Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| Throw | Follow Up | Simple | |
|---|---|---|---|
| Rolling Death Cradle - RDC | |||
Break: | Break: hold Break: hold | Break: hold Break: hold | |
| Cobra twist into Screwdriver | |||
JaguarStep Break: | Break: unbreakable Break: Break: Break: Break: unbreakable Break: Break: | mash Break: hold | |
| Reverse Special Stretch Bomb Combo into Giant Swing | |||
Break: Break: | Break: unbreakable Break: Break: unbreakable Break: | mash Break: hold | |
| Reverse Special Stretch Bomb Combo into Muscle Buster | |||
Break: Break: | Break: unbreakable Break: Break: unbreakable Break: | mash Break: hold mash Break: hold | |
| for dmg | |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +21; 14
Damage: +20; 14
Damage: 26
Damage: 25
Heat Engager/Heat Dash
Damage: +31; 21
Damage: +28; 19
Damage: +31; 21
Damage: +11; 7
Damage: +35
Heat Engager
Damage: +35
Damage: +13; 9
Damage: +9; 6
Damage: 30; 4
Damage: 28; 2
Damage: +59; 37
Less [2; 1] damage for imperfect input
Damage: +59; 38
Less [3; 1] damage for imperfect input
Damage: 64; 22
Against female characters you have to do a Microdash before this move
Damage: 63; 20
Against female characters you have to do a Microdash before this move
Damage: 68; 35
Less [3; 1] damage for imperfect input
Damage: 65; 33
Less [3; 1] damage for imperfect input
Damage: +38; 33
Not optimal Less [3; 1] damage for imperfect input
Damage: 53; 34
Not optimal Less [3; 1] damage for imperfect input
Damage: 83; 40
Less [3; 1] damage for imperfect input
Damage: 80; 35
Less [3; 1] damage for imperfect input
Damage: 82; 39
Less [3; 1] damage for imperfect input
Damage: 80; 36
Less [3; 1] damage for imperfect input
Damage: +52; 32
Less [3; 1] damage for imperfect input
Damage: +50; 30
Less [3; 1] damage for imperfect input
Damage: +49; 39
Less [4; 8] damage for imperfect input
Damage: +45
King's guaranteed hits:; Strikes:; f+1+2 -> db3; JGR 1 -> dash d+2+3 -> d+3+4; UB1 -> UF+3+4; WR3 -> f,F+4 or f+1+4; CH FF1 -> dash d+2+3 -> d+3+4; CH 4 -> d+2+3 -> d+3+4; CH (1,2),1 -> 2,1; Throws and multi-throws:; RKO -> d+3+4°; Muscle Buster -> BT3†; Boston Crab -> d+3+4; Both normal backthrows -> d+3+4; Left Side Throw -> d+2+3 -> d+3+4; Right Side Throw -> d+2+3; Kick Reversal -> d+2+3; Punch Reversal -> d+3+4; Dragon Sleeper Hold -> d+3+4*; Struggle Combination -> d+3+4*; All enders of the Standing Heel Hold (CD+2+3) chain -> d+3+4; Cobra Twist -> d+3+4; Any chain throw ending in Muscle Buster -> BT3; FDFT Ground Throw -> d+2+3, or a Ground Throw attempt; FDFL Ground Throw -> d+3+4; Ultimate Tackle:1+2:1+2*; Ultimate Tackle:3+4:1+2 -> d+3+4; Can be escaped with Alisa and Devil Jin's unique face up wake-ups; †Not guaranteed on Bears; °Not guaranteed on King
Ki Charge can be mashed during chain throws to get moves out without having to do the actual input. This is best done by binding the 1+2+3+4 input to one of your controller's buttons in the options menu.; Just mashing Ki Charge from the start of a chain throw will usually result in the weakest option coming out, but it can still be used with the more damaging options to save on having to remember the full input.; Using the example of Rolling Death Cradle, the "proper" way to get it would be, during Chicken Wing Face Lock, 1,3,4,2,1+2. Using Ki Charge Mashing (KCM), 1,3,KCM will still achieve a Rolling Death Cradle.; However, due to the inputs for most chain throws being simplified in Tekken 8 compared to previous games (Rolling Death Cradle used to be 1+3,3+4,2+4,1+2,1+2+3) it might be worth learning the actual inputs to avoid accidentally getting a throw you didn't intend to.; Video explaining Ki Charge Mashing, for visual learners. The video is about Tekken 7, but the concept still applies to 8.
