly over opponent.
* Low crush 9?~
kinguf+1h21i20~23-3+36a(+27)
Homing
Balcony Break
kinguf+2M35i47~53-17c-7d/-4c
* Elbow
* 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~
kinguf+3M23i22~29-10-1d
* Low crush 13~
kinguf+4m13i15-13+33a(+23)
* Knee
* Recovers 2F faster on hit or block (r30? t46?)
* Low crush 9~
kinguf+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~
king1+2+3+4
* Takes some time to charge and can cancel into anything.
* After charged next hit by either side becomes counter hit.
kingDFr(l)0+51a(+35)
* Generic low parry.
* Tornado affect on success.
kingf,F+1m21i20~21-5+14g+38d
* Homing
* Balcony Break
kingf,F+2m21i31~32+7+12c
* Elbow
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
kingf,F+4m,(t)25,(14)i15-15+14a(+4)+1d
* Tornado
* Balcony Break
* Shifts to 14dmg throw on front grounded CH.
kingf,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~
kingf,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~
kingf,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
kingf,f,n,1+2m0i9+0+7s+18s
* i10 startup with buffered input
* Forces Standing on hit.
* Allows follow up on CH.
kingf,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.
kinguf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
kingf,f,F+3m25i20~25+3+30(+22)
* Balcony Break
* Knee
* 7 chip damage on block.
* 10 chip damage on block in heat.
kingf,f,F+3+4m40i28~34+17+32d(-26)
Balcony Break
* Low crush 9~
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
kingws2m11i14-9+1s
* Homing
* Forces Standing on hit.
kingws2,2m, m11, 25i14, i15~16-12+12g
* Balcony Break
* Combo from 1st hit with 9F delay
* Combo from 1st CH with 16F delay
* Recover 3F faster on hit(r30? t66?)
* Transition to JGR on hit
* Cancel to standing with B
* Move can be delayed by 10F
* Input can be delayed by 16F
kingws3h20i160+22a(+12)
kingws4m20i11~12-6+5
kingws1+2m20i18~19-10+35a(+25)
* Elbow
kingss2h25i19~20-5+18a(+9)
Balcony Break
kingss2+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.
kingss3+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
kingFC.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~
kingFC.df+2m21i15-14+56a
* Crumple on hit.
kingFC.d+3L10i18-17-6
* Can also be done by FC.db+3.
* Get extra range by FC.df+3/CD.DF+3.
kingBT.3M18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
kingBT.3:1+2M, t18, 20i13~14, +0d
* Floor Break
* Throw when hit standing in front close range.
* Just frame input.
kingBT.1+2h!45i26~30+2d
* Unblockable high attack.
kingBT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
kingBT.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~
kingBT.d+4l20i22~24-14-2d+28d
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
* Low crush 11~
kingCD.1+2M24i20~23-5c+16d+52a
Balcony Break
* Bounce off ground on CH for full combo.
kingCD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
kingJGR.2h24i18~19+3+5a
* Strong Aerial Tailspin
* 4 chip damage on block.
* Power up into JGR.2* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.2*h28i18~19+8+32a
* Balcony Break
* Effective startup i48~49?
* 8 chip damage on block
* Partially uses remaining Heat time during Heat
kingJGR.3m30i22~23-9+12d (+2)
* Balcony Break
* Homing
* Power up into JGR.3* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 11~30
* Floating state 31~33
kingJGR.3*m34i22~23+2+21a (-5)
* Balcony Break
* Homing
* Effective startup i52~53?
* 10 chip damage on block
* Partially uses remaining Heat time during Heat
* Low crush 11~30
* Floating state 31~33
kingJGR.4L20i20~24-21+0c
* Power up into JGR.4* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kingJGR.4*L24i20~24-21+20a
* Effective startup i50~54?
* Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kingJGR.1+2M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
* Power up into JGR.1+2* after 30F? or during Heat
** 24,15dmg and i51~73? effective startup (without Heat)
** Partially uses remaining Heat time during Heat
kingJGS.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.
kingJGS.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.
kingJGS.3m23/27/34i22~23-5/-1+21a(+12)/+25a(+16)
* Balcony Break
* Strong Aerial Tailspin
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
kingJGS.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.
kingJGS.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.
kingJGS.df+4m30/36/45i17~19-16/+8+5a(-4)
Balcony Break
* On block increases up to 2nd spin.
