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To character select | 〈 Kazuya / Kuma 〉
| Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
|---|---|---|---|---|---|---|---|
| 2+3 | m | [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 | |
| H.2+3 | M,t | 20,40 | i17~18 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 | |
| R.df+1+2 | m,t | 55+ | 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~ | |
| 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| 1,2 | h, h | 5, 15 | i10, i10~12 | -3 | +8 | * Jail from 1st attack with 6f delay* Move can be delayed 6f | |
| 1,2,1 | h, h, m | 5, 15, 10 | i10, ,i24~25 | -4 | +5 | +10 | * Jail from 2nd hit with 4f delay* Move can be delayed 9f* Starter of 10 Strings, 3rd~5th hits are combo |
| 1,2,1,2+4 | h, h, m, t | 5, 15, 10, 40 | i10, ,i26~28 | -3 | +0d | * Throw break 2* Can side switch on hit | |
| 1,2,1,d+2+4 | h, h, m, t | 5, 15, 10, 35 | i10, ,i28~30 | +1d | * Floor Break* Crouch throw, unbreakable* Opponent recovers in FDFA | ||
| 1,2,2+4 | h, h, t | 5, 15, 30 | i10, ,i30 | -6 | +1d | * Tornado* Throw break 2* Can side switch on hit | |
| 1,2,d+2+4 | h, h, t | 5, 15, 35 | i10, ,i27 | +1d | * Floor Break* Crouch throw, unbreakable* Opponent recovers in FDFA | ||
| 2 | h | 10 | i10 | +1 | +7 | ||
| 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +8 | * Combo from 1st hit | |
| 3 | h | 17 | i15~16 | -9 | +2 | ||
| 3,2 | h, m | 17, 18 | i15~16, i20~21 | -9 | +5c | * Elbow* Move can be delayed 10f* Interrupt with i1 from 1st block | |
| 3,2,2 | h, m, m | 17, 18, 24 | i15~16, ,i23~24 | -13 | +17g | * 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 | |
| 3,2,2* | h, m, m | 17, 18, 30 | i15~16, ,i34~35 | +9c | +25a (+15) | * 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 | |
| 4 | h | 20 | i13 | -5 | +6 | +31d | Balcony Break (CH) |
| 1+2 | m | 17 | i18 | -11 | -2 | +0 | * Elbow |
| 1+2,1 | m, m | 17, 21 | i18, i22 | -13 | +12a (+3) | * 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 | |
| 1+2,3 | m, h | 17, 25 | i18, i24~25 | -3 | +12a (+3) | * 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 | |
| 3+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 | ||||||
| f+2 | m | 12 | i15~16 | -11 | +2 | * Elbow | |
| f+2,1 | m, h | 12, 25 | i15~16, i15~16 | -9 | +16a | * Heat Engager* Heat Dash +5, +36a (+26)* Balcony Break* Combo from 1st hit with 3f delay* Move can be delayed 10f* Input can be delayed 11f* Hit vs BT +11d | |
| f+2,d+1 | m, m | 12, 15 | i15~16, i22 | -13c | +2c | * Floor Break* Move can be delayed 10f* Input can be delayed 11f | |
| f+2,d+1,2 | m, m, m | 12, 15, 16 | i15~16, ,i22~23 | -15 | +27a (+17) | * Combo from 2nd hit with 13f delay* Move can be delayed 10f* Input can be delayed 13f* Jail from 2nd attack with 3f delay | |
| f+3 | m | 18 | i15~16 | -8 | +1 | +9 | * Hit vs BT +4 |
| f+3,1+2 | m, t | 18, 20 | i15~16, | -5d | * Input 1+2 during frames 2~20 of f+3* Shifts to throw on front grounded hit* Can side switch on hit | ||
| f+4 | m | 25 | i18~20 | -9 | +12a (+3) | * Homing* Balcony Break* Low crush 9~25* Floating state 26~28 | |
| f+1+2 | h | 23 | i16~17 | +0~+1 | +10d | ||
| f+1+4 | m | 21 | i17~19 | +3 | +7 | * Chest attack, unparryable by Asuka, Nina, etc | |
| f+2+3 | m | 27 | i20~24 | -5 | +8a (-1) | * Heat Engager* Heat Dash +5, +36a (+26)* Balcony Break* Shoulder | |