Video explaining the mechanics behind Blue Spark throws
215 moves
Damage: [12;12] · m
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.
Damage: 20,40 · M,t
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
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,15 · h,h
Jail from 1st attack with 6f delay; Move can be delayed 6f
Damage: 5,15,30 · h,h,t
Tornado; Throw break 2; Interrupt with i12 from 1st block; Can side switch on hit
Damage: 5,15,35 · h,h,t
Floor break; Crouch throw, unbreakable; Interrupt with i8 from 1st block; Opponent recovers in FDFA
Damage: 5,15,10 · h,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
Damage: 5,15,10,40 · h,h,m,t
Throw break 2; Can side switch on hit
Damage: 5,15,10,35 · h,h,m,t
Floor break; Crouch throw, unbreakable; Opponent recovers in FDFA
Damage: 10 · h
Damage: 10,15 · h,m
Combo from 1st hit
Damage: 17 · h
Damage: 17,18 · h,m
Move can be delayed 10f; Interrupt with i1 from 1st block
Damage: 17,18,24 · h,m,m
Balcony break; Spike; 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
Damage: 17,18,30 · h,m,m
Balcony break; Spike; 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
Damage: 20 · h
Damage: 17 · m
Damage: 17,21 · m,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
Damage: 17,25 · m,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
Damage: 12 · m
Damage: 12,25 · m,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
Damage: 12,15 · m,m
Floor break; Interrupt with i4; Move can be delayed 10f; Input can be delayed 11f
Damage: 12,15,16 · m,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
Damage: 18 · m
Hit vs BT +4
Damage: 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
Damage: 25 · m
Homing; Balcony break
Damage: 23 · h
Damage: 21 · m
Chest attack, unparryable by Asuka, Nina, etc
Damage: 27 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break
Damage: 15 · m
Floor break
Damage: 15,15 · m,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
Damage: 12 · m
Damage: 12,15 · m,h
Combo from 1st CH with 13f delay; Move can be delayed 13f
Damage: 17 · m
Good SSR tracking
Damage: 17,23 · m,h
Combo from 1st CH; Duckable on normal hit; Available only on 1st hit or block
Damage: 10 · l
Damage: 10,11 · l,h
Combo from 1st CH
Damage: 10,11,27 · l,h,m
Balcony break; Combo from 2nd CH.; Transition to BT -8 +13a (+4) +54a (+23) r31 with B; BT transition is -14
Damage: 10,11,20 · l,h,L
Recovers in FC on hit
Damage: 30,15 · SM,t
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
Damage: 5 · sl
Transition to standing r24 with f
Damage: 5,13 · sl,m
Jail from 1st block; Combo from 1st CH
Damage: 8 · sl
Damage: 12 · L
Damage: 6 · l
Damage: 21 · m
Tornado
Damage: 14 · L
On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4); Can be done from Crouch Level 1
Damage: 14,7 · L,L
Combo from 1st CH
Damage: 14,7,7 · L,L,L
Combo from 2nd CH
Damage: 14,7,7,10 · L,L,L,m
Combos if the low before the punch counterhits
Damage: 14,7,7,4,3 · L,L,L,L,L
Only available if 1st hit counterhits; Combo from 3rd hit
Damage: 25 · M
Floor break; Opponent cannot tech roll on FUFT hit
Damage: 21 · m
Floor break
Damage: 17 · L
Tracks left side
Damage: 20 · L
r41 FC on hit
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
Damage: ,15 · ,t
Heat engager; Heat dash +5, +43d (+35); Reversal break after absorbing attack with muscle armor; 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
Effective startup for stance moves is increased by 65 frames starting from db+1+2 startup; pc7~ in Heat
Damage: 13 · h
Damage: 13,20 · h,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
Damage: 13,23 · h,m
Spike; Combo from 1st CH with 4f delay; Move can be delayed by 6f; Input can be delayed by 10f
Damage: 16 · h
Damage: 16,21 · h,h
Balcony break; Combo from 1st hit with 5f delay; Move can be delayed by 10f; Input can be delayed by 15f; Recovers 2f faster on hit
Damage: 16,18,20 · h,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
Damage: 16,22 · h,h
Spike; Move can be delayed by 10f; Input can be delayed by 15f
Damage: 23 · h
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
Damage: 23,15 · h,t
Shifts to throw on front grounded hit; Input 1+2 during frames 2~17 of b+3; Side switch on hit
Damage: 25 · h
Balcony break
Damage: 25 · m
Floor break; Parryable by traditional punch parries
Damage: 40 · m!
