Skip to main content
King

King

King Frame Data

frames

Frame Data

180
Command Move Target Startup On Guard On Hit DMG Notes
LP(□) Jab 10 1 8 5 Recovers 2f faster ヒット時 or block (t27 r17)
LP(□)RP(△) 1+2 18 -11 -2s 17 Elbow / Forces standing ヒット時. / Transition to BT.
LP(□)RP(△)LK(×)RK(○) Ki Charge Takes some time to charge and can cancel into anything. / After charged next hit by either side becomes counter hit.
LP(□)LK(×) Winding Nut 投げ 12 -6 +0d 35 ホーミング / 1 or 2 投げ抜け. / Input f+1+3 to increase throw range, but its startup is 3 frames slower. / Opponent recovers in FUFA. / サイドスイッチ on successful 投げ抜け
RP(△) Right Jab 10 1 7 10
RP(△)LK(×) Heat Burst 16 1 +2c [12;12] ヒートバースト / Cancel to r45 with b,b on frame 42 / 2 チップダメージ ガード時 / 12 チップダメージ ヒット時 / Only deals 回復可能ダメージ / Cannot cause a K.O.
RP(△)RK(○) Suplex 投げ 12 -3 +0d 35 ホーミング / 1 or 2 投げ抜け. / Input f+2+4 to increase throw range, but its startup is 3 frames slower. / サイドスイッチ. Opponent recovers in FUFA.
LK(×) Left Kick 15 -9 2 17
LK(×)RK(○) Jaguar Step 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
RK(○) Right Kick 13 -5 6 20 Knocks down on CH for dash OTG throw.
AB1.1,LP(□)RP(△) Triple Arm Breaker (AB2a) 投げ -3 +2d 12,18 1 投げ抜け. / Opponent recovers in FUFT. Max damage 50.
AB1.2,LP(□),LP(□)LK(×) Chicken Wing Face Lock (AB2c) 投げ -3 +0d 20 1+2 投げ抜け. / Opponent recovers in FDFT.
AB1.2,RK(○),RP(△)RK(○) Head Jammer (AB2b) 投げ -3 +1d 20 2 投げ抜け. / Opponent recovers in FUFL.
AB2b.3,RK(○),LK(×)RK(○),LP(□)RP(△) Struggle Combination (AB2b1) 投げ +1d 20 Cannot 投げ抜け. / Opponent recovers in FUFR. Max Damage 60.
AB2c.1,LK(×),RK(○),RP(△),LP(□)RP(△) Rolling Death Cradle (AB3cb) 投げ -3 +1d 60 2 投げ抜け. / Opponent recovers in FUFL. Max damage 100.
AB2c.2,LP(□),LK(×),LP(□)RP(△) Dragon Sleeper Finish (AB3ca) 投げ -3 +1d 25 1 投げ抜け. / Opponent recovers in FUFA. Max damage 65.
AIR.1+3 / AIR.f+LP(□)LK(×) Mid-Air Leg Cross Hold t(a) 12 +0d 30 ホーミング / Cannot 投げ抜け. / Input f+1+3 to increase throw range, but its startup is 3 frames slower. / Opponent recovers in FDFT.
AIR.2+4 / AIR.f+RP(△)RK(○) Spine Cracker t(a) 12 +40d(+35) 20 トルネード / ホーミング / Cannot 投げ抜け. / Input f+2+4 to increase throw range, but its startup is 3 frames slower. / Opponent recovers in FUFT.
AIR.d+LP(□)3_2+RK(○) Double Heel Hold (DHH) t(a) 12 -5d 15 Cannot 投げ抜け. / Opponent recovers in FDFL.
DHH.1+RP(△),LP(□)RP(△) Flapjack (From DHH) 投げ -6 -3d 15 1 投げ抜け. / Opponent recovers in FDFT.
DHH.2,LP(□),LK(×),RK(○) Giant Swing (From DHH) 投げ -6 -7d(-40) 12,13 / 32 2 投げ抜け. / Mash 1/2/3/4 to roll in midscreen to reduce damage, on ウォールスプラット damage is 32. / Opponent recovers in FUFT if fails to roll.
AIR.f,→,→RP(△)RK(○) Running Jaguar Bomb t(a) 10 +4d 65(70) フロアブレイク / Cannot 投げ抜け. / 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.