| f+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 | ||||||
| df+1 | m | 15 | i14~15 | -1 | +3 | * Floor Break* Elbow | |
| df+1,2 | m, m | 15, 15 | i14~15, i20~21 | -10 | +5 | * 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+2 | m | 12 | i13 | -6 | +4 | ||
| df+2,1 | m, h | 12, 15 | i13, i20~21 | -4 | +24a | * Balcony Break (airborne)* Combo from 1st CH with 13f delay* Move can be delayed 13f | |
| df+3 | m | 17 | i14 | -9 | +6 | * Good SSR tracking | |
| df+3,4 | m, h | 17, 23 | i14, i30 | +0 | +28d | * Balcony Break (airborne)* Combo from 1st CH* Duckable on normal hit* Available only on 1st hit or block* Low crush 22~41* Floating state 42~55 | |
| df+4 | l | 10 | i14~15 | -14 | -3 | ||
| df+4,3 | l, h | 10, 11 | i14~15, i22 | -5 | +6 | * Combo from 1st CH | |
| df+4,3,4 | l, h, m | 10, 11, 27 | i14~15, ,i28~29 | -15 | +6a (-3) | +47a (+16) | * Balcony Break* Combo from 2nd CH. * Transition to BT -8 +13a (+4) +54a (+23) r31 with B* BT transition is -14* Low crush 18~36* Floating state 37~39 |
| df+4,3,d+4 | l, h, L | 10, 11, 20 | i14~15, ,i33~35 | -10d | -8a | +22a | * Recovers in FC on hit* Low crush 25~36* Floating state 37~62 |
| df+3+4 | SM,t | 30,15 | i28~35 | -12d~-18d | +18d | * 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* Low crush 13~37* Floating state 38~40 | |
| d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f* High crush 4~ | |
| d+1,2 | sl, m | 5, 13 | i10, i15~17 | -11 | +5 | * Jail from 1st block* Combo from 1st CH | |
| d+2 | sl | 8 | i11 | -4 | +7 | ||
| d+3 | L | 12 | i17 | -12 | +1 | ||
| d+4 | l | 6 | i14 | -15 | -4 | ||
| d+1+2 | m | 21 | i23 | -24 | +45a (+35) | * Tornado* High crush 6~22 | |
| d+2+3 | M | 25 | i30~35 | -8~-3 | +0c~+5c | * Floor Break* Elbow* Opponent cannot tech roll on FUFT hit* Low crush 21~32* Floating state 33~35* Floating state 37~54 | |
| d+3+4 | L | 14 | i16 | -25 | -9 | * On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)* Can be done from Crouch Level 1* High crush 6~ | |
| d+3+4,4 | L, L | 14, 7 | i16, i29 | -25 | -9 | * Combo from 1st CH* High crush 1~ | |
| d+3+4,4,4 | L, L, L | 14, 7, 7 | i16, ,i29 | -25 | -9 | * Combo from 2nd CH* High crush 1~ | |
| d+3+4,4,4,2 | L, L, L, m | 14, 7, 7, 10 | i16, ,i28 | -15 | +5 | * Combos if the low before the punch counterhits | |
| d+3+4,4,4,4 | L, L, L, L,L | 14, 7, 7, 4,3 | i16, ,i29 i29 | -26 | +15 | * Only available if 1st hit counterhits* Combo from 3rd hit* High crush 1~ | |
| db+2 | m | 21 | i25~26 | -5c | +19a | * Floor Break | |
| db+3 | L | 17 | i23 | -14 | +4c | +25a | * Tracks left side* High crush 6~ |
| db+4 | L | 20 | i29~31 | -17a | -3d | +27d | * r41 FC on hit* High crush 6~14* Low crush 16~29* Floating state 30~65 |
| db+1+2 | * 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* Power crush 6~59 | ||||||
| db+1+2,3+4 | * Effective startup for stance moves is increased by 65 frames starting from db+1+2 startup* pc7~ in Heat | ||||||
| b+1 | h | 13 | i12 | -8 | +3 | +3s | |
| b+1,2 | h, h | 13, 20 | i12, i19~20 | -13 | +5 | * 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 | |
| b+1,4 | h, m | 13, 23 | i12, i26~28 | -10d | +1d | * Spike* Combo from 1st CH with 4f delay* Move can be delayed by 6f* Input can be delayed by 10f* Low crush 16~35* Floating state 36~38 | |
| b+1+3 | r(m) | 25 | i10 | +2d | Floor Break* Parry opponent’s right punch.* Side Switch. Opponent recovers in FUFR.* Parry state 5~15? | ||
