ROBKOF / TEKKEN 8

FRAME DATA

Golpes, vantagens, estados e Heat — dados originais preservados.
42 / 42 PERSONAGENS COM DADOS
FIGHTER DATA / TEKKEN 8

King

254 entradas, incluindo variantes
ESCOLHER PERSONAGEMKIKing
29On Block ≥ 0Neutras ou positivas
89On Block −9 a −1Vantagem negativa
62On Block ≤ −10Potencialmente puníveis
74Não classificadasCondicionais, intervalos ou ausentes

Contagens de entradas, incluindo variantes e etapas de combos; não necessariamente golpes únicos. Somente inteiros simples são classificados. Uma desvantagem ≤ −10 não garante punição em toda situação.

Move List / Frame Data

GolpeComandoStartupOn BlockOn HitCounter HitDamageRecoveryHit LevelStatesStances / Heat / Notas
Heat Burst2+3i16+1+2c—[12;12]t92 r30mpc7~16Heat 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.
Ultimo JaguarH.2+3i17~18 i21~22+12 JGR+0d—20,40t85? r35?M,t—
Heat Smash Floor Break Transition to attack throw on standing hit Transition to JGR on block Cancel transition to JGR on block wit…Ver notas completas
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
Elbow Impactf+2,1,i15~16-9+16a—12,25t69 r33m,h—Heat Engager Heat Dash +5, +36a (+26) Balcony Break Combo from 1st hit with 3f delay Interrupt with i1? (or i0?) Move can be delayed 10f Input can be delayed 11f Hit vs BT +11d
Shoulder Tacklef+2+3i20~24-5+8a (-1)—27t57 r33m—Heat Engager Heat Dash +5, +36a (+26) Balcony Break Shoulder
Muscle Armor > Emerald Elbowdb+1+2,2,i15~16-9+35g—,15t61 r28,t—
Heat Engager Heat Dash +5, +43d (+35) Reversal Break after absorbing attack with muscle armor Elbow Effective startup i32~33 Trans…Ver notas completas
Heat Engager Heat Dash +5, +43d (+35) Reversal Break after absorbing attack with muscle armor Elbow Effective startup i32~33 Transition to attack throw on front standing hit +8g on Side/BT hit -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
Rapid King OnslaughtJGR.1+3_2+4i23—+1d—45t47 r24t—
Heat Engager Homing Cannot throw break. Cannot heat dash. Opponent recovers in FUFA. Power up into JGR.1+3* after 30F? or during H…Ver notas completas
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. Sometimes written RKO
Freedom Face Busterd+1+4i12~13—+0d—35t37 r24t(c)—Heat Engager Crouch throw, cannot throw break. Cannot heat dash Opponent recovers in FDFA. Sometimes written Pedigree
Jaguar Sprintf+3+4—————t128 r30 JGR——
Cancel to r25 standing block with b on frame 35~ at the earliest Access powered-up JGR moves starting at frame 60? Immediately acc…Ver notas completas
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
Tomahawkf,f,F+2+4i10-5+1d—40(45)t39 r29t—
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 buffere…Ver notas completas
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. Sometimes written Shining Wizard
Muscle Busterqcb+1+2i11-6-6d—50t39 r28t—Floor Break Homing during heat 1+2 throw break Side switch King recovers in BT Opponent recovers in FUFA.
Giant Swingf,hcf+1i10-13-22d(-50)—45(50)/70,5t39 r29t—
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 star…Ver notas completas
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. Sometimes written GS
Tijuana Twisterf,hcf+2i12~14-6+1d—50(55)t39 r25t—
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 Blue…Ver notas completas
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. Sometimes written TT
Jab1i10+1+8—5t29 r19h—Recovers 2f faster on hit or block (t27 r17)
Palm Strike1,2,i10~12-3+8—5,15t43 r21h,h—Jail from 1st attack with 6f delay Move can be delayed 6f
Palm Strike > Head Jammer1,2,2+4,i30-6+1d—5,15,30t78 r26h,h,t—Tornado Throw break 2 Interrupt with i12 from 1st block Can side switch on hit
Palm Strike > V Driver1,2,d+2+4,i27—+1d—5,15,35t77 r28h,h,t—Floor Break Crouch throw, unbreakable Interrupt with i8 from 1st block Opponent recovers in FDFA
Palm Strike Uppercut1,2,1,i24~25-4+5+105,15,10t66 r19h,h,m—Jail from 2nd hit with 4f delay Move can be delayed 9f Interrupt with i5 from 1st block Starter of 10 Strings, 3rd~5th hits are combo
Palm Strike Uppercut > Suplex1,2,1,2+4,i26~28-3+0d—5,15,10,40t100 r26h,h,m,t—Throw break 2 Can side switch on hit
Palm Strike Uppercut > V Driver1,2,1,d+2+4,i28~30—+1d—5,15,10,35t101 r25h,h,m,t—Floor Break Crouch throw, unbreakable Opponent recovers in FDFA
Right Jab2i10+1+7—10t28 r18h——
Right Jab > Uppercut2,1,i23~24-3+8—10,15t55 r21h,m—Combo from 1st hit
Left Kick3i15~16-9+2—17t43 r27h——
3,23,2,i20~21-9+5c—17,18t65 r28h,m—Elbow Move can be delayed 10f Interrupt with i1 from 1st block
Stampede Crush3,2,2,i23~24-13+17g—17,18,24t96 r35h,m,m—