AIR.f,hcf+LP(□) Aerial Jaguar Bomb t(a) 10 +3d 55(60) フロアブレイク / Cannot 投げ抜け. / 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.
←LP(□) Quick Hook 12 -8 3 13
←LP(□)RP(△) Throw Away 投げ 12 -3 +14g ホーミング / 1+2 投げ抜け. サイドスイッチ. / Damage becomes 15 on ウォールスプラット. / 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
←LP(□)RP(△),LP(□)RP(△) Throw Away > Back Swing 投げ 12 +11g 1+2 投げ抜け. / Damage becomes 15 on ウォールスプラット. / 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
←LP(□)LK(×) Arm Whip r(m) 10 +2d 25 フロアブレイク / パリィ opponent's right punch. / サイドスイッチ. Opponent recovers in FUFR.
←RP(△) Chupacabra 14 -5 1 16
←RP(△)RK(○) Spinning Heel Hold r(m) 10 +24d 25 パリィ opponent's left kick. / Side switches randomly. Opponent recovers in FUFL.
←RP(△)4:3+RK(○) Leg Screw > Figure Four Leg Lock r(m) 10 +27d(+1d) 25(,28) 2 投げ抜け / パリィ opponent's right kick. / Just frame input right before camera returns to normal position to deal extra damage. / Opponent recovers in FUFT.
←LK(×) Toll Kick 16 -10/-5 +39d 23 トルネード / バルコニーブレイク / -5 ガード時 after absorbing an attack in パワークラッシュ state. / 9 チップダメージ ガード時 after absorbing an attack in パワークラッシュ state. / 10 チップダメージ ガード時 after absorbing an attack in パワークラッシュ state while in heat.
←LK(×)RK(○) Reverse Jaguar Step Cannot be held to continue spinning.
←RK(○) Disgraceful Kick 17 2 +14gc 25 バルコニーブレイク / Shifts into BT stance. / Forces crouching ヒット時
(Behind 1 throw) Half Boston Crab 投げ (depends) +0d 60 Cannot 投げ抜け. / Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws. / サイドスイッチ. Opponent recovers in FDFL.
(Behind 2 throw) Cobra Twist 投げ (depends) -1d 60 Cannot 投げ抜け. / Any 2 break throw behind opponent's back except chain throws. / サイドスイッチ? Opponent recovers in FDFL.
Behind.b,→LP(□)RP(△) Stretch Buster 投げ 10 +1d 75 フロアブレイク / Cannot 投げ抜け. / Opponent recovers FUFR.
BT.1+RP(△) Atomic Blaster h! 26 +2d 45 ガード不能 high attack.
BT.1+RK(○) Moonsault Body Press 中! 41 +6d 30 ガード不能 mid attack.
BT.3 Blind Kick 13 -13 +9s 18 トルネード / Hits OTG. Forces standing on normal hit. / Crumple on CH for full combo.
:1+RP(△) Blind Kick > Neck Breaker , 投げ +0d ,20 フロアブレイク / Throw when hit standing in front close range. / Just frame input.
BT.3+RK(○) Jaguar Step (BT) Jaguar Step away from the oppponent while keeping backturn stance on recovery. / Can cancel into BT.1+2 / BT.1+4 ガード不能. / Can hold 3+4 to keep spinning. / Cannot Reverse Jaguar Step in BT stance.
BT.d+RK(○) Low Drop Kick (BT) 22 -14 -2d 20 Recovers in FDFT ガード時 and whiff. / Also can be done in backturn crouching.
CD.1+LK(×) Arm Breaker (AB1) 投げ 12 -2 +1d 20 1 投げ抜け. / Opponent recovers in FUFT.
CD.2+RK(○) Standing Heel Hold (SHH1) 投げ 12 -2 +0d 25 2 投げ抜け. / Opponent recovers in FDFR.
CD.1+RP(△) Black Bomb 20 -5c +16d 24 バルコニーブレイク / Bounce off ground on CH for full combo.
CD.DF+RK(○) Knee Lift 15 -9 +49a(+18) 21 Knee / Special down state that allows low juggle (on normal hit). / Crumple on CH for full combo.
↓LP(□) d+1 s.l 10 -5 6 5
↓LP(□)RP(△) Atlas Hammer 23 -24 +45a(+35) 21 トルネード
↓LP(□),RP(△) Jab > Uppercut s.l, 中 10 -11 +5s 5,13 Jail from 1st block / Combo from 1st CH / Forces standing ヒット時.