Floor break; Auto switch side if fly over opponent
Damage: 21 · h
Homing; Balcony break
Damage: 40 · M
Floor break; u+2 to jump vertical (js9~), ub+2 to jump back (js9~); Auto switch side if fly over opponent; Opponent forced crouching on block
Damage: 23 · M
Floor break; King lands off-axis on block
Damage: 13 · m
Recovers 2f faster on hit
Damage: 20 · m
Damage: 15 · m
Balcony break; Jump in-place knee, stubby range
Damage: 23 · m
Tornado; -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
Damage: 17,(30) · L,(t)
i19 startup with buffered input; Shifts to throw on front grounded CH.; Unexecutable at long range from opponent
Damage: 0 · m
i10 startup with buffered input; Forces Standing on hit.; Allows follow up on CH.
Damage: 21 · m
Homing; Balcony break
Damage: 21 · m
Forces crouching on hit.; Allow crouching throw on hit.; 6 chip damage on block.; 8 chip damage on block in heat.
Damage: 25,(14) · m,(t)
Tornado; Balcony break; Shifts to 14dmg throw on front grounded CH.
Damage: 25 · h
+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.
Damage: 20,15 · M,t
Forces crouching on block and hit.; Throw when hit standing in front close range.
Damage: 25 · m
Balcony break; 7 chip damage on block.; 10 chip damage on block in heat.
Damage: 40 · m
Balcony break
Damage: 20 · L
Can also be performed with f,n,d,DF+1/CD.1.; Tornado on grounded hit.
Damage: 21 · m
Crumple on hit.
Damage: 10 · L
Get extra range by FC.df+3/CD.DF+3.
Damage: 12 · m
Acts like 11 frame attack.; Forces Standing on hit.
Damage: 11 · m
Homing; Forces Standing on hit.
Damage: 11,25 · m,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 JGR on hit; Cancel to standing with B; Move can be delayed by 10F; Input can be delayed by 16F
Damage: 20 · h
Damage: 20 · m
Damage: 20 · m
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.
Damage: 21 · m
Special down state that allows low juggle (on normal hit).; Crumple on CH for full combo.
Damage: 24 · M
Balcony break; Bounce off ground on CH for full combo.
Damage: 18 · M
Tornado; Hits OTG. Forces standing on normal hit.; Crumple on CH for full combo.
Damage: 18,20 · M,t
Floor break; Throw when hit standing in front close range.; Just frame input.
Damage: 45 · h!
Unblockable high attack.
Damage: 30 · M!
Unblockable mid attack.
Damage: 20 · l
Transitions to FC r40 on hit; Also can be done in backturn crouching.
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.
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
Cannot be held to continue spinning.
Damage: 21/25/31 · h
Crumple on hit.; On block / hit / startup increases up to 2nd spin.; Damage increase up to 3rd spin.
Damage: 15/18/22 · m
Forces Crouching on hit.; Forces Crouching on block from 3rd spin on.; Damage increase up to 3rd spin.
Damage: 23/27/34 · m
Balcony break; Strong aerial tailspin; On block / hit increases up to 2nd spin.; Damage increase up to 3rd spin.
Damage: 23/27/34,20,15 · m,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.
Damage: 40/42/52 · h
Balcony break; Chip damage on block.; On block / hit increases up to 2nd spin.; Damage increase up to 3rd spin.
Damage: 30/36/45 · m
Balcony break; On block increases up to 2nd spin.; Damage increase up to 3rd spin.
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
Damage: 21 · m
Balcony break; Power up into JGR.1* after 30F? or during Heat; Partially uses remaining Heat time during Heat.
