King

Tekken 8

King

King II

196 moves · frame data from wavu.wiki

Also in Tekken, Tekken 2, Tekken 3, Tekken Tag Tournament, Tekken 4, Tekken 5, Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 34

  • Winding Nut

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -6
    hit
    +0d

    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

  • Suplex

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    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.

  • Argentina Backbreaker

    Left 35 break 1
    or
    start
    i12~14
    block
    -6
    hit
    +0d

    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

  • Knee Crusher

    Right 35 break 2
    or
    start
    i12~14
    block
    -6
    hit
    +0d

    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

  • Half Boston Crab

    Back 35
    or
    start
    i12~14
    block
    -6
    hit
    +0d

    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

  • Cobra Twist

    Back 35
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    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.

  • Stretch Buster

    Back 75
  • Knee Bash

    Front 40 break 2
    start
    i12
    block
    -2
    hit
    +0d

    2 throw break. • Opponent recovers in FUFT.

  • Figure Four Leg Lock

    Front 80 break 1+2
    start
    i12
    block
    -6
    hit
    +1d / +0d

    1+2 throw break. • Opponent recovers in FUFT / FDFT.

  • Throw Away

    Front 0 break 1+2
    start
    i12~17
    block
    -3
    hit
    +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

  • Throw Away Back Swing

    Front 0
    start
    i12~17
    hit
    +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

  • Executioner Drop

    Front 30 break 1+2
    start
    i12
    block
    -6
    hit
    +19d(-7) / +17d(-13)

    1+2 throw break. • Hold b to throw backwards. • Damage becomes 15 on wall splat. • Opponent recovers in FUFT.

  • Tombstone Piledriver

    Front 53 break 2
  • Tomahawk

    Front 85 break 1+2
    start
    i10
    block
    -5
    hit
    +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.

  • Pile Driver

    Front 30 break 1
  • Double Arm Face Buster

    Front 35 break 2
    DuringPileDriver
  • Boston Crab

    Front 45 break 1+2
    DuringPileDriver
  • Muscle Buster

    Front 50 break 1+2
  • Giant Swing

    Front 70 break 1
  • Tijuana Twister

    Front 55 break 2
  • Clothesline Press

    Front 45 break 1+2
    FC
  • Ultimate Tackle

    Front break 1+2
    FC
  • Ultimate Punch

    Front 30 break 1 or 2
    Duringtakedown
  • Cross Arm Lock

    Front 25 break 1+2
    Duringtakedown
  • Arm Twist

    Front 10
    DuringCrossArmLock
  • Leg Cross Hold

    Front 20 break 1+2
    Duringtakedown
  • Stretch Combo

    Front 55
    DuringLegCrossHold
  • Iron Lariat

    Front 35
    Crouchingopponent
  • V Driver

    Front 35
    Crouchingopponent
  • Freedom Face Buster

    Front 35
    Crouchingopponent
  • Shining Torpedo

    Wall 68
    Duringenemywallstun
  • Arm Whip

    Parry 25
    Synchrowithopponent'spunch
  • Spinning Heel Hold

    Parry 25
    Synchrowithopponent'sleftkick
  • Leg Screw

    Parry 25
    Synchrowithopponent'srightkick

Throws in the air 7

  • Mid-Air Leg Cross Hold

    Air Throw 21
    Opponentintheair or
  • Spine Cracker

    Air Throw 14
    Opponentintheair or
  • Double Heel Hold

    Air Throw 35
    Opponentintheair or
    start
    i12~13
    hit
    +0d

    Floor Break • Crouch throw, cannot throw break. • Can also be done by db+2+4 and in FC too. • Opponent recovers in FUFA.