Balcony Break Spike Elbow Transition to JGR +17g r30 automatically on hit Cancel JGR transition +12g with B Combo from 2nd CH with…Ver notas completas
Balcony Break Spike Elbow Transition to JGR +17g r30 automatically on hit Cancel JGR transition +12g with B Combo from 2nd CH with 10f delay Move can be delayed 11f Forces tech backroll on hit Opponent recovers crouching Interrupt with i3 from 2nd block
Stampede Crush (Hold)3,2,2*,i34~35+9c+25a (+15)—17,18,30t107 r35h,m,m—
Balcony Break Spike Elbow Transition to JGR +9 +25a (+15) r30 automatically on hit or block Cancel JGR transition +4c +20a (+10) r…Ver notas completas
Balcony Break Spike Elbow Transition to JGR +9 +25a (+15) r30 automatically on hit or block Cancel JGR transition +4c +20a (+10) r35 with B Move can be delayed 11f 12 chip damage on block Interrupt with i14 from 2nd block
Right Kick4i13-5+6+31d20t37 r24h—Balcony Break (CH)Sometimes written Magic 4
1+21+2i18-11-2+017t48 r28 BTm—Elbow
Head Spinner1+2,1,i22-13+12a (+3)—17,21t76 r33m,m—Balcony Break Combo from 1st hit with 1f delay Input can be delayed 1f Move cannot be delayed Interrupt with i5 from 1st block Cancel to -18 -9 -7 r35 with B on frame 19
Brutal Sting1+2,3,i24~25-3+12a (+3)—17,25t81 r37m,h—Tornado Balcony Break Combo from 1st hit with 2f delay Combo from 1st CH with 3f delay Move can be delayed 3f Interrupt with i5 from 1st block
f+2f+2i15~16-11+2—12t45 r29m—Elbow
Elbow Impactf+2,1,i15~16-9+16a—12,25t69 r33m,h—Heat Engager Heat Dash +5, +36a (+26) Balcony Break Combo from 1st hit with 3f delay Interrupt with i1? (or i0?) Move can be delayed 10f Input can be delayed 11f Hit vs BT +11d
f+2,d+1f+2,d+1,i22-13c+2c—12,15t77 r38m,m—Floor Break Interrupt with i4 Move can be delayed 10f Input can be delayed 11f
Jaguar Smash Combof+2,d+1,2,i22~23-15+27a (+17)—12,15,16t101 r36m,m,m—Combo from 2nd hit with 13f delay Move can be delayed 10f Input can be delayed 13f Jail from 2nd attack with 3f delay
Front Kickf+3i15~16-8+1+918t42 r26m—Hit vs BT +4
Front Kick > DDTf+3,1+2——-5d—18,20—m,t—Input 1+2 during frames 2~20 of f+3 Shifts to throw on front grounded hit Can side switch on hit
Rolling Sobatf+4i18~20-9+12a (+3)—25t51 r31mjs9~25 fs26~28Homing Balcony Break
Shadow Lariatf+1+2i16~17+0~+1+10d—23t44 r27h——
Body Checkf+1+4i17~19+3+7—21t45 r26m—Chest attack, unparryable by Asuka, Nina, etc
Shoulder Tacklef+2+3i20~24-5+8a (-1)—27t57 r33m—Heat Engager Heat Dash +5, +36a (+26) Balcony Break Shoulder
df+1df+1i14~15-1+3—15t41 r26m—Floor Break Elbow
Elbow Stingdf+1,2,i20~21-10+5—15,15t66 r29m,m—Combo from 1st hit with 4f delay Combo from 1st CH with 9f delay Move can be delayed 11f Input can be delayed 12f
df+2df+2i13-6+4—12t38 r25m——
Double Hook Disasterdf+2,1,i20~21-4+24a—12,15t62 r28m,h—Balcony Break (airborne) Combo from 1st CH with 13f delay Move can be delayed 13f
df+3df+3i14-9+6—17t42 r28m—Has good right sidestep tracking
Lasso Kickdf+3,4,i30+0+28d—17,23t69 r25 FDFTm,h,js22~41 fs42~55Balcony Break (airborne) Combo from 1st CH Duckable on normal hit Available only on 1st hit or block
df+4df+4i14~15-14-3—10t47 r32l——
df+4,3df+4,3,i22-5+6—10,11t61 r24l,h—Combo from 1st CH
Mincerdf+4,3,4,i28~29-15+6a (-3)+47a (+16)10,11,27t104 r38l,h,m,js18~36 fs37~39Balcony Break Combo from 2nd CH. Transition to BT -8 +13a (+4) +54a (+23) r31 with B BT transition is -14
Mincer Lowdf+4,3,d+4,i33~35-10d-8a+22a10,11,20t99 r27 FDFTl,h,L,js25~36 fs37~62Recovers in FC on hit
Frankensteinerdf+3+4i28~35-12d~-18d+18d—30,15t65 r30 FUFTSM,tjs13~37 fs38~40
Floor Break Transition to attack throw on up-close front standing hit Recovers in BT on throw success -7c~+0c on far/BT/Side hit C…Ver notas completas
Floor Break Transition to attack throw on up-close front standing hit Recovers in BT on throw success -7c~+0c on far/BT/Side hit Can perform a special downed animation when hitting the ground with D
d+1d+1i10-5+6—5t34 r24 FCslcs4~Transition to standing r24 with f
Jab > Uppercutd+1,2,i15~17-11+5—5,13t55 r28sl,m—Jail from 1st block Combo from 1st CH
d+2d+2i11-4+7—8t34 r23 FCsl——
Stompd+3i17-12+1—12t48 r31L——
d+4d+4i14-15-4—6t48 r34 FCl——
Atlas Hammerd+1+2i23-24+45a (+35)—21t68 r45mcs6~22Tornado
d+3+4d+3+4i16-25-9—14t60 r44 FCLcs6~On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4) Can be done from Crouch Level 1
d+3+4,4d+3+4,4,i29-25-9—14,7t89 r44 FCL,L,cs1~Combo from 1st CH
Stagger Kicksd+3+4,4,4,i29-25-9—14,7,7t118 r44 FCL,L,L,cs1~Combo from 2nd CH Sometimes written Ali Kicks
Stagger Kick Spinning Uppercutd+3+4,4,4,2,i28-15+5—14,7,7,10t136 r34L,L,L,m—Combos if the low before the punch counterhits
Stagger Kick Flurryd+3+4,4,4,4,i29 i29-26+15—14,7,7,4,3t177 r45 FCL,L,L,L,L,cs1~Only available if 1st hit counterhits Combo from 3rd hit