| b+2 | h | 16 | i14 | -5 | +1 | ||
| b+2,1 | h, h | 16, 21 | i14, i20~21 | -9 | +19a (+10) | * 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 | |
| b+2,4 | h, m,t | 16, 18,20 | i14, i21 | -8 | +0d | * Shifts to throw on front grounded hit* Move can be delayed by 10f* Input can be delayed by 15f* Hit vs Side/BT +10s | |
| b+2,1+2 | h, h | 16, 22 | i14, i24~25 | +2c | +22a | * Spike* Head* Move can be delayed by 10f* Input can be delayed by 15f | |
| b+2+4 | r(m) | 25 | i10 | +24d | * Parry opponent’s left kick.* Side switches randomly. Opponent recovers in FUFL.* Parry state 5~12 | ||
| b+2+4:3+4 | r(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 | ||
| b+3 | h | 23 | i16~18 | -10 | +13d | * Tornado* 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* Power crush 7~15 | |
| b+3:1+2 | h, t | 23, 15 | i16~18, | -7d | * Shifts to throw on front grounded hit* Input 1+2 during frames 2~17 of b+3* Side switch on hit | ||
| b+4 | h | 25 | i17~21 | +2 | +14gc | * Balcony Break | |
| b+3+4 | * Cannot be held to continue spinning.* Low crush 6~21* Floating state 22~24 | ||||||
| ub+4 | m | 15 | i15~16 | -13 | +19a (+9) | +33a (+23) | * Balcony Break* Knee* Jump in-place knee, stubby range* Low crush 9~28* Floating state 29~31 |
| u+1+2 | m | 25 | i35~36 | +2c | +22a | * Floor Break* Parryable by traditional punch parries* Low crush 9~33 | |
| u+1+2* | m! | 40 | i67 | +11d | * Floor Break* Auto switch side if fly over opponent* Low crush 9~60 | ||
| uf+1 | h | 21 | i20~23 | -3 | +36a (+27) | * Homing* Balcony Break | |
| uf+2 | M | 40 | i47~53 | -17d (-17) | -7d | * Floor 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* Low crush 10~53* Floating state 55~80 | |
| uf+3 | M | 23 | i22~29 | -10d | -1d | * Floor Break* King lands off-axis on block* Low crush 13~32* 33~35 | |
| uf+4 | m | 13 | i15~16 | -13 | +33a (+23) | * Knee* Recovers 2f faster on hit* Low crush 9~23* Floating state 24~26 | |
| uf+3+4 | m | 23 | i22~23 | -12 | +25g | * 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* Power crush 7~21 | |
| 1+2+3+4 | * Takes some time to charge and can cancel into anything.* After charged next hit by either side becomes counter hit. | ||||||
| DF | r(l) | 0 | +51a(+35) | * Generic low parry.* Tornado affect on success. | |||
| f,F+1 | m | 21 | i20~21 | -5 | +14g | +38d | * Homing* Balcony Break |
| f,F+2 | m | 21 | i31~32 | +7 | +12c | * Elbow* Forces crouching on hit.* Allow crouching throw on hit.* 6 chip damage on block.* 8 chip damage on block in heat. | |
| f,F+4 | m,(t) | 25,(14) | i15 | -15 | +14a(+4) | +1d | * Tornado* Balcony Break* Shifts to 14dmg throw on front grounded CH. |
| f,F+2+3 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Forces crouching on block and hit.* Throw when hit standing in front close range.* Low crush 12~ | |
| f,F+3+4 | h | 25 | i28~30 | 0 | +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~ | |
| f,f,n,2 | L,(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 | |
| f,f,n,1+2 | m | 0 | i9 | +0 | +7s | +18s | * i10 startup with buffered input* Forces Standing on hit.* Allows follow up on CH. |
| f,n,d,df | * Duck high while moving forward.* Input f,n,d,df,f+(button) for instant ws moves.* 1st f cannot be held more than 10 frames. | ||||||
| uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush 9~30* Floating state 31~33 | |
