King Move List

Notes The single letter additions for the Ground Grappling Arts refer to King's position in relation to the grounded opponent. For example KND H means the opponent is in KND position and King is at his/her head. Other possibilities are left side (L), right side (R) or at the feet (F).

Grappling Arts

Command Throw Name Type Damage Escape Properties
1+3 Winding Nut Front 35 1
2+4 Suplex Front 35 2
D,d/b,d,d/b+1+2 DDT Front 55 1+2
d/b,f+2 Tombstone Piledriver Front 58 2
f,hcf+1 Giant Swing Front 70 1 #2
d/b+1+2 Figure 4 Leg Lock Front 32 1+2_3+4 #4
d/f+2+3 Coconut Crush Front 30 2
qcb+1+2 T-Bone Power Bomb Front 50 1+2
b+1+2 Irish Whip Front 0 None
 = 1+3  = Feint 0 1
 = 3+4  = Ground Smash 10 3+4
 = 2+4  = Quick Slam 8 2
 = 1+2  = Turn Around Feint 0 1+2
(FC_d/b)+1+2 Ultimate Tackle Front 5 System
 = 1,2,1,(2,1_1,2)  = Ultimate Punches 5,5,5,5,5 System
 = 2,1,2,(1,2_2,1)  = Ultimate Punches 5,5,5,5,5 System
 = (1,2,1_2,1,2)  = Ultimate Punches 5,5,5 System
   = 1+2,1+2    = Cross Arm Lock - Arm Twist 25,10 System
   = 3+4    = Leg Cross Hold 25 System
     = 1+2      = Ultimate S.T.F 20,20 None
 = 1+2,1+2  = Cross Arm Lock - Arm Twist 25,10 System
 = 3+4  = Leg Cross Hold 25 System
   = 1+2    = Ultimate S.T.F 20,20 None
f,f,N+2 Counter Hit Stomach Smash Front 6 f #3
 = 1+2  = Hi-Jack Back Breaker 30 1+2
 = 1+2,u,d,N+3+4  = Jaguar Driver 60 3+4
d/f+3+4 Frankensteiner Front 45 None #1
d+(1+3_2+4) Jumping Power Bomb Crouch 45 1+2
(1+3_2+4) Argentine Back Breaker Left 20,20 1
(1+3_2+4) Knee Crusher Right 42 2
2+4 Half Boston Crab Back 60 None
1+3 Cobra Twist Back 60 None
b,f+1+2 Stretch Buster Back 75 None
Foot Notes #1 Only throws in close range against a standing opponent. Cannot be escaped or blocked.
#2 Can be Tech Rolled to reduce damage by half.
#3 The Counter Hit Stomach Smash is NOT a throw but is required before you can do the 2 throw follow ups.
#4 Escape the Leg Break after the initail throw with 3+4.

Ground Grappling Arts

Command Throw Name Type Damage Escape Properties
d/b+(1+3_2+4) Turn Over KND L 0 1
d/b+(1+3_2+4) Turn Over KND R 0 2
d/b+1+3 Mini Swing KND F 30 1
d/b+2+4 Crotch Dive KND F 33 2
D/B+2+4 Figure 4 Lock KND F 33 1+2
d/b+(1+3_2+4) Shoulder Cracker KND H 28 1+2
d/b+(1+3_2+4) Crucifixion FCD F 30 3+4
d/b+(1+3_2+4) Chicken Wing FCD H 32 1+2
d/b+(1+3_2+4) Bow Break FCD R 37 2
d/b+(1+3_2+4) Camel Clutch FCD L 35 1

Multi Throw Arts

Command Throw Name Type Damage Escape Properties
f,N,d,d/f+2+3 Standing Achilles Hold Front 30 2
 = 1,2,3,1+2  = S.T.F 35 1
 = 1+2,3,1,1+3  = Scorpion Death Lock 40 2
 = 1+2,1,3,1+2  = Indian Death Lock 30 1+2
   = 1,3,4,1+2,3+4    = Romero Special 50 None
qcf+1 Jaguar Driver Front 25 1_3+4 #4
 = 1+2  = Double Arm Face Buster 30 1+2 #3
 = 1+2,3,4,1+2  = Boston Crab 25 None
f,N,d,d/f+1+4 Single Hyper Arm Extension Front 20 1
 = 2,1,1+2+3  = Chicken Face Wing Lock 25 1+2
   = 1+3,3+4,2+4,1+2,1+2+3    = Rolling Death Cradle 75 2
   = 2,1,3,1+2+4,1+2+4    = Dragon Sleeper 30 1
 = 1+2,1+2  = Double Hyper Arm Extension 10,15 1
 = 1+2,4,2+4  = Reverse DDT 20 2
   = 4,3,4,3+4,1+2    = Arm Crucifixion 25 None
D/F+(1+3_2+4) Reverse Arm Clutch Front 25 1_2 #1
 = 2,1,1+2  = Back Drop 18 1_2 #1
   = 2,2,1+2    = Cannonball 18 2
     = 1,2,3+4      = Power Bomb 22 1
       = 3,1,2,3+4,1+2+3+4        = T-Bone Power Bomb 35 2
       = 2,1,3,4        = Giant Swing 27 1
     = 3+4,1+2,1+2+4      = Manhattan Drop 17 2
       = 1,2,3+4,1+2        = Super Freak 20 None
         = 3,1,2,3+4,1+2+3+4           = T-Bone Power Bomb 35 2
         = 2,1,3,4           = Giant Swing 27 1
     = 3+4,1+2      = German Suplex 18 None
       = 1,2,3+4        = Power Bomb 22 None
         = 3,1,2,3+4,1+2+3+4          = T-Bone Power Bomb 35 2
         = 2,1,3,4          = Giant Swing 27 1
D/F+1+2 Full Nelson Front 28 1+2
SS+2+4 Full Nelson Front 28 1_2 #2
d/f,d/f+2+4 Full Nelson Crouch 28 2
 = 2,2,1+2  = Cannonball 18 None
   = 1,2,3+4    = Power Bomb 22 1
     = 3,1,2,3+4,1+2+3+4      = T-Bone Power Bomb 35 2
     = 2,1,3,4      = Giant Swing 27 1
   = 3+4,1+2,1+2+4    = Manhattan Drop 17 2
     = 1,2,3+4,1+2      = Super Freak 20 None
       = 3,1,2,3+4,1+2+3+4        = T-Bone Power Bomb 35 1
       = 2,1,3,4        = Giant Swing 27 2
Foot Notes #1 Escape with 1 if the multi was started with 1+3 and 2 if the multi was started with 2+4.
#2 If grabbed from the side or back then Cannonball will be the 1st part of the Multi Throw.
#3 Double Arm Face Buster is not additional damage to the Jaguar Driver, it changes damage from 25 to 30.
#4 Escape with 3+4 after the initial grab.