Corporate Elbowd+2+3i30~35-8~-3+0c~+5c—25t73 r38Mjs21~32 fs33~35 fs37~54Floor Break Elbow Opponent cannot tech roll on FUFT hit Sometimes written People's Elbow
Brain Chopdb+2i25~26-5c+19a—21t56 r30m—Floor Break
Crouching Low Kickdb+3i23-14+4c+25a17t56 r33 FCLcs6~Tracks left side
Low Drop Kickdb+4i29~31-17a-3d+27d20t65 r34 FDFTLcs6~14 js16~29 fs30~65r41 FC on hit
Muscle Armordb+1+2—————r17—pc6~59
Damage taken during power crush state is recoverable Cancel into d+b1+2,2 (Emerald Elbow) on frames 17~60 with input 2 Cancel to r…Ver notas completas
Damage taken during power crush state is recoverable Cancel into d+b1+2,2 (Emerald Elbow) on frames 17~60 with input 2 Cancel to r30 JGR with 3+4 on frame 35 Cancel into movement or crouch or any attack on frame 40
Muscle Armor > Emerald Elbowdb+1+2,2,i15~16-9+35g—,15t61 r28,t—
Heat Engager Heat Dash +5, +43d (+35) Reversal Break after absorbing attack with muscle armor Elbow Effective startup i32~33 Trans…Ver notas completas
Heat Engager Heat Dash +5, +43d (+35) Reversal Break after absorbing attack with muscle armor Elbow Effective startup i32~33 Transition to attack throw on front standing hit +8g on Side/BT hit -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
Muscle Armor > Jaguar Sprintdb+1+2,3+4—————r30 JGR——Effective startup for stance moves is increased by 65 frames starting from db+1+2 startup pc7~ in Heat
Quick Hookb+1i12-8+3+3s13t39 r27h——
Quick Hook > Uppercutb+1,2,i19~20-13+5—13,20t54 r34h,h—Tornado Combo from 1st hit with 8f delay Combo from 1st CH with 10f delay Launches opponent if b+1 counterhits, +70a (+54) Move can be delayed by 6f Input can be delayed by 10f
Quick Hook > Heel Kickb+1,4,i26~28-10d+1d—13,23t82 r40 FUFTh,m,js16~35 fs36~38Spike Combo from 1st CH with 4f delay Move can be delayed by 6f Input can be delayed by 10f
Chupacabrab+2i14-5+1—16t38 r24h——
Chupacabra > Spinning Back Elbowb+2,1,i20~21-9+19a (+10)—16,21t72 r32h,h—Balcony Break Elbow Combo from 1st hit with 5f delay Move can be delayed by 10f Input can be delayed by 15f Recovers 2f faster on hit
Chupacabra > Olympia Slamb+2,4,i21-8+0d—16,18,20t66 r26h,m,t—Shifts to throw on front grounded hit Move can be delayed by 10f Input can be delayed by 15f Hit vs Side/BT +10s
Chupacabra > Head Buttb+2,1+2,i24~25+2c+22a—16,22t71 r27h,h—Spike Head Move can be delayed by 10f Input can be delayed by 15f
Toll Kickb+3i16~18-10+13d—23t51 r33hpc7~15Tornado Balcony Break -5 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state Forces tech backroll on hit
Guillotine Dropb+3:1+2——-7d—23,15t184h,t—Shifts to throw on front grounded hit Input 1+2 during frames 2~17 of b+3 Side switch on hit Sometimes written b+3,1+2
Disgraceful Kickb+4i17~21+2+14gc—25t50 r29 BTh—Balcony Break
Capital Punishmentu+1+2i35~36+2c+22a—25t63 r27mjs9~33Floor Break Parryable by traditional punch parries
Burning Knuckleu+1+2*i67—+11d—40t99 r38m!js9~60Floor Break Auto switch side if fly over opponent
Water Parting Chopuf+1i20~23-3+36a (+27)—21t50 r27h—Homing Balcony Break
High Elbow Dropuf+2i47~53-17d (-17)-7d—40t95 r42 FUFAMjs10~53 fs55~80Floor Break Elbow u+2 to jump vertical (js9~), ub+2 to jump back (js9~) Auto switch side if fly over opponent Opponent forced crouching on block
Falling Heel Kickuf+3i22~29-10d-1d—23t55 r26 FUFTMjs13~32 33~35Floor Break King lands off-axis on block
Jumping Knee Liftuf+4i15~16-13+33a (+23)—13t48 r32mjs9~23 fs24~26Knee Recovers 2f faster on hit Sometimes written Hopknee Hopkick
Delayed Rising Toe Kickuf,n,4i23~25-13+32a (+22)—20t55 r30mjs9~30 fs31~33—
ub+4ub+4i15~16-13+19a (+9)+33a (+23)15—mjs9~28 fs29~31Balcony Break Knee Jump in-place knee, stubby range
Sole Crusheruf+3+4i22~23-12+25g—23t55 r32mpc7~21
Tornado Balcony Break (airborne) -7 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state Shifts …Ver notas completas
Tornado Balcony Break (airborne) -7 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state Shifts to r29 JGR on hit Cancel shift into JGR on hit at +22g with B
Stomach Smash / Jaguar Hammerf,f,n,2i18-13+5s/(0d)—17,(30)t50 r32L,(t)cs6~29i19 startup with buffered input Shifts to throw on front grounded CH. Unexecutable at long range from opponent
Lay Offf,f,n,1+2i9+0+7s+18s0t32 r23m—i10 startup with buffered input Forces Standing on hit. Allows follow up on CH. Sometimes written Shove
Jaguar Hookf,F+1i20~21-5+14g+38d21t49 r28m—Homing Balcony Break
Beast Elbowf,F+2i31~32+7+12c—21t62 r30m—Elbow Forces crouching on hit. Allow crouching throw on hit. 6 chip damage on block. 8 chip damage on block in heat.