  • Flapjack

    Air Throw 10 break 1
    DuringDoubleHeelHold
  • Giant Swing

    Air Throw 27 break 2
    DuringDoubleHeelHold
  • Running Jaguar Bomb

    Air Throw 49
    Opponentintheair
  • Aerial Jaguar Bomb

    Air Throw 42
    Opponentintheair

Ground Catch 9

  • Swing Away

    Front 30 break 1 or 2
    Opponentonthebackfeetside or
  • Head Bomber

    Front 25 break 1
    Opponentonthebackfeetside
  • Figure Four Leg Lock

    Front 28 break 2
    Opponentonthebackfeetside
  • Shoulder Cracker

    Front 28 break 1 or 2
    Opponentonthebackheadside or
  • Turn Over

    Front break 1 or 2
    Opponentonthebackontheopponent'sside or
  • Half Boston Crab

    Front 30 break 1 or 2
    Opponentfacingthegroundfeetside or
  • Wing Tearer

    Front 32 break 1 or 2
    Opponentfacingthegroundheadside or
  • Camel Clutch

    Front 35 break 1 or 2
    Opponentfacingdownfromtheleft or
  • Bow & Arrow Stretch Hold

    Front 37 break 1 or 2
    Opponentfacingthegroundfromtheright or

Standing Heel Hold Combo 5

  • Standing Heel Hold

    Front 25 break 2
  • S•T•F•

    Front 25 break 1
    DuringStandingHeelHold
  • Scorpion Death Lock

    Front 30 break 2
    DuringStandingHeelHold
  • Indian Death Lock

    Front 20 break 1+2
    DuringStandingHeelHold
  • King's Bridge

    Front 40
    DuringIndianDeathLock

Arm Breaker Combo 7

  • Arm Breaker

    Front 20 break 1
  • Triple Arm Breaker

    Front 50 break 1
    DuringArmBreaker
  • Head Jammer

    Front 20 break 2
    DuringArmBreaker
  • Struggle Combination

    Front 20
    DuringHeadJammer
  • Chicken Wing Face Lock

    Front 20 break 1+2
    DuringArmBreaker
  • Dragon Sleeper Finish

    Front 25 break 1
    DuringChickenWingFaceLook
  • Rolling Death Cradle

    Front 55 break 2
    DuringChickenWingFaceLook

Reverse Arm Slam Combo 7

  • Reverse Arm Slam

    Front 19 break 1
    start
    i32 (i35)
    block
    -2
    hit
    +1d

    Homing • 1 throw break. Side Switch. • i35 actual startup • Very slow crouch dash then grab. • Opponent recovers in FUFA.

  • Backdrop

    Front 7
    DuringReverseArmSlam
  • Cannonball Buster

    Front 7 break 2
    DuringBackdrop
  • German Suplex

    Front 7 break 1
    DuringBackdrop
  • Power Bomb

    Front 10
    DuringGermanSuplex or
    start
    i10
    block
    +1
    hit
    +7
  • Giant Swing

    Front 15 break 1
    DuringPowerBomb
  • Muscle Buster

    Front 20 break 2
    DuringPowerBomb

Reverse Special Stretch Bomb Combo 8

  • Reverse Special Stretch Bomb

    Front 20 break 2
    start
    i32 (i35)
    block
    -2
    hit
    +1d

    Homing • 2 throw break. Side Switch. • i35 actual startup • Very slow crouch dash then grab. • Opponent recovers in FUFT.

  • Reverse Special Stretch Bomb

    Front 20 break 2
    SS
  • Cannonball Buster

    Front 10
    DuringReverseSpecialStretchBomb or
    start
    i10
    block
    +1
    hit
    +7
  • Power Bomb

    Front 12 break 1
    DuringCannonballBuster
  • Manhattan Drop

    Front 7 break 2
    DuringCannonballBuster
  • Victory Bomb

    Front 10
    DuringManhattanDrop or
    start
    i10
    block
    +1
    hit
    +7
  • Giant Swing