↓LP(□)LK(×) Iron Lariat t(c) 12 +0d 35 フロアブレイク / Crouch throw, cannot 投げ抜け. / Can also be done by db+1+3 and in FC too. / Opponent recovers in FDFA.
↓LP(□)RK(○) Freedom Face Buster t(c) 12 +0d 35 ヒートエンゲイジャー / Crouch throw, cannot 投げ抜け. / Restores some Heat Gauge in Heat. / Cannot ヒートダッシュ / Opponent recovers in FDFA.
↓RP(△) d+2 s.l 11 -4 7 8
↓RP(△)LK(×) Corporate Elbow 30 -8 +0c 25 フロアブレイク / Elbow
↓RP(△)RK(○) V Driver t(c) 12 +0d 35 フロアブレイク / Crouch throw, cannot 投げ抜け. / Can also be done by db+2+4 and in FC too. / Opponent recovers in FUFA.
↓LK(×) Stomp 17 -12 1 12 Hits OTG.
↓LK(×)RK(○) d+3+4 16 -25 -9 14 On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4) / Can be done from [[Crouch#Half_crouch|Crouch Level 1]]
↓RK(○) d+4 14 -15 -4 6
↙LP(□)RP(△) Muscle Armor Damage taken during パワークラッシュ 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)
↙LP(□)RP(△),RP(△) Muscle Armor > Emerald Elbow 中, 投げ 15 -9 +35g 15,20 ヒートエンゲイジャー / ヒートダッシュ +5 ガード時, +67a(+50a) ヒット時. / Reversal Break after absorbing attack with muscle armor / Elbow / Effective startup is i32 / +35g on ヒートエンゲイジャー hit / Shifts to throw on front grounded hit. / +8g on normal hit without throw / -5 ガード時 after absorbing an attack with muscle armor. / 6 チップダメージ ガード時 after absorbing an attack with muscle armor. / Transition into +12? JGR with input 3+4 on throw hit
↙LP(□)RP(△),LK(×)RK(○) Muscle Armor > Jaguar Sprint Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup / pc7~ in heat
↙RP(△) Brain Chop 25 -5c +19a 21 Forces Crouching ガード時.
↙RP(△)LK(×) Figure Four Leg Lock 投げ 12 -6 +1d / +0d 40 (8+20+12) 1+2 投げ抜け. / Opponent recovers in FUFT / FDFT.
↙LK(×) Crouching Low Kick 23 -14 +4c 17 Tracks left side. / Flip over on grounded hit
↙RK(○) Low Drop Kick 29 -17a -3d 20 r41 FC ヒット時
↙,⬤,→RP(△)RK(○) Tombstone Pile Driver 投げ 11 -2 -1d 53 フロアブレイク / 2 投げ抜け / Input n,f+2+4 in 30 frames / Cannot be buffered from crouch / Cannot be executed during while standing / Opponent recovers in FUFA
↘ Low Parry r(l) +51a(+35) Generic low パリィ. / トルネード affect on success.
↘LP(□) df+1 14 -1 +3s 15 Elbow / Forces standing ヒット時.
↘LP(□)LK(×) Reverse Arm Slam (RAS1) 投げ 32 -2 +1d 19 ホーミング / 1 投げ抜け. サイドスイッチ. / Very slow crouch dash then grab. / Opponent recovers in FUFA.
↘RP(△) df+2 13 -6 +4s 12 Forces standing ヒット時.
↘RP(△)LK(×) Knee Bash 投げ 12 -2 +0d 40 2 投げ抜け. / Opponent recovers in FUFT.
↘RP(△)RK(○) Reverse Special Stretch Bomb (RSSB1) 投げ 32 -2 +1d 20 ホーミング / 2 投げ抜け. サイドスイッチ. / Very slow crouch dash then grab. / Opponent recovers in FUFT.
↘LK(×) df+3 14 -9 +6s 17 Forces standing ヒット時. / Tracks left side.
↘LK(×)RK(○) Frankensteiner t/s 28 -12~-18 +18d/-7~0 30/15 Throw only when opponent standing close. / Cannot 投げ抜け. / Recovers in BT/FUFT on throw success/failed.