Damage: 25 · m
Tornado; Effective startup i46~47?; Partially uses remaining Heat time during Heat.
Damage: 24 · h
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.
Damage: 28 · h
Balcony break; Effective startup i48~49?; 8 chip damage on block; Partially uses remaining Heat time during Heat
Damage: 30 · m
Balcony break; Homing; Power up into JGR.3* after 30F? or during Heat; Partially uses remaining Heat time during Heat.
Damage: 34 · m
Balcony break; Homing; Effective startup i52~53?; 10 chip damage on block; Partially uses remaining Heat time during Heat
Damage: 20 · L
Power up into JGR.4* after 30F? or during Heat; Partially uses remaining Heat time during Heat.
Damage: 24 · L
Effective startup i50~54?; Partially uses remaining Heat time during Heat.
Damage: 20,15 · M,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 i51~73? effective startup (without Heat); Partially uses remaining Heat time during Heat
Damage: 45 · t
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.
Damage: 55+ · m,t
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
Takes some time to charge and can cancel into anything.; After charged next hit by either side becomes counter hit.
Damage: 45 / 21 · t / m
Unbreakable throw near wall, becomes air attack if throw not connected.; Side switch on attack throw. King recovers in FUFL. Opponent recovers in FUFA.
Damage: 25 · r(m)
Floor break; Parry opponent's right punch.; Side Switch. Opponent recovers in FUFR.
Damage: 25 · r(m)
Parry opponent's left kick.; Side switches randomly. Opponent recovers in FUFL.
Damage: 25(,28) · r(m)
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.
Damage: 25 · h
Balcony break
Side Step that ducks high and covers long distance quickly, recovers in crouch.; Input by u/d,n,n+2+4,b/db.
Damage: 50 · h
Deals a lot of chip damage on block.; Tracks side steps.; In game frame data incorrectly shows that SSL 3+4 is i21
Damage: 25 · m
Balcony break; Faster than normal spring kick and knocks down.
Damage: 35 · t
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
Damage: 35 · t
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.
Damage: 30 · t
1+2 throw break.; Hold b to throw backwards.; Damage becomes 15 on wall splat.; Opponent recovers in FUFT.
Damage: 40 · t
1 throw break.; Any throw on standing opponent's left side.; Side switch. Opponent recovers in FUFR.
Damage: 42 · t
2 throw break.; Any throw on standing opponent's right side.; Opponent recovers in FUFT.
Damage: 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.
Damage: 60 · t
Cannot throw break.; Any 2 break throw behind opponent's back except chain throws.; Side switch? Opponent recovers in FDFL.
Damage: 40 · t
2 throw break.; Opponent recovers in FUFT.
Damage: 40 (8+20+12) · t
1+2 throw break.; Opponent recovers in FUFT / FDFT.
Damage: 0 · t
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
Damage: 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 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
Damage: 53 · t
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
Damage: 50 · t
Floor break; Homing during heat; 1+2 throw break; Side switch; King recovers in BT; Opponent recovers in FUFA.
Damage: 8 · t
Tornado; Tornado on hit; 1 throw break
Damage: 40(45) · t
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.
Damage: 45(50)/70,5 · t
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.
Damage: 50(55) · t
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.
Damage: 30 · t
1 throw break.; Opponent recovers in FUFT.
Damage: 35 · t
Floor break; 2 throw break. (when legs lifted to the top); Opponent recovers in FDFA.
Damage: 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.
Damage: 45 · t
Floor break; 1+2 throw break.; Opponent recovers in FUFR.
Damage: 75 · t
Floor break; Cannot throw break.; Opponent recovers FUFR.
Damage: 0 · t(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 7~23, 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
Damage: 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 opposite to King's 1st/4th button.; 23F throw break window (1st)
Damage: 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.
Damage: 25,10 · t,t
Cannot throw break.; Opponent recovers in FUFA.
Damage: 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.
Damage: 20,30 · t,t
Input 1+2 during frames 68-70 of Leg Cross Hold; Cannot throw break.; Opponent recovers in FDFL.
Damage: 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.
Damage: 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.
Damage: 35 · t(c)
Heat engager; Crouch throw, cannot throw break.; Cannot heat dash; Opponent recovers in FDFA.
