ws Moves
Command
ws1
Hit Levels
Mid
Startup Frames
Damage
On Block
-3
On Hit
+4s
Notes
- Acts like 11 frame attack.
- Forces Standing on hit.
Command
ws2
Hit Levels
Mid
Startup Frames
Damage
On Block
-9
On Hit
+1s
Special Properties
Notes
- Homing
- Forces Standing on hit.
Command
ws2, 2
Hit Levels
Mid
Startup Frames
Damage
On Block
-12
On Hit
+12g
Name
Round Trip Chop
Special Properties
Notes
- 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
Command
ws3
Hit Levels
High
Startup Frames
Damage
On Block
0
On Hit
+22a(+12)
Command
ws4
Hit Levels
Mid
Startup Frames
Damage
On Block
-6
On Hit
+5
Name
Toe Smash
Command
ws1+2
Hit Levels
Mid
Startup Frames
Damage
On Block
-10
On Hit
+35a(+25)
Name
Snap Uppercut
BT Moves
Command
BT.3
Hit Levels
Mid (hits grounded)
Startup Frames
Damage
On Block
-13
On Hit
+9s
On CH
+50d
Name
Blind Kick
Special Properties
Notes
- Tornado
- Hits OTG. Forces standing on normal hit.
- Crumple on CH for full combo.
Command
BT.3:1+2
Hit Levels
Mid (hits grounded)
Startup Frames
Damage
On Hit
+0d
Name
Blind Kick > Neck Breaker
Special Properties
Notes
- Floor Break
- Throw when hit standing in front close range.
- Just frame input.
Command
BT.1+2
Hit Levels
Startup Frames
Damage
On Hit
+2d
Name
Atomic Blaster
Notes
- Unblockable high attack.
Command
BT.1+4
Hit Levels
Startup Frames
Damage
On Hit
+6d
Name
Moonsault Body Press
Special Properties
Notes
- Unblockable mid attack.
- Low crush 8~
Command
BT.3+4
Name
Jaguar Step (BT)
Special Properties
Notes
- 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~
Command
BT.d+4
Hit Levels
Low
Startup Frames
Damage
On Block
-14
On Hit
-2d
On CH
+28d
Name
Low Drop Kick (BT)
Special Properties
Notes
- Recovers in FDFT on block and whiff.
- Also can be done in backturn crouching.
- Low crush 11~
CD Moves
Command
CD.1+2
Hit Levels
Mid (hits grounded)
Startup Frames
Damage
On Block
-5c
On Hit
+16d
On CH
+52a
Name
Black Bomb
Special Properties
Notes
- Balcony Break
- Bounce off ground on CH for full combo.
Command
CD.DF+4
Hit Levels
Mid
Startup Frames
Damage
On Block
-9
On Hit
+49a(+18)
On CH
+53a
Name
Knee Lift
Notes
- Special down state that allows low juggle (on normal hit).
- Crumple on CH for full combo.
Command
CD.1+3
Hit Levels
Throw
Startup Frames
Damage
On Block
-2
On Hit
+1d
Name
Arm Breaker (AB1)
Notes
- 1 Throw break.
- Opponent recovers in FUFT.
Command
CD.2+4
Hit Levels
Throw
Startup Frames
Damage
On Block
-2
On Hit
+0d
Name
Standing Heel Hold (SHH1)
Notes
- 2 throw break.
- Opponent recovers in FDFR.
JGR Moves
Command
JGR.1
Hit Levels
Mid
Startup Frames
Damage
On Block
-8
On Hit
+26c
Name
Running Elbow Smash
Special Properties
Notes
- Balcony Break
- Power up into JGR.1
- after 30F? or during Heat *
- Partially uses remaining Heat time during Heat.
Command
JGR.1*
Hit Levels
Mid
Startup Frames
Damage
On Block
-4
On Hit
+75a (+59)
Name
Running Elbow Smash (charged)
Notes
- Tornado on normal hit
- Effective startup i46~47?
- Partially uses remaining Heat time during Heat.
Command
JGR.2
Hit Levels
High
Startup Frames
Damage
On Block
+3
On Hit
+5a
Name
Jaguar Axe
Notes
- 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.