Konvict Kickf,F+4i15-15+14a(+4)+1d25,(14)—m,(t)—Tornado Balcony Break Shifts to 14dmg throw on front grounded CH.
Exploderf,F+3+4i28~300+24d(-34)—25r (FUFT)hjs9~
Wall Crush +2gc on block Balcony Break Chip damage on block. (extra near wall) Forces crouch on wall crush Recovers FUFT on whiff.…Ver notas completas
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.
Diving Body Pressf,F+2+3i21~43-16c~+2c-19c~+3c/-5d—20,15r FDFAM,tjs12~Forces crouching on block and hit. Throw when hit standing in front close range.
Strong Kneef,f,F+3i20~25+3+30(+22)—25t55 r30m—Balcony Break Knee 7 chip damage on block. 10 chip damage on block in heat. Sometimes written wr3
Running Exploderf,f,F+3+4i28~34+17+32d(-26)—40t70? r42? FUFTmjs9~Balcony Break Sometimes written wr3+4
Leg BreakerFC.df+1i32~34-12+73a(+57)—20t63 r29 FCLcs1~Can also be performed with f,n,d,DF+1/CD.1. Tornado on grounded hit. Sometimes written CD.DF+1
Body BlowFC.df+2i15-14+56a—21t48 r33m—Crumple on hit.
hFC.3hFC.3i18-17-6—10r FCL—Get extra range by FC.df+3/CD.DF+3.
d+1d+1i10-5+6—5t34 r24 FCslcs4~Transition to standing r24 with f
Jab > Uppercutd+1,2,i15~17-11+5—5,13t55 r28sl,m—Jail from 1st block Combo from 1st CH
d+3+4d+3+4i16-25-9—14t60 r44 FCLcs6~On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4) Can be done from Crouch Level 1
d+3+4,4d+3+4,4,i29-25-9—14,7t89 r44 FCL,L,cs1~Combo from 1st CH
Stagger Kicksd+3+4,4,4,i29-25-9—14,7,7t118 r44 FCL,L,L,cs1~Combo from 2nd CH Sometimes written Ali Kicks
Stagger Kick Spinning Uppercutd+3+4,4,4,2,i28-15+5—14,7,7,10t136 r34L,L,L,m—Combos if the low before the punch counterhits
Stagger Kick Flurryd+3+4,4,4,4,i29 i29-26+15—14,7,7,4,3t177 r45 FCL,L,L,L,L,cs1~Only available if 1st hit counterhits Combo from 3rd hit
ws1ws1i10~11-3+4s—12t33 r22m—Acts like 11 frame attack. Forces Standing on hit.
ws2ws2i14-9+1s—11t47 r33m—Homing Forces Standing on hit.
Round Trip Chopws2,2i15~16-12+12g—11,25t69 r33m,m—
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 …Ver notas completas
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
ws3ws3i160+22a(+12)—20t44 r28h——
Toe Smashws4i11~12-6+5—20t36 r24m——
Snap Uppercutws1+2i18~19-10+35a(+25)—20t47 r28m—Elbow
Beast Stepf,n,d,df—————t20 r1——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.
Leg BreakerFC.df+1i32~34-12+73a(+57)—20t63 r29 FCLcs1~Can also be performed with f,n,d,DF+1/CD.1. Tornado on grounded hit. Sometimes written CD.DF+1
Knee LiftCD.DF+4i15~16-9+49a(+18)+53a21t52 r36m—Knee Special down state that allows low juggle (on normal hit). Crumple on CH for full combo.
Black BombCD.1+2i20~23-5c+16d+52a24t55 r32M—Balcony Break Bounce off ground on CH for full combo.
Blind KickBT.3i13~14-13+9s+50d18—M—Tornado Hits OTG. Forces standing on normal hit. Crumple on CH for full combo.
Blind Kick > Neck BreakerBT.3:1+2——+0d—18,20—M,t—Floor Break Throw when hit standing in front close range. Just frame input.
Atomic BlasterBT.1+2i26~30—+2d—45—h!—Unblockable high attack.
Moonsault Body PressBT.1+4i41~47—+6d—30r FDFAM!js8~Unblockable mid attack.
Low Drop Kick (BT)BT.d+4i22~24-14-2d+28d20t55 r31 FDFTljs11~25, fs26~55Transitions to FC r40 on hit Also can be done in backturn crouching.
Jaguar Step (BT)BT.3+4—————r24? BT JGS—js6~
Jaguar Step away from the oppponent while keeping backturn stance on recovery. Can cancel into BT.1+2 / BT.1+4 unblockable. Can ho…Ver notas completas
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.