    Front 15 break 1
    DuringVictoryBomb
  • Muscle Buster

    Front 20 break 2
    DuringVictoryBomb

Mexican Magma Drive 1 5

  • Cobra Clutch

    Front 20 break 1 or 2
    or
  • Flinging Half Nelson

    Front 25 break 1
    DuringCobraClutch
  • Sleeper

    Front 15 break 2
    DuringCobraClutch
  • Triple Trouble

    Front 55 break 1
    DuringSleeper
  • Human Necktie

    Front 23 break 2
    DuringSleeper

Mexican Magma Drive 2 10

  • Cobra Clutch

    Front 20 break 1 or 2
    or
  • Cobra Twist

    Front 12
    DuringCobraClutch
  • Reverse DDT

    Front 13 break 1 or 2
    DuringCobraTwist or
  • Reverse Special Stretch Bomb

    Front 12 break 1 or 2
    DuringReverseDDT or
  • Samurai Rock

    Front 24 break 1+2
    DuringReverseDDT
  • Cannonball Buster

    Front 13
    DuringReverseSpecialStretchBomb
  • Backdrop

    Front 10
    DuringReverseSpecialStretchBomb
  • Sol Naciente

    Front 26 break 1+2
    DuringBackdrop
  • Burning Hammer

    Front 18 break 1 or 2
    DuringBackdrop or
  • Screwdriver

    Front 31 break 1 or 2
    DuringBurningHammer or

Attacks 95

  • Anger Of The Beast

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +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

  • Palm Strike

    HH 20
    start
    i10~12
    block
    -3
    hit
    +8

    Jail from 1st attack with 6f delay • Move can be delayed 6f

  • Palm Strike to Head Jammer

    HHT 50
    start
    i30
    block
    -6
    hit
    +1d

    Tornado • Throw break 2 • Interrupt with i12 from 1st block • Can side switch on hit

  • Palm Strike to V Driver

    HHT 55
    start
    i27
    hit
    +1d

    Floor Break • Crouch throw, unbreakable • Interrupt with i8 from 1st block • Opponent recovers in FDFA

  • Palm Strike Uppercut

    HHM 30
    start
    i24~25
    block
    -4
    hit
    +5
    ch
    +10

    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 to Suplex

    HHMT 70
    start
    i26~28
    block
    -3
    hit
    +0d

    Throw break 2 • Can side switch on hit

  • Palm Strike Uppercut to V Drive

    HHM 65
    start
    i28~30
    hit
    +1d

    Floor Break • Crouch throw, unbreakable • Opponent recovers in FDFA

  • Jab Uppercut

    HM 25
    start
    i23~24
    block
    -3
    hit
    +8

    Combo from 1st hit

  • Head Spinner

    MM 38
    start
    i22
    block
    -13
    hit
    +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

  • Brutal Sting

    MH 42
    start
    i24~25
    block
    -3
    hit
    +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

  • Jaguar Step

  • Jaguar Step to Hook

    H 21
  • Jaguar Step to Elbow

    M 15
  • Jaguar Step to Sobat

    M 23
  • Jaguar Step to Sobat & Press

    MM 39
  • Jaguar Step to High Kick

    H 40
  • Jaguar Step to Mid Kick

    M 30
  • Reverse Jaguar Step

  • Ki Charge

  • Elbow Impact

    MH 37
    start
    i15~16
    block
    -9
    hit
    +16a

    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

  • Jaguar Smash Combo

    MMM 43
    start
    i22~23
    block
    -15
    hit
    +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

  • Front Kick

    M 18
    start
    i15~16
    block
    -8
    hit
    +1
    ch
    +9

    Hit vs BT +4

  • Front Kick to DDT

    MT 38
    whileattackingfromthefront
  • Rolling Sobat

    M 25
    start
    i18~20
    block
    -9
    hit
    +12a (+3)

    Homing • Balcony Break

  • Shadow Lariat

    H 23
    start
    i16~17
    block
    +0~+1
    hit
    +10d
  • Jaguar Sprint

  • Running Elbow Smash

    M 21
  • Jaguar Axe

    H 26
  • Sprint K.

    M 30
  • Dashing Low Drop Kick

    L 20
  • Rapid King Onslaught

    T 35
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    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.