Command
JGR.2*
Hit Levels
High
Startup Frames
Damage
On Block
+8
On Hit
+32a
Name
Jaguar Axe (charged)
Special Properties
Notes
- Balcony Break
- Effective startup i48~49?
- 8 chip damage on block
- Partially uses remaining Heat time during Heat
Command
JGR.3
Hit Levels
Mid
Startup Frames
Damage
On Block
-9
On Hit
+12d (+2)
Name
Sprint K.
Special Properties
Notes
- 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
Command
JGR.3*
Hit Levels
Mid
Startup Frames
Damage
On Block
+2
On Hit
+21a (-5)
Name
Sprint K. (charged)
Special Properties
Notes
- 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
Command
JGR.4
Hit Levels
Low (hits grounded)
Startup Frames
Damage
On Block
-21
On Hit
+0c
Name
Dashing Low Drop Kick
Special Properties
Notes
- Power up into JGR.4
- after 30F? or during Heat *
- Partially uses remaining Heat time during Heat.
- Low crush 7~23
- Floating state 24~
Command
JGR.4*
Hit Levels
Low (hits grounded)
Startup Frames
Damage
On Block
-21
On Hit
+20a
Name
Dashing Low Drop Kick (charged)
Special Properties
Notes
- Effective startup i50~54?
- Partially uses remaining Heat time during Heat.
- Low crush 7~23
- Floating state 24~
Command
JGR.1+2
Hit Levels
Mid (hits grounded)
Throw
Startup Frames
Damage
On Block
-16c~+2c
On Hit
-19c~+3c/-5d
Name
Diving Body Press
Notes
- 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
Command
JGR.1+3
Hit Levels
Throw
Startup Frames
Damage
On Hit
+1d
Name
Rapid King Onslaught
Special Properties
Notes
- Heat Engager
- Homing
- Cannot throw break. Cannot heat dash.
- Restores some Heat Gauge in Heat on successful hit.
- Opponent recovers in FUFA.
- Power up into JGR.1+3
- after 30F? or during Heat *
- 49dmg and i53? effective startup (without Heat) *
- Partially uses remaining Heat time during Heat.
JGS Moves
Command
JGS.1
Hit Levels
High
Startup Frames
Damage
On Block
-7/-1
On Hit
+47d/+53d
Name
Jaguar Step > Hook
Notes
- Crumple on hit.
- On block / hit / startup increases up to 2nd spin.
- Damage increase up to 3rd spin.
Command
JGS.2
Hit Levels
Mid
Startup Frames
Damage
On Block
-9/-2/0c
On Hit
+12c
Name
Jaguar Step > Hammer
Notes
- Forces Crouching on hit.
- Forces Crouching on block from 3rd spin on.
- Damage increase up to 3rd spin.
Command
JGS.3
Hit Levels
Mid
Startup Frames
Damage
On Block
-5/-1
On Hit
+21a(+12)/+25a(+16)
Name
Jaguar Step > Sobat
Special Properties
Notes
- Balcony Break
- Strong Aerial Tailspin
- On block / hit increases up to 2nd spin.
- Damage increase up to 3rd spin.
Command
JGS.3, 2+3
Hit Levels
Mid
Throw
Startup Frames
Damage
On Block
-16c~+2c
On Hit
-19c~+3c/-5d
Name
Jaguar Step > Sobat & Press
Notes
- 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.
Command
JGS.4
Hit Levels
High
Startup Frames
Damage
On Block
+8/+15
On Hit
+5a(-4)/+10a(+1)
Name
Jaguar Step > High Kick
Special Properties
Notes
- Balcony Break
- Guard Break
- Chip damage on block.
- On block / hit increases up to 2nd spin.
- Damage increase up to 3rd spin.
Command
JGS.df+4
Hit Levels
Mid
Startup Frames
Damage
On Block
-16/+8
On Hit
+5a(-4)
Name
Jaguar Step > Mid Kick
Special Properties
Notes
- Balcony Break
- On block increases up to 2nd spin.
- Damage increase up to 3rd spin.
Command
JGS.1+3
Hit Levels
Throw
Startup Frames
Damage
On Block
-3
On Hit
+0d
Name
Cobra Clutch (MMD1)
Special Properties
Notes
- 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.