| f,f,F+3 | m | 25 | i20~25 | +3 | +30(+22) | * Balcony Break* Knee* 7 chip damage on block.* 10 chip damage on block in heat. | |
| f,f,F+3+4 | m | 40 | i28~34 | +17 | +32d(-26) | Balcony Break* Low crush 9~ | |
| ws1 | m | 12 | i10~11 | -3 | +4s | * Acts like 11 frame attack.* Forces Standing on hit. | |
| ws2 | m | 11 | i14 | -9 | +1s | * Homing* Forces Standing on hit. | |
| ws2,2 | m, m | 11, 25 | i14, 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 | |
| ws3 | h | 20 | i16 | 0 | +22a(+12) | ||
| ws4 | m | 20 | i11~12 | -6 | +5 | ||
| ws1+2 | m | 20 | i18~19 | -10 | +35a(+25) | * Elbow | |
| ss2 | h | 25 | i19~20 | -5 | +35a | Balcony Break | |
| ss2+4,b/db | * Side Step that ducks high and covers long distance quickly, recovers in crouch.* Input by u/d,n,n+2+4,b/db. | ||||||
| ss3+4 | h | 50 | i27~31 | +0 | +0d | * Deals a lot of chip damage on block.* Tracks side steps.* In game frame data incorrectly shows that SSL 3+4 is i21 | |
| FC.df+1 | L | 20 | i32~34 | -12 | +73a(+57) | * Can also be performed with f,n,d,DF+1/CD.1.* Tornado on grounded hit.* High crush 1~ | |
| FC.df+2 | m | 21 | i15 | -14 | +56a | * Crumple on hit. | |
| BT.3 | M | 18 | i13~14 | -13 | +9s | +50d | * Tornado* Hits OTG. Forces standing on normal hit.* Crumple on CH for full combo. |
| BT.3:1+2 | M, t | 18, 20 | i13~14, | +0d | * Floor Break* Throw when hit standing in front close range.* Just frame input. | ||
| BT.1+2 | h! | 45 | i26~30 | +2d | * Unblockable high attack. | ||
| BT.1+4 | M! | 30 | i41~47 | +6d | * Unblockable mid attack.* Low crush 8~ | ||
| BT.3+4 | * Jaguar Step away from the oppponent while keeping backturn stance on recovery.* Can cancel into BT.1+2 / BT.1+4 unblockable.* Can hold 3+4 to keep spinning.* Cannot Reverse Jaguar Step in BT stance.* Low crush 6~ | ||||||
| BT.d+4 | l | 20 | i22~24 | -14 | -2d | +28d | * Recovers in FDFT on block and whiff.* Also can be done in backturn crouching.* Low crush 11~ |
| CD.1+2 | M | 24 | i20~23 | -5c | +16d | +52a | Balcony Break* Bounce off ground on CH for full combo. |
| CD.DF+4 | m | 21 | i15~16 | -9 | +49a(+18) | +53a | * Knee* Special down state that allows low juggle (on normal hit).* Crumple on CH for full combo. |
| FUFT.b+3+4 | m | 25 | i16~28 | -25 | +4a(-6) | Balcony Break* Faster than normal spring kick and knocks down. | |
| JGR.1 | m | 21 | i16~17 | -8 | +26c | * Balcony Break* Elbow* Power up into JGR.1* after 30F? or during Heat** Partially uses remaining Heat time during Heat. | |
| JGR.1* | m | 25 | i16~17 | -4 | +75a (+59) | * Tornado* Elbow* Effective startup i46~47?* Partially uses remaining Heat time during Heat. | |
| JGR.2 | h | 24 | i18~19 | +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. | |
| JGR.2* | h | 28 | i18~19 | +8 | +32a | * Balcony Break* Effective startup i48~49?* 8 chip damage on block* Partially uses remaining Heat time during Heat | |
| JGR.3 | m | 30 | i22~23 | -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 | |
| JGR.3* | m | 34 | i22~23 | +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 | |
| JGR.4 | L | 20 | i20~24 | -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~ | |
| JGR.4* | L | 24 | i20~24 | -21 | +20a | * Effective startup i50~54?* Partially uses remaining Heat time during Heat.* Low crush 7~23* Floating state 24~ | |
| JGR.1+2 | M,t | 20,15 | i21~43 | -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 | |