Jaguar Step3+4—————t34 r24 JGS—js6~21 fs22~24Hold 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
Reverse Jaguar Stepb+3+4—————t34 r24 JGS—js6~21 fs22~24Cannot be held to continue spinning.
Jaguar Step > HookJGS.1i17~18/i19~20-7/-1+47d/+53d—21/25/31—h—Crumple on hit. On block / hit / startup increases up to 2nd spin. Damage increase up to 3rd spin.
Jaguar Step > HammerJGS.2i11~12-9/-2/0c+12c—15/18/22t39 r27m—Forces Crouching on hit. Forces Crouching on block from 3rd spin on. Damage increase up to 3rd spin.
Jaguar Step > SobatJGS.3i22~23-5/-1+21a(+12)/+25a(+16)—23/27/34—m—Balcony Break Strong Aerial Tailspin On block / hit increases up to 2nd spin. Damage increase up to 3rd spin.
Jaguar Step > Sobat & PressJGS.3,2+3i21~43-16c~+2c-19c~+3c/-5d—23/27/34,20,15r FDFAm,M,t—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.
Jaguar Step > High KickJGS.4i17~18+8/+15+5a(-4)/+10a(+1)—40/42/52—h—Balcony Break Guard Break Chip damage on block. On block / hit increases up to 2nd spin. Damage increase up to 3rd spin.
Jaguar Step > Mid KickJGS.df+4i17~19-16/+8+5a(-4)—30/36/45—m—Balcony Break On block increases up to 2nd spin. Damage increase up to 3rd spin.
Jaguar Sprintf+3+4—————t128 r30 JGR——
Cancel to r25 standing block with b on frame 35~ at the earliest Access powered-up JGR moves starting at frame 60? Immediately acc…Ver notas completas
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
Running Elbow SmashJGR.1i16~17-8+26c—21t45 r28m—Balcony Break Elbow Power up into JGR.1* after 30F? or during Heat Partially uses remaining Heat time during Heat.
Running Elbow Smash (charged)JGR.1*i16~17-4+75a (+59)—25t45 r28m—Tornado Elbow Effective startup i46~47? Partially uses remaining Heat time during Heat.
Jaguar AxeJGR.2i18~19+3+5a—24t52 r33h—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.
Jaguar Axe (charged)JGR.2*i18~19+8+32a—28t52 r33h—Balcony Break Effective startup i48~49? 8 chip damage on block Partially uses remaining Heat time during Heat
Sprint K.JGR.3i22~23-9+12d (+2)—30t66 r43mjs11~30 fs31~33Balcony Break Homing Power up into JGR.3* after 30F? or during Heat Partially uses remaining Heat time during Heat.
Sprint K. (charged)JGR.3*i22~23+2+21a (-5)—34t66 r43mjs11~30 fs31~33Balcony Break Homing Effective startup i52~53? 10 chip damage on block Partially uses remaining Heat time during Heat
Dashing Low Drop KickJGR.4i20~24-21+0c—20t60 r36 FUFTLjs7~23 fs24~Power up into JGR.4* after 30F? or during Heat Partially uses remaining Heat time during Heat.
Dashing Low Drop Kick (charged)JGR.4*i20~24-21+20a—24t60 r36 FUFTLjs7~23 fs24~Effective startup i50~54? Partially uses remaining Heat time during Heat.
Diving Body PressJGR.1+2i21~43-16c~+2c-19c~+3c/-5d—20,15t60 r27 FDFAM,t—
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…Ver notas completas
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
Rapid King OnslaughtJGR.1+3_2+4i23—+1d—45t47 r24t—
Heat Engager Homing Cannot throw break. Cannot heat dash. Opponent recovers in FUFA. Power up into JGR.1+3* after 30F? or during H…Ver notas completas
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. Sometimes written RKO
Anger Of The BeastR.df+1+2i20-18+0d—55+t62 r42m,tpc8~20
Rage Art Removes Recoverable Health Reversal Break Damage increases with lower health, maximum 82 Freezes match timer on activatio…Ver notas completas
Rage Art Removes Recoverable Health Reversal Break Damage increases with lower health, maximum 82 Freezes match timer on activation equal to (total frame idle recovery - 5F) or 57F when canceled by any action Freezes match timer on hit by 15F 114F timestop on activation 20F timestop on block r24 opponent blockstun (r44 effective blockstun w/ timestop) Restores 13 recoverable health on hit Transition to attack throw on hit Consumes Rage
Ki Charge1+2+3+4————————Takes some time to charge and can cancel into anything. After charged next hit by either side becomes counter hit.
Wall jump attack(back to wall).b,b,UBi43~48 / i44~63-8+2 / +15—45 / 21t89 r26 FDFTt / mfs5~62, is8~13Unbreakable throw near wall, becomes air attack if throw not connected. Side switch on attack throw. King recovers in FUFL. Opponent recovers in FUFA.
Arm Whipb+1+3i10—+2d—25—r(m)ps5~15?Floor Break Parry opponent's right punch. Side Switch. Opponent recovers in FUFR.
Spinning Heel Holdb+2+4i10—+24d—25—r(m)ps5~12Parry opponent's left kick. Side switches randomly. Opponent recovers in FUFL.
Leg Screw > Figure Four Leg Lockb+2+4:3+4i10—+27d(+1d)—25(,28)—r(m)ps5~122 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.
Victory Palmss2i19~20-5+35a—25—h—Balcony Break
Side Step to RSSB2 / RSSB1ss2+4i13 (i38)-3+0d / +1d—15 / 20t65 r27tcs1~25
Homing 2 throw break (except from behind). i38 effective startup animation RSSB2 from side/behind, RSSB1 from front, doesn't chang…Ver notas completas
Homing 2 throw break (except from behind). i38 effective startup animation RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw. Opponent recovers in FUFT. Cancel to r35 FC with b (cs1~35).