↘RK(○) df+4 14 -14 -3 10
→LP(□)RP(△) Shadow Lariat 16 +0~+1 +10d 23
→LP(□)RK(○) Body Check 17 3 +7s 21 Body charge attack / Forces standing ヒット時.
→RP(△) f+2 15 -11 +2s 12 Elbow / Forces standing ヒット時?
→RP(△)LK(×) Shoulder Tackle 20 -9 +8a(-1a) 27 ヒートエンゲイジャー / ヒートダッシュ +5 ガード時, +36a(+26a) ヒット時. / バルコニーブレイク / Shoulder
→LK(×) Front Kick 15 -8 1 18 Only forces standing on CH. / +1c on crouching hit
→LK(×)RK(○) Jaguar Sprint 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
→RK(○) Rolling Sobat 18 -9 +12a(+3) 25 バルコニーブレイク ホーミング
FC.db,↓,↙LP(□)RP(△) Clothesline Press (Rock Bottom) 投げ 12 -6 +0d 45 フロアブレイク / 1+2 投げ抜け. / Opponent recovers in FUFR.
FC.df+LP(□) Leg Breaker 32 -12 +73a(+57) 20 Can also be performed with f,n,d,DF+1/CD.1. / トルネード on grounded hit.
FC.df+RP(△) Body Blow 15 -14 [[King combos#Staples|+56a]] 21 Crumple ヒット時.
FDFA.db+LP(□)3_2+RK(○) Wing Tearer t(g) 18 0 +0d 32 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FDFA.
FDFL.db+LP(□)3_2+RK(○) Bow & Arrow Stretch Hold t(g) 18 0 +0d 37 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FDFL.
FDFR.db+LP(□)3_2+RK(○) Camel Clutch t(g) 18 0 +0d 35 1 or 2 投げ抜け, depending on King's input. / サイドスイッチ. / Opponent recovers in FDFL.
FDFT.db+LP(□)3_2+RK(○) Half Boston Crab (OTG) t(g) 18 0 +22d 30 1 or 2 投げ抜け, depending on King's input. / サイドスイッチ. / Opponent recovers in FDFL.
→,→LP(□) Jaguar Hook 20 -5 +14g 21 ホーミング / バルコニーブレイク
→,→RP(△) Beast Elbow 31 7 +12c 21 Elbow / Forces crouching ヒット時. / Allow crouching throw ヒット時. / 6 チップダメージ ガード時. / 8 チップダメージ ガード時 in heat.
→,→RP(△)LK(×) Diving Body Press 中, 投げ 21 -16c~+2c -19c~+3c/-5d 20,15 Forces crouching ガード時 and hit. / Throw when hit standing in front close range.
→,→LK(×)RK(○) Exploder 28 0 +24d(-34) 25 ウォールクラッシュ +2gc ガード時 / バルコニーブレイク / チップダメージ ガード時. (extra near wall) / Forces crouch on ウォールクラッシュ / Recovers FUFT スカり時. / 7 チップダメージ ガード時. / 10 チップダメージ ガード時 as ウォールクラッシュ. / 10 チップダメージ ガード時 in heat. / 13 チップダメージ ガード時 as ウォールクラッシュ in heat.
→,→RK(○) Konvict Kick 中, (t) 15 -15 +14a(+4) 25,(14) トルネード / バルコニーブレイク / Shifts to 14dmg throw on front grounded CH.
→,→,→RP(△)RK(○) Tomahawk 投げ 10 -5 +1d 40(45) ホーミング during heat / 1+2 投げ抜け / 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 投げ抜け window on bluespark / 7F 投げ抜け window on CH bluespark / Partially restores remaining Heat time. / Opponent recovers in FUFL.
→,→,→LK(×) Strong Knee 20 3 +30(+22) 25 バルコニーブレイク / Knee / 7 チップダメージ ガード時. / 10 チップダメージ ガード時 in heat.
→,→,→LK(×)RK(○) Running Exploder 28 17 +32d(-26) 40 バルコニーブレイク
→,→,⬤,LP(□)RP(△) Lay Off 9 0 +7s i10 startup with buffered input / Forces Standing ヒット時. / Allows follow up on CH.