| JGS.1 | h | 21/25/31 | i17~18/i19~20 | -7/-1 | +47d/+53d | * Crumple on hit.* On block / hit / startup increases up to 2nd spin.* Damage increase up to 3rd spin. | |
| JGS.2 | m | 15/18/22 | i11~12 | -9/-2/0c | +12c | * Forces Crouching on hit.* Forces Crouching on block from 3rd spin on.* Damage increase up to 3rd spin. | |
| JGS.3 | m | 23/27/34 | i22~23 | -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. | |
| JGS.3,2+3 | m, M,t | 23/27/34, 20,15 | i22~23, 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. | |
| JGS.4 | h | 40/42/52 | i17~18 | +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. | |
| JGS.df+4 | m | 30/36/45 | i17~19 | -16/+8 | +5a(-4) | Balcony Break* On block increases up to 2nd spin.* Damage increase up to 3rd spin. | |
| hFC.3 | L | 10 | i18 | -17 | -6 | * Get extra range by FC.df+3/CD.DF+3. | |
| (Behind 1 throw) | t | 60 | (depends) | +0d | * Cannot throw break.* Any 1/1+2 break throw behind opponent’s back, as well as RKO and chain throws.* Side switch. Opponent recovers in FDFL. | ||
| (Behind 2 throw) | t | 60 | (depends) | -1d | * Cannot throw break.* Any 2 break throw behind opponent’s back except chain throws.* Side switch? Opponent recovers in FDFL. | ||
| (Left side throw) | t | 40 | (depends) | -3 | +36d | * 1 throw break.* Any throw on standing opponent’s left side.* Side switch. Opponent recovers in FUFR. | |
| (Right side throw) | t | 42 | (depends) | -3 | +21d | * 2 throw break.* Any throw on standing opponent’s right side.* Opponent recovers in FUFT. | |
| 1+3 | t | 35 | i12~15 | -6 | +0d | * Homing* 1 or 2 throw break.* Input f+1+3 to increase throw range, but its startup is 3 frames slower.* Opponent recovers in FUFA.* Side switch on successful throw break | |
| 2+4 | t | 35 | i12~15 / i15~17 | -3 | +0d | * Homing* 1 or 2 throw break.* Input f+2+4 to increase throw range, but its startup is 3 frames slower.* Side switch. Opponent recovers in FUFA. | |
| AB1.1,1+2 | t | 12,18 | -3 | +2d | * 1 throw break.* Opponent recovers in FUFT. Max damage 50. | ||
| AB1.2,1,1+3 | t | 20 | -3 | +0d | * 1+2 throw break.* Opponent recovers in FDFT. | ||
| AB1.2,4,2+4 | t | 20 | -3 | +1d | * 2 throw break.* Opponent recovers in FUFL. | ||
| AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break.* Opponent recovers in FUFR. Max Damage 60. | |||
| AB2c.1,3,4,2,1+2 | t | 60 | -3 | +1d | * 2 throw break.* Opponent recovers in FUFL. Max damage 100. | ||
| AB2c.2,1,3,1+2 | t | 25 | -3 | +1d | * 1 throw break.* Opponent recovers in FUFA. Max damage 65. | ||
| AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * Homing* Cannot throw break.* Input f+1+3 to increase throw range, but its startup is 3 frames slower.* Opponent recovers in FDFT. | ||
| AIR.2+4 / AIR.f+2+4 | t(a) | 20 | i12~14 / i15~17 | +40d(+35) | * Tornado* Homing* Cannot throw break.* Input f+2+4 to increase throw range, but its startup is 3 frames slower.* Opponent recovers in FUFT. | ||
| AIR.d+1+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break.* Opponent recovers in FDFL. | ||
| AIR.f,f,F+2+4 | t(a) | 65(70) | i10 | +4d | * Floor Break* Cannot throw break.* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute “blue spark” (+5 damage).* Opponent recovers in FUFT. | ||
| AIR.f,hcf+1 | t(a) | 55(60) | i10 / i12~14 | +3d | * Floor Break* Cannot throw break.* Also by JGR.1+3 against airborne opponent.* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).* Opponent recovers in FUFT. | ||