  • Diving Body Press

    T 35
  • Body Check

    M 21
    start
    i17~19
    block
    +3
    hit
    +7

    Chest attack, unparryable by Asuka, Nina, etc

  • Shoulder Tackle

    M 27
    start
    i20~24
    block
    -5
    hit
    +8a (-1)

    Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • Shoulder

  • Elbow Sting

    MM 30
    start
    i20~21
    block
    -10
    hit
    +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

  • Double Hook Disaster

    MH 27
    start
    i20~21
    block
    -4
    hit
    +24a

    Balcony Break (airborne) • Combo from 1st CH with 13f delay • Move can be delayed 13f

  • Lasso Kick

    MH 40
    start
    i30
    block
    +0
    hit
    +28d

    Balcony Break (airborne) • Combo from 1st CH • Duckable on normal hit • Available only on 1st hit or block

  • Mincer

    LHM 48
    start
    i28~29
    block
    -15
    hit
    +6a (-3)
    ch
    +47a (+16)

    Balcony Break • Combo from 2nd CH. • Transition to BT -8 +13a (+4) +54a (+23) r31 with B • BT transition is -14

  • Mincer Low

    LHL 41
    start
    i33~35
    block
    -10d
    hit
    -8a
    ch
    +22a

    Recovers in FC on hit

  • Frankensteiner

    HT 45
    start
    i28~35
    block
    -12d~-18d
    hit
    +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

  • Jab Uppercut

    MM 18
    start
    i15~17
    block
    -11
    hit
    +5

    Jail from 1st block • Combo from 1st CH

  • Stomp

    L 12
    start
    i17
    block
    -12
    hit
    +1
  • Atlas' Hammer

    M 21
    start
    i23
    block
    -24
    hit
    +45a (+35)

    Tornado

  • Stagger Kick

    LLL 28
    start
    i29
    block
    -25
    hit
    -9

    Combo from 2nd CH

  • Stagger Kicks Flurry

    LLLL 34
    DuringCounterattack
  • Stagger Kick Spinning Uppercut

    LM 24
    DuringStaggerKick
  • Corporate Elbow

    M 25
    start
    i30~35
    block
    -8~-3
    hit
    +0c~+5c

    Floor Break • Elbow • Opponent cannot tech roll on FUFT hit

  • Brain Chop

    M 21
    start
    i25~26
    block
    -5c
    hit
    +19a

    Floor Break

  • Crouching Low Kick

    L 17
    start
    i23
    block
    -14
    hit
    +4c
    ch
    +25a

    Tracks left side

  • Low Drop Kick

    L 20
    start
    i29~31
    block
    -17a
    hit
    -3d
    ch
    +27d

    r41 FC on hit

  • Muscle Armor to Emerald Elbow

    T 15
    start
    i15~16
    block
    -9
    hit
    +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

  • Muscle Armor to Jaguar Sprint

  • Quick Hook

    H 13
    start
    i12
    block
    -8
    hit
    +3
    ch
    +3s
  • Quick Hook Uppercut

    HH 33
    start
    i19~20
    block
    -13
    hit
    +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

  • Quick Hook Heel Kick

    HM 36
    start
    i26~28
    block
    -10d
    hit
    +1d

    Spike • Combo from 1st CH with 4f delay • Move can be delayed by 6f • Input can be delayed by 10f

  • Chupacabra to Spinning Back Elbow

    HH 37
    start
    i20~21
    block
    -9
    hit
    +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

  • Chupacabra to Olympia Slam

    HMT 54
    onlyduringfaceattack
  • Chupacabra to Head Butt

    HH 38
    start
    i24~25
    block
    +2c
    hit
    +22a

    Spike • Head • Move can be delayed by 10f • Input can be delayed by 15f

  • Toll Kick

    H 23
    start
    i16~18
    block
    -10
    hit
    +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

  • Guillotine Drop

    HT 43
    duringtheattackfromthefront,
  • Disgraceful Kick

    H 25
    start
    i17~21
    block
    +2
    hit
    +14gc

    Balcony Break

  • Water Parting Chop

    H 21
  • Capital Punishment

    M 25
    start
    i35~36
    block
    +2c
    hit
    +22a

    Floor Break • Parryable by traditional punch parries

  • Burning Knuckle

    ! 40
    hold
    start
    i67
    hit
    +11d

    Floor Break • Auto switch side if fly over opponent

  • High Elbow Drop

    M 40
    or or
    start
    i47~53
    block
    -17d (-17)
    hit
    -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