→,→,⬤,RP(△) Stomach Smash / Jaguar Hammer 下, (t) 18 -13 +5s/(0d) 17,(30) i19 startup with buffered input / Shifts to throw on front grounded CH. / Unexecutable at long range from opponent
→,hcf+LP(□) Giant Swing 投げ 10 -13 -22d(-50) 45(50)/70,5 ホーミング during heat / 1 投げ抜け / サイドスイッチ / 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 投げ抜け window on bluespark / 7F 投げ抜け window on CH bluespark / Partially restores remaining Heat time. / Perform tech ukemi to reduce 5 damage. / 70 damage on ウォールスプラット regardless of input. / f,b,d,f are required inputs for normal throw / Opponent recovers in FUFT.
→,hcf+RP(△) Tijuana Twister 投げ 12 -6 +1d 50(55) ホーミング during heat / 2 投げ抜け / 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 投げ抜け window on bluespark / 7F 投げ抜け window on CH bluespark / Partially restores remaining Heat time. / f,b,d,f are required inputs for normal throw / Opponent recovers in FUFL.
→,⬤,↓,↘ Beast Step 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.
FUFA.db+LP(□)3_2+RK(○) Shoulder Cracker t(g) 18 0 +0d 28 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FUFR.
FUFL.db+LP(□)3_2+4/ FUFR.db+LP(□)3_2+RK(○) Turn Over t(g) 18 0 +25d 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FDFL/FDFR.
FUFT.b+LK(×)RK(○) Whirling Spring Kick 16 -25 +4a(-6) 25 バルコニーブレイク / Faster than normal spring kick and knocks down.
FUFT.db+LP(□)3_2+RK(○) Swing Away t(g) 18 0 +1d(-40) 20,10 / 35 1 or 2 投げ抜け, depending on King's input. / Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on ウォールスプラット damage is 35. / Opponent recovers in FUFT if fails to roll.
FUFT.DB+LP(□)LK(×) Head Bomber t(g) 18 0 +0d 25 フロアブレイク / 1 投げ抜け. / Opponent recovers in FUFT.
FUFT.DB+RP(△)RK(○) Figure Four Leg Lock (OTG) t(g) 18 0 +1d 28 2 投げ抜け. / Opponent recovers in FUFT.
H.2+LK(×) Ultimo Jaguar 中, 投げ 17 +12 JGR +0d 20,40 ヒートスマッシュ / フロアブレイク / Transition to attack throw on standing hit / Transition to JGR ガード時 / Cancel transition to JGR ガード時 with B (+7) / Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff / / トルネード / / バルコニーブレイク / / Hard バルコニーブレイク / / i21~22 23dmg / / Jail from 1st block / / Forces crouch on 2nd hit / / +24 JGR ヒット時 / / Cancel transition to JGR ヒット時 with B (+19) / Hits OTG / 5 チップダメージ ガード時
hFC.1+RP(△) Ultimate Tackle (UT) t(s) 26 -5 +3d 1+2 投げ抜け (except from behind). / Catches standing and crouching opponent from all directions. / Can be done from [[Crouch#Half_crouch|Crouch Level 1]]
hFC.3 hFC.3 18 -17 -6 10 Get extra range by FC.df+3/CD.DF+3.
JGR.1 Running Elbow Smash 16 -8 +26c 21 バルコニーブレイク / Elbow / Power up into JGR.1 / after 30F? or during Heat / / Partially uses remaining Heat time during Heat.
JGR.1* Running Elbow Smash (charged) 16 -4 +75a (+59) 25 トルネード / Elbow / Effective startup i46~47? / Partially uses remaining Heat time during Heat.
JGR.1+RP(△) Diving Body Press 中, 投げ 21 -16c~+2c -19c~+3c/-5d 20,15 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
JGR.1+3_2+RK(○) Rapid King Onslaught 投げ 23 +1d 45 ヒートエンゲイジャー / ホーミング / Cannot 投げ抜け. Cannot ヒートダッシュ. / 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.
JGR.2 Jaguar Axe 18 3 +5a 24 Strong Aerial Tailspin / 4 チップダメージ ガード時. / Power up into JGR.2 / after 30F? or during Heat / / Partially uses remaining Heat time during Heat.
JGR.2* Jaguar Axe (charged) 18 8 +32a 28 バルコニーブレイク / Effective startup i48~49? / 8 チップダメージ ガード時 / Partially uses remaining Heat time during Heat
JGR.3 Sprint K. 22 -9 +12d (+2) 30 バルコニーブレイク / ホーミング / Power up into JGR.3 / after 30F? or during Heat / / Partially uses remaining Heat time during Heat.