| Behind.b,f+1+2 | t | 75 | i10 | +1d | Floor Break* Cannot throw break.* Opponent recovers FUFR. | ||
| CD.1+3 | t | 20 | i12 | -2 | +1d | * 1 Throw break.* Opponent recovers in FUFT. | |
| CD.2+4 | t | 25 | i12 | -2 | +0d | * 2 throw break.* Opponent recovers in FDFR. | |
| DHH.2,1,3,4 | t | 12,13 / 32 | -6 | -7d(-40) | * 2 throw break.* Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32.* Opponent recovers in FUFT if fails to roll. | ||
| DHH.1+2,1+2 | t | 15 | -6 | -3d | * 1 throw break.* Opponent recovers in FDFT. | ||
| FC.db,d,db+1+2 | t | 45 | i12 | -6 | +0d | Floor Break* 1+2 throw break.* Opponent recovers in FUFR. | |
| FDFA.db+1+3 | t(g) | 32 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FDFA. | |
| FDFL.db+1+3 | t(g) | 37 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FDFL. | |
| FDFR.db+1+3 | t(g) | 35 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King’s input.* Side Switch.* Opponent recovers in FDFL. | |
| FDFT.db+1+3 | t(g) | 30 | i18~20 | +0 | +22d | * 1 or 2 throw break, depending on King’s input.* Side Switch.* Opponent recovers in FDFL. | |
| FUFA.db+1+3 | t(g) | 28 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FUFR. | |
| FUFL.db+1+3b+1+3 | t(g) | 0 | i18~20 | +0 | +25d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FDFL/FDFR. | |
| FUFT.DB+1+3 | t(g) | 25 | i18~20 | +0 | +0d | Floor Break* 1 throw break.* Opponent recovers in FUFT. | |
| FUFT.DB+2+4 | t(g) | 28 | i18~20 | +0 | +1d | * 2 throw break.* Opponent recovers in FUFT. | |
| FUFT.db+1+3 | t(g) | 20,10 / 35 | i18~20 | +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. | |
| JGR.1+3 | t | 45 | i23 | +1d | * Heat Engager* Homing* Cannot throw break. Cannot heat dash.* Opponent recovers in FUFA.* Power up into JGR.1+3* after 30F? or during Heat** 49dmg and i53? effective startup (without Heat)** Partially uses remaining Heat time during Heat. | ||
| JGS.1+3 | t | 20 | i12 | -3 | +0d | * Homing* 1 or 2 throw break, depending on King’s input.* Opponent recovers in FDFT.* Becomes f,hcf+1 / 2+4 on air grab / wall splat. | |
| MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break.* Opponent recovers in FUFL. | |||
| MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FDFA. | ||
| MMD3.2,3,1,1+2 | t | 24 | -6 | +0d | * 1+2 Throw break.* Opponent recovers in FDFR. Max Damage 69. | ||
| MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FUFA. | ||
| MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break.* Opponent recovers in FDFA. | |||
| MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | -3 | +0d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FDFA. | ||
| MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break.* Opponent recovers in FDFL. Max Damage 93. | ||
| MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4 | t | 31 | -6 | -10d | * 1 or 2 throw break, depending on King’s input.* Opponent recovers in FUFA. Max Damage 116. | ||
| PD.1+2,3,4,1+2 | t | 45 | i11 | -7 | +0d | * 1+2 throw break. (when legs lifted to the top)* Could use ki charge button for 1+2 input.* Opponent recovers in FDFL. | |
| PD.1+2,1+2 | t | 35 | i11 | -7 | -14d | Floor Break* 2 throw break. (when legs lifted to the top)* Opponent recovers in FDFA. | |