Reverse Special Stretch Bomb (Cancel)ss2+4,b/db—————r FC——Side Step that ducks high and covers long distance quickly, recovers in crouch. Input by u/d,n,n+2+4,b/db.
Deadly Boomerangss3+4i27~31+0+0d—50r FDFAh—Deals a lot of chip damage on block. Tracks side steps. In game frame data incorrectly shows that SSL 3+4 is i21
Whirling Spring KickFUFT.b+3+4i16~28-25+4a(-6)—25—m—Balcony Break Faster than normal spring kick and knocks down.
Winding Nut1+3i12~14-6+0d—35t45 r31t—
Homing 1 or 2 throw break. Input f+1+3 to increase throw range, but its startup is 3 frames slower. f+1+3: i15~17, t50 r33 Opponen…Ver notas completas
Homing 1 or 2 throw break. Input f+1+3 to increase throw range, but its startup is 3 frames slower. f+1+3: i15~17, t50 r33 Opponent recovers in FUFA. Side switch on successful throw break
Suplex2+4i12~14-3+0d—35t45 r31t—Homing 1 or 2 throw break. Input f+2+4 to increase throw range, but its startup is 3 frames slower. f+2+4: i15~17, t50 r33 Side switch. Opponent recovers in FUFA.
Executioner Dropuf+1+2i12-6+19d(-7) / +17d(-13)—30t39 r27t—1+2 throw break. Hold b to throw backwards. Damage becomes 15 on wall splat. Opponent recovers in FUFT.
Argentina Backbreaker(Left side throw)(depends)-3+36d—40—t—1 throw break. Any throw on standing opponent's left side. Side switch. Opponent recovers in FUFR.
Knee Crusher(Right side throw)(depends)-3+21d—42—t—2 throw break. Any throw on standing opponent's right side. Opponent recovers in FUFT.
Half Boston Crab(Behind 1 throw)(depends)—+0d—60—t—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.
Cobra Twist(Behind 2 throw)(depends)—-1d—60—t—Cannot throw break. Any 2 break throw behind opponent's back except chain throws. Side switch? Opponent recovers in FDFL.
Knee Bashdf+2+3i12-2+0d—40t39 r27t—2 throw break. Opponent recovers in FUFT.
Figure Four Leg Lockdb+2+3i12-6+1d / +0d—40 (8+20+12)t39 r27t—1+2 throw break. Opponent recovers in FUFT / FDFT.
Throw Awayb+1+2i12~17-3+14g—0t37 r20t—
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 …Ver notas completas
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 Sometimes written Irish Whip
Throw Away > Back Swingb+1+2,1+2i12~17—+11g—0—t—
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 an…Ver notas completas
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
Tombstone Pile Driverdb,n,f+2+4i11-2-1d—53t39 r28t—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
Muscle Busterqcb+1+2i11-6-6d—50t39 r28t—Floor Break Homing during heat 1+2 throw break Side switch King recovers in BT Opponent recovers in FUFA.
Elevating Spine Crackerqcb+1+3i14-2+51a—8—t—Tornado Tornado on hit 1 throw break
Tomahawkf,f,F+2+4i10-5+1d—40(45)t39 r29t—
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 buffere…Ver notas completas
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. Sometimes written Shining Wizard
Giant Swingf,hcf+1i10-13-22d(-50)—45(50)/70,5t39 r29t—
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 star…Ver notas completas
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. Sometimes written GS
Tijuana Twisterf,hcf+2i12~14-6+1d—50(55)t39 r25t—
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 Blue…Ver notas completas
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. Sometimes written TT
Pile Driver (PD)qcf+1i11-2/-7+8d—30t39 r28t—1 throw break. Opponent recovers in FUFT.
Double Arm Face Buster (from PD)PD.1+2,1+2i11-7-14d—35—t—Floor Break 2 throw break. (when legs lifted to the top) Opponent recovers in FDFA.
Boston Crab (from PD)PD.1+2,3,4,1+2i11-7+0d—45—t—1+2 throw break. (when legs lifted to the top) Could use ki charge button for 1+2 input. Opponent recovers in FDFL.
Clothesline Press (Rock Bottom)FC.db,d,db+1+2i12-6+0d—45t39 r27t—Floor Break 1+2 throw break. Opponent recovers in FUFR.
Stretch BusterBehind.b,f+1+2i10—+1d—75t39 r29t—Floor Break Cannot throw break. Opponent recovers FUFR.
Ultimate Tackle (UT)hFC.1+2i32-5+3d—0t65 r33t(m)—
1+2 throw break (except from behind). Throw break 1+2 in a 6f window, frames 1~6 Reverse tackle with 1+2 in a 17f window, frames 7…Ver notas completas
1+2 throw break (except from behind). Throw break 1+2 in a 6f window, frames 1~6 Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25 Transition to UT r30 on hit Catches standing and crouching opponent from all directions. Can be done from Crouch Level 1
Ultimate PunchUT,2,1,2,1i46/i47, i19/i18, i16, i20/i19+0+0d—5,5,5,15—t—
Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) 2 Combinations are 1F faster Throw break the 1st/4th hit by input the opposi…Ver notas completas
Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) 2 Combinations are 1F faster Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. 23F throw break window (1st)
ArmbarUT,1+2—-9+1d—25—t—1+2 throw break (Hold 1+2 up to frame 18). Can also input at 3rd hit of Ultimate Punch. Opponent recovers in FUFR.