Special Arts

Command Move Name Stance Damage Hit Range Properties
1,2 Double Punch 6,15 hh
1,2,1 Double Punch - Upper 6,15,10 hhm
d/f+1 Elbow Sting 15 m GB
d+1,N+2 Low Jab - Upper 5,15 sm
FC,d/f+1 Ankle Smash 21 L RC
1+2 Head Spinner 15 m BT
 = 1  = Hand Knife 21 m
f,N,d,d/f+1+2 Bouncing Knuckle Bomb 28 m BNc
u/f+1+2 Knuckle Bomb 35 m
f,f,N+1+2 Lay Off Push 0 !
f,f+1+2 Flying Cross Chop 15 hL GB #4
d+1+2 Elbow Drop 25 M
WS+2 Upper 20 m
2,1 Straight Right - Elbow 10,12 hm
d/f+2 Side Swipe 10 m
FC,d/f+2 Dynamite Upper 20 m JG
f,f+2 K's Flicker 20 m JGc
f,f,N+2 Stomach Smash 6 L DSc
 = 1+2  = Hi-Jack Back Breaker 30 Throw #1
 = 1+2,u,d,N+3+4  = Jaguar Driver 60 Throw #1
SS+2 Black Arrow 30 h DSc
f+2+3 Black Shoulder 40 m GB
(u/b_u_u/f)+2+4 Atomic Elbow Drop 35 M
f,f+2+3 Diving Body Press 30 M
d/f+3 Rib Buster 17 m
(3+4_f+3+4) Exploder 25 h GB
(WR_f,f,f)+3+4 Satellite Exploder 40 h GB
SS+3+4 Deadly Boomerang 54 h GB
(FC,d/f_d)+3+4 Ali Kick 17 L RC
 = 2  = Spin Upper 10 m
 = 4,2  = Ali Kick - Spin Upper 7,10 Lm CH #5
 = 4,4  = Ali Kicks 7,7 LL RC
   = 2    = Spin Upper 10 m CH #5
   = 4,4    = Extended Ali Kicks 4,3 LL RC #3
d/f+3+4 Frankensteiner 15 m #2
d/f+4 Knee Buster 15 l
b+4 Disgrace Kick 20 h BT
f,f+4 Konvict Kick 30 m
b+(1+3_2+4) Leg Screw Right Kick Reversal 40 -
b+(1+3_2+4) Double Heel Hold Left Kick Reversal 40 -
d+(1+4_2+3) Low Parry - -
Foot Notes #1 Throws are only possible after a counter hit. Check the throws listing for escapes.
#2 Will throw when hitting a standing opponent. Damage of the throw is 45. Only tags after a throw.
#3 Extended Ali Kicks can only be done if the 1st Ali Kick was a counter hit.
#4 Hits high at the start of the move or low at the end. It only hits once. Damage remains the same.
#5 The Spin Upper after 2 or 3 Ali Kicks is only possible if the 1st Ali Kick was a Counter Hit.

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
f+1+2 Jaguar Lariat 50
BT 1+2 Atomic Blaster 50
(1+4_f+1+4) Moonsault Body Press 25 {!} #1
Foot Notes #1 Can be done from Back Turned Position.

String Hit Arts

Command Hits Damage Hit Range
1,2,1,1,2,4,4,4,1,1 10 6,15,10,6,6,5,5,5,7,23 hhm"m"hL"LL"mM
1,2,1,1,2,4,4,4,1,3 10 6,15,10,6,6,5,5,5,7,30 hhm"m"hL"LL"m"h
1,2,1,1,3,3,4,4,1,1 10 6,15,10,6,8,8,5,5,7,23 hhm"mh"mLL"mM
1,2,1,1,3,3,4,4,1,3 10 6,15,10,6,8,8,5,5,7,30 hhm"mh"mLL"m"h
1,2,1,1,3,3,4,3,2,1+2 10 6,15,10,6,8,10,5,5,6,30 hhm"mh"mLLl" Throw
f+2,1,1,2,4,4,4,1,1 9 12,10,6,6,5,5,5,7,23 hm"m"hL"LL"mM
f+2,1,1,2,4,4,4,1,3 9 12,10,6,6,5,5,5,7,30 hm"m"hL"LL"m"h
f+2,1,1,3,3,4,4,1,1 9 12,10,6,8,8,5,5,7,23 hm"mh"mLL"mM
f+2,1,1,3,3,4,4,1,3 9 12,10,6,8,8,5,5,7,30 hm"mh"mLL"m"h
f+2,1,1,3,3,4,3,2,1+2 9 12,10,6,8,10,5,5,6,30 hm"mh"mLLl" Throw