| RAS1.1 | t | 7/15 | +0d | * Cannot throw break.* Input with 2,1,1+2 for more damage.* Opponent recovers in FUFR. | |||
| RAS2.1 | t | 7/15 | -9 | +0d | * 1 or 2 throw break, depending on King’s input.* Input with 3+4,1 or 3+4,2 for more damage.* Opponent recovers in FUFR. | ||
| RAS3.1 | t | 12/17 | +1d | * Cannot throw break.* Input with 1,2,3+4 for more damage.* Opponent recovers in FUFT. | |||
| RAS4.1 | t | 15/20/31 | -3 | +1d | * 1 throw break. Side Switch.* Input with 2,1,3,4 for more damage.* On wall splat damage is 31.* Opponent recovers in FUFT. Max damage 97. | ||
| RAS4.2 | t | 20/25 | -6 | +1d | * 2 throw break. Side Switch.* Input with 3,1,2,3+4,1+2 for more damage.* King recovers in backturn stance.* Opponent recovers in FUFA. Max damage 91. | ||
| RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage.* Opponent recovers in FUFT. | |||
| RSSB2.1 | t | 7/15 | -3 | +0d | * 1 or 2 throw break, depending on King’s input.* Input with 3+4,1 or 3+4,2 for more damage.* Opponent recovers in FDFA. | ||
| RSSB3.1 | t | 9/13 | +1d | * Cannot throw break.* Input with 1,2,3+4,1+2 for more damage.* Opponent recovers in FUFT. | |||
| RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch.* Input with 2,1,3,4 for more damage.* Opponent recovers in FUFT. Max damage 94. | |||
| RSSB4.2 | t | 20/25 | +1d | * 2 throw break.* Input with 3,1,2,3+4,1+2 for more damage.* King recovers in backturn stance.* Opponent recovers in FUFA. Max damage 88. | |||
| SHH1.1,2,1+2 | t | 25 | -10 | +0d | * 1 throw break. Side Switch.* Opponent recovers in FDFR. Max damage 50. | ||
| SHH1.2,1,1+3 | t | 30 | -10 | +0d | * 2 throw break.* Opponent recovers in FDFR. Max damage 55. | ||
| SHH1.1+2,1,3 | t | 20 | -10 | +0d | * 1+2 throw break.* Opponent recovers in FDFL. | ||
| SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break.* Opponent recovers in FDFT. Max Damage 85. | |||
| UT,2,1,2,1 | t | 5,5,5,15 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)* Throw break the 1st/4th hit by input the opposite to King’s 1st/4th button. | ||
| UT,1+2 | t | 25 | -9 | +1d | * 1+2 throw break.* Can also input at 3rd hit of Ultimate Punch.* Opponent recovers in FUFR. | ||
| UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break.* Opponent recovers in FUFA. | |||
| UT,3+4 | t | 20 | i69? | +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. | |
| UT,3+4:1+2 | t, t | 20, 30 | i69?, | +1d | * Input 1+2 during frames 68-70 of Leg Cross Hold* Cannot throw break.* Opponent recovers in FDFL. | ||
| WALL.f,hcf+1 | t(w) | 65(70) | i10 | -5d | * Cannot throw break. Also converts from RKO.* (f,hcf+1_2): Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).* (f,f,F+2+4): Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute “blue spark” (+5 damage).* Opponent recovers in FUFR. | ||
| WallBack.b,b,ub | t / m | 45 / 21 | i43~48 / 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. | |
| b+1+2 | t | 0 | i12~17 | -3 | +14g | * Homing* 1+2 throw break. Side switch.* Damage becomes 15 on wall splat.* Transition to JGR** Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall* Cancel to standing with f,F or b,B (-2)** Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall | |
| b+1+2,1+2 | t | 0 | i12~17 | +11g | * 1+2 throw break.* Damage becomes 15 on wall splat.* Transition to JGR** Can range from +20 to +30(?) on wall hit depending on angle and distance to the wall* Cancel to standing with f,F or b,B (-6)** Can range from +15 to +25(?) on wall hit depending on angle and distance to the wall | ||