Arm TwistUT,1+2,1+2——+1d—25,10—t,t—Cannot throw break. Opponent recovers in FUFA.
Leg Cross HoldUT,3+4i69?+0+1d—20—t—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.
Stretch ComboUT,3+4:1+2——+1d—20,30—t,t—Input 1+2 during frames 68-70 of Leg Cross Hold Cannot throw break. Opponent recovers in FDFL.
Iron Lariatd+1+3i12~13—+0d—35—t(c)—Floor Break Crouch throw, cannot throw break. Can also be done by db+1+3 and in FC too. Opponent recovers in FDFA.
V Driverd+2+4i12~13—+0d—35—t(c)—Floor Break Crouch throw, cannot throw break. Can also be done by db+2+4 and in FC too. Opponent recovers in FUFA.
Freedom Face Busterd+1+4i12~13—+0d—35t37 r24t(c)—Heat Engager Crouch throw, cannot throw break. Cannot heat dash Opponent recovers in FDFA. Sometimes written Pedigree
Swing AwayFUFT.db+1+3_2+4i18~20+0+1d(-40)—20,10 / 35—t(g)—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
Head BomberFUFT.DB+1+3i18~20+0+0d—25—t(g)—Floor Break 1 throw break 7?F throw break window on NH or CH (press 1 after 5F of grab; throw escape cannot be buffered or held) Opponent recovers in FUFT
Figure Four Leg Lock (OTG)FUFT.DB+2+4i18~20+0+1d—28—t(g)—2 throw break 7?F throw break window on NH or CH (press 1 after 15F of grab; throw escape cannot be buffered or held) Opponent recovers in FUFT
Half Boston Crab (OTG)FDFT.db+1+3_2+4i18~20+0+22d—30—t(g)—1 or 2 throw break, depending on King's input Side Switch Opponent recovers in FDFL
Shoulder CrackerFUFA.db+1+3_2+4i18~20+0+0d—28—t(g)—1 or 2 throw break, depending on King's input. Opponent recovers in FUFR.
Wing TearerFDFA.db+1+3_2+4i18~20+0+0d—32—t(g)—1 or 2 throw break, depending on King's input. Opponent recovers in FDFA.
Turn OverFUFL.db+1+3_2+4/ FUFR.db+1+3_2+4i18~20+0+25d—0—t(g)—1 or 2 throw break, depending on King's input. Opponent recovers in FDFL/FDFR.
Camel ClutchFDFR.db+1+3_2+4i18~20+0+0d—35—t(g)—1 or 2 throw break, depending on King's input. Side Switch. Opponent recovers in FDFL.
Bow & Arrow Stretch HoldFDFL.db+1+3_2+4i18~20+0+0d—37—t(g)—1 or 2 throw break, depending on King's input. Opponent recovers in FDFL.
Mid-Air Leg Cross HoldAIR.1+3 / AIR.f+1+3i12~14 / i15~17—+0d—30—t(a)—Homing Cannot throw break. Input f+1+3 to increase throw range, but its startup is 3 frames slower. Opponent recovers in FDFT.
Spine CrackerAIR.2+4 / AIR.f+2+4i12~14 / i15~17—+40d(+35)—20—t(a)—Tornado Homing Cannot throw break. Input f+2+4 to increase throw range, but its startup is 3 frames slower. Opponent recovers in FUFT.
Double Heel Hold (DHH)AIR.d+1+3_2+4i12~13—-5d—15—t(a)—Cannot throw break. Opponent recovers in FDFL.
Flapjack (From DHH)DHH.1+2,1+2—-6-3d—15—t—1 throw break. Opponent recovers in FDFT.
Giant Swing (From DHH)DHH.2,1,3,4—-6-7d(-40)—12,13 / 32—t—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.
Running Jaguar BombAIR.f,f,F+2+4i10—+4d—65(70)—t(a)—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.
Aerial Jaguar BombAIR.f,hcf+1i10 / i12~14—+3d—55(60)—t(a)—
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 …Ver notas completas
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.
Shining TorpedoWALL.f,hcf+1i10—-5d—65(70)—t(w)—
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 follo…Ver notas completas
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.
Reverse Arm Slam (RAS1)df+1+3i32 (i35)-2+1d—19t62 r27tcs1~23Homing 1 throw break. Side Switch. i35 actual startup Very slow crouch dash then grab. Opponent recovers in FUFA.
Backdrop (RAS2)RAS1.1_2——+0d—7/15r FUFLt—Cannot throw break. Input with 2,1,1+2 for more damage. Opponent recovers in FUFR.
German Suplex (RAS3)RAS2.1_2—-9+0d—7/15—t—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.
Power Bomb (RAS4)RAS3.1_2——+1d—12/17—t—Cannot throw break. Input with 1,2,3+4 for more damage. Opponent recovers in FUFT.
Giant Swing (RAS5a)RAS4.1—-3+1d—15/20/31—t—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.
Muscle Buster (RAS5b)RAS4.2—-6+1d—20/25r BTt—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.
Reverse Special Stretch Bomb (RSSB1)df+2+4i32 (i35)-2+1d—20t62 r27tcs1~23Homing 2 throw break. Side Switch. i35 actual startup Very slow crouch dash then grab. Opponent recovers in FUFT.
Side Step to RSSB2 / RSSB1ss2+4i13 (i38)-3+0d / +1d—15 / 20t65 r27tcs1~25
Homing 2 throw break (except from behind). i38 effective startup animation RSSB2 from side/behind, RSSB1 from front, doesn't chang…Ver notas completas
Homing 2 throw break (except from behind). i38 effective startup animation RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw. Opponent recovers in FUFT. Cancel to r35 FC with b (cs1~35).