* Damage increase up to 3rd spin.
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+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
king2+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.
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.
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).
* Partially restores remaining Heat time.
* 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).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
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.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
kingFC.db,d,db+1+2t45i12-6+0d
Floor Break
* 1+2 throw break.
* Opponent recovers in FUFR.
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.
kingJGR.1+3t45i23+1d
* Heat Engager
* Homing
* Cannot throw break. Cannot heat dash.
* Restores some Heat Gauge in Heat on successful hit.
* 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.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 50.
kingSHH1.2,1,1+3t30-10+0d
* 2 throw break.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 55.
kingSHH1.1+2,1,3t20-10+0d
* 1+2 throw break.
* King suffers 10 recoverable damage on successful 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.
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).
* Partially restores remaining Heat time.
* Opponent recovers in FUFR.
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.
kingb+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.
kingb+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.
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.
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~
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.
* Restores some Heat Gauge in Heat.
* Cannot heat dash
* Opponent recovers in FDFA.
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
* Partially restores remaining Heat time.
* 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
* Partially restores remaining Heat time.
* 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
* Partially restores remaining Heat time.
* f,b,d,f are required inputs for normal throw
* Opponent recovers in FUFL.
kingqcb+1+2t50i11-6-6d
* Floor Break
* Homing during heat
* 1+2 throw break
* Side switch
* King recovers in BT
* Partially restores remaining Heat time
* 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+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.
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kuma2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kumaH.df+2+3sm20i15~16+5+39 (+29)
* Uses 180F of remaining heat time
* H.f,n,d,df+2 to power up (23dmg)
* High crush 6~12
kumaH.df+2+3*sm26i25~26+9+45 (+35)
* Reversal Break
* Uses 180F of remaining heat time
* 10 chip damage on block
* H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)
* High crush 6~22
kumaH.2+3M,M51i13~15, i450+33a (+23)
* Heat Smash
* Balcony Break
* 10 chip damage
* Transition to attack throw on 1st hit
* +20a (+10) 45dmg on 2nd hit if 1st hit misses
kumaR.df+1+2M,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
kuma1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
kuma1,1h, m5, 8i10, i22~23-15-4c
* Combo from 1st hit CH with 2F delay
* Move can be delayed by 3F
kuma1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
kuma1,2h, h5, 25i10, i22~24-5+11 (+2)
* Balcony Break
* Jail from 1st hit
* Combo from 1st CH with 3F delay
* 10 chip damage on block
kuma1+3+4sp
kuma2h10i10-1+6
kuma2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
kuma2,1,2h, m, m10, 11, 22i10, ,i33~34-14+31a (+21)
kuma2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
kuma3h25i18-5+21a (+11)
* Balcony Break
kuma4h20i14-6+5+30a
* Balcony Break on CH
kuma1+2m25i13~14-13+18g
* Balcony Break
* Heat Engager
* Forces crouch on hit
kuma3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
kuma3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with F
* Transition to HBS
* Transition to r10 FC with input ub_u_uf
* Transition to r15 FC with DB
* Remains in stance indefinitely
* Can move in stance with F or B
kumaf+2h11i12-13+3
kumaf+2,1h, h11, 20i12, i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
kumaf+3h30i20-5+21a (+11)
* Balcony Break
kumaf+4h22i15-6+5+30a
* Balcony Break on CH
kumaf+1+2m16i18-15+18a
kumaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
kumaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Shoulder
** Body slam (unparryable)
* 24 damage from 1st hit with grounded scaling
* High crush 0~
kumadf+1m6i15~16-6+2
kumadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
kumadf+1,2,1+2m, m, M6, 9, 20i15~16, ,i25~26-14c+17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
kumadf+2m10i15~16-9+2
kumadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
kumadf+3m13i16-9+2
* +2c on crouching hit
kumadf+3,2m, h13, 24i16, i27~28-5+22a
* Balcony Break on airborne hit
* Combo from 1st hit
* 9 chip damage on block
kumadf+4m15i12-4+7
kumad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