| db,n,f+2+4 | t | 53 | i11 | -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 | |
| db+1+2,2 | t | 15 | ,i15~16 | -9 | +35g | * 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 | |
| db+2+3 | t | 40 (8+20+12) | i12 | -6 | +1d / +0d | * 1+2 throw break.* Opponent recovers in FUFT / FDFT. | |
| df+1+3 | t | 19 | i32 | -2 | +1d | * Homing* 1 throw break. Side Switch.* Very slow crouch dash then grab.* Opponent recovers in FUFA. | |
| df+2+4 | t | 20 | i32 | -2 | +1d | * Homing* 2 throw break. Side Switch.* Very slow crouch dash then grab.* Opponent recovers in FUFT. | |
| df+2+3 | t | 40 | i12 | -2 | +0d | * 2 throw break.* Opponent recovers in FUFT. | |
| d+1+3 | t(c) | 35 | i12~13 | +0d | Floor Break* Crouch throw, cannot throw break.* Can also be done by db+1+3 and in FC too.* Opponent recovers in FDFA. | ||
| d+2+4 | t(c) | 35 | i12~13 | +0d | Floor Break* Crouch throw, cannot throw break.* Can also be done by db+2+4 and in FC too.* Opponent recovers in FUFA. | ||
| d+1+4 | t(c) | 35 | i12~13 | +0d | * Heat Engager* Crouch throw, cannot throw break.* Cannot heat dash* Opponent recovers in FDFA. | ||
| f,f,F+2+4 | t | 40(45) | i10 | -5 | +1d | * Homing during heat* 1+2 throw break* Input f,F+2+4 in 6 frames after f,f for bluespark.* i13 startup for Bluespark throw with buffered input* 45 damage on bluespark* 18F throw break window on bluespark* 7F throw break window on CH bluespark* Opponent recovers in FUFL. | |
| f,hcf+1 | t | 45(50)/70,5 | i10 | -13 | -22d(-50) | * Homing during heat* 1 throw break* Side switch * Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark.* i11 startup for Bluespark throw with buffered input* 50 damage on bluespark* 18F throw break window on bluespark* 7F throw break window on CH bluespark* Perform tech ukemi to reduce 5 damage.* 70 damage on wall splat regardless of input.* f,b,d,f are required inputs for normal throw* Opponent recovers in FUFT. | |
| f,hcf+2 | t | 50(55) | i12~14 | -6 | +1d | * Homing during heat* 2 throw break* Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark.* i13 startup for Bluespark throw with buffered input* 55 damage on bluespark* 18F throw break window on bluespark* 7F throw break window on CH bluespark* f,b,d,f are required inputs for normal throw* Opponent recovers in FUFL. | |
| hFC.1+2 | t(s) | 0 | i26 | -5 | +3d | * 1+2 throw break (except from behind).* Catches standing and crouching opponent from all directions.* Can be done from Crouch Level 1 | |
| qcb+1+3 | t | 8 | i14 | -2 | +51a | * Tornado* Tornado on hit* 1 throw break | |
| qcb+1+2 | t | 50 | i11 | -6 | -6d | * Floor Break* Homing during heat* 1+2 throw break* Side switch* King recovers in BT* Opponent recovers in FUFA. | |
| qcf+1 | t | 30 | i11 | -2/-7 | +8d | * 1 throw break.* Opponent recovers in FUFT. | |
| ss2+4 | t | 15 / 20 | i13 | -3 | +0d / +1d | * Homing* 2 throw break (except from behind).* RSSB2 from side/behind, RSSB1 from front, doesn’t change to left/right/behind throw.* Opponent recovers in FUFT.* Throw can be canceled by input b/db. | |
| uf+1+2 | t | 30 | i12 | -6 | +19d(-7) / +17d(-13) | * 1+2 throw break.* Hold b to throw backwards.* Damage becomes 15 on wall splat.* Opponent recovers in FUFT. |
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