JGR.3* Sprint K. (charged) 22 2 +21a (-5) 34 バルコニーブレイク / ホーミング / Effective startup i52~53? / 10 チップダメージ ガード時 / Partially uses remaining Heat time during Heat
JGR.4 Dashing Low Drop Kick 20 -21 +0c 20 Power up into JGR.4 / after 30F? or during Heat / / Partially uses remaining Heat time during Heat.
JGR.4* Dashing Low Drop Kick (charged) 20 -21 +20a 24 Effective startup i50~54? / Partially uses remaining Heat time during Heat.
JGS.1 Jaguar Step > Hook 17 -7/-1 +47d/+53d 21/25/31 Crumple ヒット時. / ガード時 / hit / startup increases up to 2nd spin. / Damage increase up to 3rd spin.
JGS.1+3_2+RK(○) Cobra Clutch (MMD1) 投げ 12 -3 +0d 20 ホーミング / 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FDFT. / Becomes f,hcf+1 / 2+4 on air grab / ウォールスプラット.
JGS.2 Jaguar Step > Hammer 11 -9/-2/0c +12c 15/18/22 Forces Crouching ヒット時. / Forces Crouching ガード時 from 3rd spin on. / Damage increase up to 3rd spin.
JGS.3 Jaguar Step > Sobat 22 -5/-1 +21a(+12)/+25a(+16) 23/27/34 バルコニーブレイク / Strong Aerial Tailspin / ガード時 / hit increases up to 2nd spin. / Damage increase up to 3rd spin.
JGS.4 Jaguar Step > High Kick 17 +8/+15 +5a(-4)/+10a(+1) 40/42/52 バルコニーブレイク / Guard Break / チップダメージ ガード時. / ガード時 / hit increases up to 2nd spin. / Damage increase up to 3rd spin.
JGS.df+RK(○) Jaguar Step > Mid Kick 17 -16/+8 +5a(-4) 30/36/45 バルコニーブレイク / ガード時 increases up to 2nd spin. / Damage increase up to 3rd spin.
(Left side throw) Argentina Backbreaker 投げ (depends) -3 +36d 40 1 投げ抜け. / Any throw on standing opponent's left side. / サイドスイッチ. Opponent recovers in FUFR.
MMD1.1,RK(○),RP(△),LK(×) Cobra Twist (MMD2) 投げ +1d 12 Cannot 投げ抜け. / Opponent recovers in FUFL.
MMD2.1,LP(□)3/ MMD2.2,RP(△)RK(○) Reverse DDT (MMD3) 投げ -6 +0d 13 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FDFA.
MMD3.1+RP(△),LP(□),LP(□)3/ MMD3.1+RP(△),RP(△),RP(△)RK(○) Reverse Special Stretch Bomb (MMD4) 投げ -6 +1d 12 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FUFA.
MMD3.2,LK(×),LP(□),LP(□)RP(△) Samurai Rock (MMD4a) 投げ -6 +0d 24 1+2 投げ抜け. / Opponent recovers in FDFR. Max Damage 69.
MMD4.3+RK(○),LP(□)RP(△) Backdrop (MMD5) 投げ +0d 10 Cannot 投げ抜け. / Opponent recovers in FDFA.
MMD5.1+RP(△),LK(×),LP(□)3/ MMD5.1+RP(△),RK(○),RP(△)RK(○) Burning Hammer (MMD6) 投げ -3 +0d 18 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FDFA.
MMD5.1+RP(△),RK(○),RP(△),LP(□)RP(△) Sol Naciente (MMD6a) 投げ -3 +0d 11,15 1+2 投げ抜け. / Opponent recovers in FDFL. Max Damage 93.
MMD6.2,RK(○),LK(×),LP(□),LP(□)3/ MMD6.2,RK(○),LK(×),LP(□),RP(△)RK(○) Screwdriver (MMD7) 投げ -6 -10d 31 1 or 2 投げ抜け, depending on King's input. / Opponent recovers in FUFA. Max Damage 116.
PD.1+RP(△),LP(□)RP(△) Double Arm Face Buster (from PD) 投げ 11 -7 -14d 35 フロアブレイク / 2 投げ抜け. (when legs lifted to the top) / Opponent recovers in FDFA.