Damage: 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
Damage: 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
Damage: 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
Damage: 30 · t(g)
1 or 2 throw break, depending on King's input; Side Switch; Opponent recovers in FDFL
Damage: 28 · t(g)
1 or 2 throw break, depending on King's input.; Opponent recovers in FUFR.
Damage: 32 · t(g)
1 or 2 throw break, depending on King's input.; Opponent recovers in FDFA.
Damage: 0 · t(g)
1 or 2 throw break, depending on King's input.; Opponent recovers in FDFL/FDFR.
Damage: 35 · t(g)
1 or 2 throw break, depending on King's input.; Side Switch.; Opponent recovers in FDFL.
Damage: 37 · t(g)
1 or 2 throw break, depending on King's input.; Opponent recovers in FDFL.
Damage: 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.
Damage: 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.
Damage: 15 · t(a)
Cannot throw break.; Opponent recovers in FDFL.
Damage: 15 · t
1 throw break.; Opponent recovers in FDFT.
Damage: 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.
Damage: 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.
Damage: 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 most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).; Opponent recovers in FUFT.
Damage: 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 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.
Damage: 19 · t
Homing; 1 throw break. Side Switch.; i35 actual startup; Very slow crouch dash then grab.; Opponent recovers in FUFA.
Damage: 7/15 · t
Cannot throw break.; Input with 2,1,1+2 for more damage.; Opponent recovers in FUFR.
Damage: 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.
Damage: 12/17 · t
Cannot throw break.; Input with 1,2,3+4 for more damage.; Opponent recovers in FUFT.
Damage: 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.
Damage: 20/25 · t
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.
Damage: 20 · t
Homing; 2 throw break. Side Switch.; i35 actual startup; Very slow crouch dash then grab.; Opponent recovers in FUFT.
Damage: 15 / 20 · t
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).
Damage: 7/15 · t
Cannot throw break.; Input with 2,2,1+2 for more damage.; Opponent recovers in FUFT.
Damage: 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.
Damage: 9/13 · t
Cannot throw break.; Input with 1,2,3+4,1+2 for more damage.; Opponent recovers in FUFT.
Damage: 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.
Damage: 20/25 · t
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.
Damage: 25 · t
2 throw break.; i28 effective startup (i25 actual startup); Opponent recovers in FDFR.
Damage: 25 · t
1 throw break. Side Switch.; Opponent recovers in FDFR. Max damage 50.
Damage: 30 · t
2 throw break.; Opponent recovers in FDFR. Max damage 55.
Damage: 20 · t
1+2 throw break.; Opponent recovers in FDFL.
Damage: 40 · t
Cannot throw break.; Opponent recovers in FDFT. Max Damage 85.
Damage: 20 · t
1 Throw break.; i28 effective startup (i25 actual startup); Opponent recovers in FUFT.
Damage: 12,18 · t
1 throw break.; Opponent recovers in FUFT. Max damage 50.
Damage: 20 · t
2 throw break.; Opponent recovers in FUFL.
Damage: 20 · t
Cannot throw break.; Opponent recovers in FUFR. Max Damage 60.
Damage: 20 · t
1+2 throw break.; Opponent recovers in FDFT.
Damage: 25 · t
1 throw break.; Opponent recovers in FUFA. Max damage 65.
Damage: 60 · t
2 throw break.; Opponent recovers in FUFL. Max damage 100.
Damage: 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.
Damage: 12 · t
Cannot throw break.; Opponent recovers in FUFL.
Damage: 13 · t
1 or 2 throw break, depending on King's input.; Opponent recovers in FDFA.
Damage: 12 · t
1 or 2 throw break, depending on King's input.; Opponent recovers in FUFA.
Damage: 24 · t
1+2 Throw break.; Opponent recovers in FDFR. Max Damage 69.
Damage: 10 · t
Cannot throw break.; Opponent recovers in FDFA.
Damage: 11,15 · t
1+2 throw break.; Opponent recovers in FDFL. Max Damage 93.
Damage: 18 · t
1 or 2 throw break, depending on King's input.; Opponent recovers in FDFA.
Damage: 31 · t
1 or 2 throw break, depending on King's input.; Opponent recovers in FUFA. Max Damage 116.