kumad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kumad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
kumad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
kumad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Shoulder
** Body slam (unparryable)
* 27 damage on clean hit
kumad+3+4sp
* Transition to SIT
* Transition to ROL with input f
kumad+3+4sp
* Alternative input: db+3+4
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
* Low crush 6~12
* Floating state 13~15
* High crush 16~67
kumadb+1h11i14~15-10+4+9
kumadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
kumadb+1,2*h, M11, 20i14~15, i33~34-12+13c+42a
* Spike
* 8 chip damage on block
* Heat skips to db+1,2** charge with i34~35 startup
* Transition to HBS with D or 3+4
kumadb+1,2**h, M11, 30i14~15, i47~48+3+42a
* Spike
* Reversal Break
* 12 chip damage on block
* Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
* Transition to HBS with D or 3+4
kumadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
kumadb+3l12i18-12+1
kumadb+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
kumadb+1+2m,m4,4i14~15-9+2~3
kumadb+1+2,1+2m,m, m,m4,4, 4,4i14~15, i15~16-110
kumadb+1+2,1+2,2m,m, m,m, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
kumadb+2+3l30i32~34-12+39a
* Balcony Break on airborne hit
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
kumadb+2+3*l40i45~47-12+39a
* Balcony Break on airborne hit
* chip damage on block
kumadb+2+3**l60i60~62-4+43a
* Balcony Break on airborne hit
* chip damage on block
kumab+1M24i22~23-13+13a
* Balcony Break
* Transition to -13 HBS with input D or 3+4
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
* Power crush 7~21
kumab+2m12i15-9+2
kumab+2,1m, h12, 14i15, i23-3+8
* Transition to HBS with input D or 3+4 (-4/+7)
* Transition to ROL with input F (-14/-3)
** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
*** +14~+17 or -6~-3 HBS or +1~+4 FC on block
*** +20~+23 or +0~+3 HBS or +7~+10 FC on hit
kumab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
* Panda: Shorter vertical hitbox (does not hit as high)
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumab+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Combo from 2nd CH with 1F delay
* Move can be delayed by 15F
* Low crush 38~58
* Floating state 59~61
kumab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
kumab+1+4m!25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
kumab+1+4,f,fSM40i55~i130-20~+55+42a~+117a
* Projectile
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
* Floating state 55~147?
kumab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
kumaub+1+2l25i31~32-17+12a
* Cancel to r22 HBS with D or 3+4 at frame 21
* Low crush 6~27
* Floating state 28~30
kumau+1+2m24i18~23-4+3
* Transition to HBS with D or 3+4 (-3/+4)
* Low crush 17~33
* Floating state 34~36
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
kumauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* 8 chip damage on block
* Low crush 9~30
* Low crush 31~33
kumauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Alternate input: ub+2 or u+2
kumauf+3m13i16~17-13+30a (+20)
* Panda: Very slightly increased vertical hitbox height (hits higher)
* Low crush 9~32
* Floating state 33~35
kumauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
kumauf+3,4,1+2m, m, M13, 13, 22i16~17, ,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
kumauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush 9~30
* Floating state 31~33
kumauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
kuma1+2+3+4
kumab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
* 10 chip damage on block
kumaf,F+2M23i19~21-19+45a (+35)
* High crush 8~18
kumaf,F+1+2M30i37~38+8 HBS+52a HBS
* 9 chip damage on block
* Transition to HBS
* Transition to ROL with input F (+5/+49a)
* Panda: Reduced vertical hitbox (does not hit as high)
* Low crush 9~32
* Floating state 33~35
kumaqcf+2m15i17~18-8+3
kumaqcf+2,1m, m15, 25i17~18, i27-10+33a (+7)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combos from 1st hit
kumaqcf+2,2m, l15, 22i17~18, i33~34-18+40a
* Chip damage on block
kumaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
* Low crush 3~25
* Floating state 26~28
kumaf,f,F+1+2m30i20~24+3+9c
* Balcony Break
* Heat Engager
* 9 chip damage on block
* Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash)
* Forces tech backroll on hit
* Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)
* Low crush 21~35
* Floating state 36~38
kumaws1m13i13~15-11+2+7
kumaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18cg
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Balcony Break on CH
kumaws1,2*m, m13, 28i13~15, i33-12+18cg+31a (-2)
* Combo from 1st CH
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2))
* Balcony Break
* Tornado
kumaws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* Reversal Break
* chip damage on block
* Heat reduces charge length (consumes partial Heat time)
kumaws2m20i15~16-12+29a (+19)
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
kumaws4m20i11~12-6+5
<Showing 2801-3200 of 6205 moves>