PD.1+RP(△),LK(×),RK(○),LP(□)RP(△) Boston Crab (from PD) 投げ 11 -7 +0d 45 1+2 投げ抜け. (when legs lifted to the top) / Could use ki charge button for 1+2 input. / Opponent recovers in FDFL.
qcb+LP(□)RP(△) Muscle Buster 投げ 11 -6 -6d 50 フロアブレイク / ホーミング during heat / 1+2 投げ抜け / サイドスイッチ / King recovers in BT / Partially restores remaining Heat time / Opponent recovers in FUFA.
qcf+LP(□) Pile Driver (PD) 投げ 11 -2/-7 +8d 30 1 投げ抜け. / Opponent recovers in FUFT.
RAS1.1_2 Backdrop (RAS2) 投げ +0d 7/15 Cannot 投げ抜け. / Input with 2,1,1+2 for more damage. / Opponent recovers in FUFR.
RAS2.1_2 German Suplex (RAS3) 投げ -9 +0d 7/15 1 or 2 投げ抜け, depending on King's input. / Input with 3+4,1 or 3+4,2 for more damage. / Opponent recovers in FUFR.
RAS3.1_2 Power Bomb (RAS4) 投げ +1d 12/17 Cannot 投げ抜け. / Input with 1,2,3+4 for more damage. / Opponent recovers in FUFT.
RAS4.1 Giant Swing (RAS5a) 投げ -3 +1d 15/20/31 1 投げ抜け. サイドスイッチ. / Input with 2,1,3,4 for more damage. / On ウォールスプラット damage is 31. / Opponent recovers in FUFT. Max damage 97.
RAS4.2 Muscle Buster (RAS5b) 投げ -6 +1d 20/25 2 投げ抜け. サイドスイッチ. / Input with 3,1,2,3+4,1+2 for more damage. / King recovers in backturn stance. / Opponent recovers in FUFA. Max damage 91.
R.df+LP(□)RP(△) Anger Of The Beast 中, 投げ 20 -18 +0d 55+ Rage Art / Removes Recoverable Health / Reversal Break / Damage increases with lower health, maximum 82 / Freezes match timer on activation and ヒット時 / Restores recoverable health ヒット時 / Transition to attack throw ヒット時 / Consumes Rage
(Right side throw) Knee Crusher 投げ (depends) -3 +21d 42 2 投げ抜け. / Any throw on standing opponent's right side. / Opponent recovers in FUFT.
RSSB1.1_2 Cannonball Buster (RSSB2) 投げ +1d 7/15 Cannot 投げ抜け. / Input with 2,2,1+2 for more damage. / Opponent recovers in FUFT.
RSSB2.1_2 Manhattan Drop (RSSB3) 投げ -3 +0d 7/15 1 or 2 投げ抜け, depending on King's input. / Input with 3+4,1 or 3+4,2 for more damage. / Opponent recovers in FDFA.
RSSB3.1_2 Victory Bomb (RSSB4) 投げ +1d 9/13 Cannot 投げ抜け. / Input with 1,2,3+4,1+2 for more damage. / Opponent recovers in FUFT.
RSSB4.1 Giant Swing (RSSB5a) 投げ +1d 15/20/31 1 投げ抜け. サイドスイッチ. / Input with 2,1,3,4 for more damage. / Opponent recovers in FUFT. Max damage 94.
RSSB4.2 Muscle Buster (RSSB5b) 投げ +1d 20/25 2 投げ抜け. / 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,RP(△),LP(□)RP(△) S.T.F. (SHH2a) 投げ -10 +0d 25 1 投げ抜け. サイドスイッチ. / King suffers 10 回復可能ダメージ on successful 投げ抜け / Opponent recovers in FDFR. Max damage 50.
SHH1.1+RP(△),LP(□),LK(×) Indian Death Lock (SHH2c) 投げ -10 +0d 20 1+2 投げ抜け. / King suffers 10 回復可能ダメージ on successful 投げ抜け / Opponent recovers in FDFL.
SHH1.2,LP(□),LP(□)LK(×) Scorpion Death Lock (SHH2b) 投げ -10 +0d 30 2 投げ抜け. / King suffers 10 回復可能ダメージ on successful 投げ抜け / Opponent recovers in FDFR. Max damage 55.