  • Falling Heel Kick

    M 23
    start
    i22~29
    block
    -10d
    hit
    -1d

    Floor Break • King lands off-axis on block

  • Jumping Knee Lift

    M 13
    or or
    start
    i15~16
    block
    -13
    hit
    +33a (+23)

    Knee • Recovers 2f faster on hit

  • Sole Crusher

    M 23
    start
    i22~23
    block
    -12
    hit
    +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

  • Delayed Rising Toe Kick

    M 20
    start
    i23~25
    block
    -13
    hit
    +32a (+22)
  • Stomach Smash

    L 47
    start
    i18
    block
    -13
    hit
    +5s/(0d)

    i19 startup with buffered input • Shifts to throw on front grounded CH. • Unexecutable at long range from opponent

  • Jaguar Hammer

    LT 55
    DuringCounterattack
  • Lay Off

    M 0
    start
    i9
    block
    +0
    hit
    +7s
    ch
    +18s

    i10 startup with buffered input • Forces Standing on hit. • Allows follow up on CH.

  • Jaguar Hook

    M 21
    start
    i20~21
    block
    -5
    hit
    +14g
    ch
    +38d

    Homing • Balcony Break

  • Beast Elbow

    M 21
    start
    i31~32
    block
    +7
    hit
    +12c

    Elbow • Forces crouching on hit. • Allow crouching throw on hit. • 6 chip damage on block. • 8 chip damage on block in heat.

  • Konvict Kick

    M 39
    start
    i15
    block
    -15
    hit
    +14a(+4)
    ch
    +1d

    Tornado • Balcony Break • Shifts to 14dmg throw on front grounded CH.

  • Konvict Kick to DDT

    MT 50
    DuringCounterattack
  • Exploder

    H 25
    start
    i28~30
    block
    0
    hit
    +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.

  • Diving Body Press

    MT 35
    start
    i21~43
    block
    -16c~+2c
    hit
    -19c~+3c/-5d

    Forces crouching on block and hit. • Throw when hit standing in front close range.

  • Strong Knee

    M 25
    start
    i20~25
    block
    +3
    hit
    +30(+22)

    Balcony Break • Knee • 7 chip damage on block. • 10 chip damage on block in heat.

  • Running Exploder

    M 40
    start
    i28~34
    block
    +17
    hit
    +32d(-26)

    Balcony Break

  • Beast Step

  • Knee Lift

    M 21
  • Black Bomb

    M 24
  • Round Trip Chop

    MM 36
    WS
  • Toe Smash

    M 20
    WS
  • Snap Uppercut

    H 20
    WS
  • Leg Breaker

    L 20
    FC
  • Body Blow

    M 21
    FC
  • Victory Palm

    H 25
    SS
  • Deadly Boomerang

    H 50
    SS
  • Whirling Spring Kick

    M 25
    Onthebackfootside
  • Blind Kick

    M 18
    Backtoopponent
  • Blind Kick to Neck Breaker

    MT 38
    DuringtheBlindKick
  • Atomic Blaster

    ! 45
    Backtoopponent
  • Moonsault Body Press

    ! 30
    Backtoopponent

During Heat 7

  • Heat Burst

    M 15
    WhenHeatactivationisavailable
  • Elbow Impact

    MH 37
    start
    i15~16
    block
    -9
    hit
    +16a

    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 Tackle

    M 27
    start
    i20~24
    block
    -5
    hit
    +8a (-1)

    Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • Shoulder

  • Muscle Armor to Emerald Elbow

    T 15
    start
    i15~16
    block
    -9
    hit
    +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

  • Rapid King Onslaught

    T 35
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    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.

  • Freedom Face Buster

    T 35
    Crouchingopponent
  • Ultimo Jaguar

    MT 60
    DuringHeat
    start
    i17~18 i21~22
    block
    +12 JGR
    hit
    +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

10 Hit Combo 2

  • HHMMMLLLMM 85
  • HHMMHMLLL 90

King's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.