Cannonball Buster (RSSB2)RSSB1.1_2——+1d—7/15—t—Cannot throw break. Input with 2,2,1+2 for more damage. Opponent recovers in FUFT.
Manhattan Drop (RSSB3)RSSB2.1_2—-3+0d—7/15—t—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.
Victory Bomb (RSSB4)RSSB3.1_2——+1d—9/13—t—Cannot throw break. Input with 1,2,3+4,1+2 for more damage. Opponent recovers in FUFT.
Giant Swing (RSSB5a)RSSB4.1——+1d—15/20/31—t—1 throw break. Side Switch. Input with 2,1,3,4 for more damage. Opponent recovers in FUFT. Max damage 94.
Muscle Buster (RSSB5b)RSSB4.2——+1d—20/25r BTt—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.
Standing Heel Hold (SHH1)CD.2+4i12 (i28~)-2+0d—25t52 r27t—2 throw break. i28 effective startup (i25 actual startup) Opponent recovers in FDFR.
S.T.F. (SHH2a)SHH1.1,2,1+2—-10+0d—25—t—1 throw break. Side Switch. Opponent recovers in FDFR. Max damage 50.
Scorpion Death Lock (SHH2b)SHH1.2,1,1+3—-10+0d—30—t—2 throw break. Opponent recovers in FDFR. Max damage 55.
Indian Death Lock (SHH2c)SHH1.1+2,1,3—-10+0d—20—t—1+2 throw break. Opponent recovers in FDFL.
King's Bridge (SHH3ca)SHH2c.3,4,1+2,3+4——+0d—40—t—Cannot throw break. Opponent recovers in FDFT. Max Damage 85.
Arm Breaker (AB1)CD.1+3i12 (i28~)-2+1d—20t52 r27t—1 Throw break. i28 effective startup (i25 actual startup) Opponent recovers in FUFT.
Triple Arm Breaker (AB2a)AB1.1,1+2—-3+2d—12,18—t—1 throw break. Opponent recovers in FUFT. Max damage 50.
Head Jammer (AB2b)AB1.2,4,2+4—-3+1d—20—t—2 throw break. Opponent recovers in FUFL.
Struggle Combination (AB2b1)AB2b.3,4,3+4,1+2——+1d—20—t—Cannot throw break. Opponent recovers in FUFR. Max Damage 60.
Chicken Wing Face Lock (AB2c)AB1.2,1,1+3—-3+0d—20—t—1+2 throw break. Opponent recovers in FDFT.
Dragon Sleeper Finish (AB3ca)AB2c.2,1,3,1+2—-3+1d—25—t—1 throw break. Opponent recovers in FUFA. Max damage 65.
Rolling Death Cradle (AB3cb)AB2c.1,3,4,2,1+2—-3+1d—60—t—2 throw break. Opponent recovers in FUFL. Max damage 100.
Cobra Clutch (MMD1)JGS.1+3_2+4i12-3+0d—20—t—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.
Cobra Twist (MMD2)MMD1.1,4,2,3——+1d—12—t—Cannot throw break. Opponent recovers in FUFL.
Reverse DDT (MMD3)MMD2.1,1+3/ MMD2.2,2+4—-6+0d—13—t—1 or 2 throw break, depending on King's input. Opponent recovers in FDFA.
Reverse Special Stretch Bomb (MMD4)MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4—-6+1d—12—t—1 or 2 throw break, depending on King's input. Opponent recovers in FUFA.
Samurai Rock (MMD4a)MMD3.2,3,1,1+2—-6+0d—24—t—1+2 Throw break. Opponent recovers in FDFR. Max Damage 69.
Backdrop (MMD5)MMD4.3+4,1+2——+0d—10r FUFAt—Cannot throw break. Opponent recovers in FDFA.
Sol Naciente (MMD6a)MMD5.1+2,4,2,1+2—-3+0d—11,15—t—1+2 throw break. Opponent recovers in FDFL. Max Damage 93.
Burning Hammer (MMD6)MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4—-3+0d—18—t—1 or 2 throw break, depending on King's input. Opponent recovers in FDFA.
Screwdriver (MMD7)MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4—-6-10d—31—t—1 or 2 throw break, depending on King's input. Opponent recovers in FUFA. Max Damage 116.
10 Hit Combo 1 — etapa 11i10+1+8—5—h—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 22i12-3+8—10—h—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 31i24~25-4+5/+10—10—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 41i24~25-19-8—6—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 52i17~19-10+1—6—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 64i21-36+5—5—L—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 74i29-40-19—5—L—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 84i29-40-19—5—L—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 91i20-12+19a—7—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 103i23-30+6a—21—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 111i10+1+8—5—h—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 122i12-3+8—10—h—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 131i24-4+5/+10—10—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 141i24-19-8—6—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 153i26-25-14—8—h—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 163i27-30-19—10—m—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 174i23-43+7—5—L—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 183i24-25-14—5—L—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 192i27-68+7—6—l—Comando desta etapa da sequência; consulte a fonte para a sequência completa.
10 Hit Combo 1 — etapa 201+2i27—+3d—20—t—Comando desta etapa da sequência; consulte a fonte para a sequência completa.

CH vazio: a fonte não informa um efeito diferente do hit normal. Valores e intervalos não são estimados; comandos das tabelas de combos identificam etapas. Recovery preserva total, recuperação e stance conforme a fonte.

Fonte e atualização

Wavu Wiki — fonte original · CC0 1.0

Versão do jogo: não informada nesta página · Revisão Wavu: 63482 · Atualizado em 2026-11-05T01:46:04+00:00

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