SHH2c.3,RK(○),LP(□)RP(△),LK(×)RK(○) King's Bridge (SHH3ca) 投げ +0d 40 Cannot 投げ抜け. / Opponent recovers in FDFT. Max Damage 85.
ss2 Victory Palm 19 -5 +18a(+9) 25 バルコニーブレイク
ss2+RK(○) Side Step to RSSB2 / RSSB1 投げ 13 -3 +0d / +1d 15 / 20 ホーミング / 2 投げ抜け (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.
ss2+RK(○),b/db Reverse Special Stretch Bomb (Cancel) Side Step that ducks high and covers long distance quickly, recovers in crouch. / Input by u/d,n,n+2+4,b/db.
ss3+RK(○) Deadly Boomerang 27 0 +0d 50 Deals a lot of チップダメージ ガード時. / Tracks side steps. / In game frame data incorrectly shows that SSL 3+4 is i21
↑LP(□)RP(△) Capital Punishment 35 +2c +22a 25 Parryable by traditional punch パリィ
↑LP(□)2* Burning Knuckle 中! 67 +11d 40 ガード不能 mid. / Auto switch side if fly over opponent.
↖RK(○) ub+4 15 -13 +19a(+9) 15 Knee / Jump straight up knee, very short range.
↗LP(□) Water Parting Chop 20 -3 +36a(+27) 21 ホーミング バルコニーブレイク
↗LP(□)RP(△) Executioner Drop 投げ 12 -6 +19d(-7) / +17d(-13) 30 1+2 投げ抜け. / Hold b to throw backwards. / Damage becomes 15 on ウォールスプラット. / Opponent recovers in FUFT.
↗RP(△) High Elbow Drop 47 -17c -7d/-4c 35 Elbow / Hits OTG. / u+2 to jump vertical (js9~), ub+2 to jump back (js9~). / Force Crouching ガード時. (ub+2 also ヒット時)
↗LK(×) Falling Heel Kick 22 -10 -1d 23
↗LK(×)RK(○) Sole Crusher 22 -12/-7 +25g / +22g 23 トルネード / -7 ガード時 after absorbing an attack in パワークラッシュ state. / 9 チップダメージ ガード時 after absorbing an attack in パワークラッシュ state. / 10 チップダメージ ガード時 after absorbing an attack in パワークラッシュ state while in heat. / Shifts to r27 JGR ヒット時. / Cancel shift into JGR ヒット時 at +22 r55? with input B
↗RK(○) Jumping Knee Lift 15 -13 [[King combos#Staples|+33a(+23)]] 13 Knee / Recovers 2F faster ヒット時 or block (r30? t46?)
↗,⬤,RK(○) Delayed Rising Toe Kick 23 -13 +32a(+22) 20
UT,LP(□)RP(△) Armbar 投げ -9 +1d 25 1+2 投げ抜け. / Can also input at 3rd hit of Ultimate Punch. / Opponent recovers in FUFR.
UT,RP(△),LP(□),RP(△),LP(□) Ultimate Punch 投げ 0 +0d 5,5,5,15 Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) / 投げ抜け the 1st/4th hit by input the opposite to King's 1st/4th button.
UT,LK(×)RK(○) Leg Cross Hold 投げ 69 0 +1d 20 3+4 投げ抜け. / 投げ抜け window: input or hold 3+4 during frames 20-60 / Can also input at 3rd hit of Ultimate Punch. / Opponent recovers in FUFR.
:1+RP(△) Stretch Combo , 投げ +1d ,30 Input 1+2 during frames 68-70 of Leg Cross Hold / Cannot 投げ抜け. / Opponent recovers in FDFL.
WallBack.b,←,↖ Wall Jumping Attack t / m 43 -8 +2 / +15 45 / 21 Airborne from 5F, invincibility from 8 to 13F. / Unbreakable throw near wall, becomes air attack if throw not connected. / サイドスイッチ. Opponent recovers in FUFA.
WALL.f,hcf+LP(□) Shining Torpedo t(w) 10 -5d 65(70) Cannot 投げ抜け. 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.
ws1 ws1 10 -3 +4s 12 Acts like 11 frame attack. / Forces Standing ヒット時.
ws1+RP(△) Snap Uppercut 18 -10 [[King combos#Staples|+35a(+25)]] 20 Elbow
ws2 ws2 14 -9 +1s 11 ホーミング / Forces Standing ヒット時.
ws3 ws3 16 0 +22a(+12) 20
ws4 Toe Smash 11 -6 5 20

On Guard/Hit advantage. Community data.