Grappling Arts
Command Throw Name Type Damage Escape Properties
(1+3_F+1+3) Winding Nut Front 35 1
(2+4_F+2+4) Suplex Front 35 2
f,hcf+1 Giant Swing Front 45,20 1 #2
d/b+1+2 Figure 4 Leg Lock Front 40 1+2_3+4 #3
FC,d/b,d,d/b+1+2 Rock Bottom Front 45 1+2
qcb+1+2 T-Bone Power Bomb Front 50 1+2
d/b,f+2 Tombstone Piledriver Front 58 2
d/f+2+3 Coconut Crush Front 40 2
(f,f,f_WR)+2+4 Shining Wizard Front 40 1+2
d/f+3+4 Frankensteiner Front 15,30 None #1
d+1+3 Jumping Power Bomb Crouch 45 1
d+2+4 V Driver Crouch 45 2
(f,hcf+1_f,f,F+2+4) Running Jaguar Bomb Air 22
1+3 Air Leg Cross Hold Air 15
d+(1+3_2+4) Double Heel Hold Air 12
 = 1+2,1+2  = Flap Jack 18 1
 = 2,1,3,4  = Giant Swing 20,10 2 #2
2+4 Air Leg Screw Air 3,12
[F+] (1+3_2+4) Argentine Back Breaker Left 20,20 1
[F+] (1+3_2+4) Knee Crusher Right 42 2
(1+3_F+1+3) Half Boston Crab Back 60 None
(2+4_F+2+4) Octopus Hold 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.
#3 Use 3+4 to escape after the initial grab.


Ground Grappling Arts
Command Throw Name Type Damage Escape Properties
(d/f_d/b)+2+4 Turn Over KND L 0 1
(d/f_d/b)+2+4 Turn Over KND R 0 2
(d/f_d/b)+2+4 Mini Swing KND F 20,10 1 #1
D/F+1+3 Crotch Dive KND F 33 2
D/B+2+4 Figure 4 Lock KND F 33 1+2
(d/f_d/b)+2+4 Shoulder Cracker KND H 28 1+2
(d/f_d/b)+2+4 Crucifixion FCD F 30 3+4
(d/f_d/b)+2+4 Chicken Wing FCD H 32 1+2
(d/f_d/b)+2+4 Bow Break FCD R 37 2
(d/f_d/b)+2+4 Camel Clutch FCD L 35 1
Foot NotesThe single letter additions for the 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).

#1 Can be tech rolled to reduce damage.


Multi Throw Arts
Command Throw Name Type Damage Escape Properties
3+4,(1+4_2+3) Cobra Clutch Front 20 1_2 #1
 = 2+4,1+2,1+2  = Funeral Suplex 25 1
 = 3+4,3+4,1+2  = Pickpocket Sleeper 15 2
   = 1,1,1+2    = Triple Knuckle 4,4,12 1
   = 3,4,1+2,3+4    = Stretch Muffler 23 2
 = 1,4,2,3  = Cobra Twist 12 None
   = 2,1,(1+3_2+4)    = Reverse Drop DDT 13 1_2 #1
     = 2,3,1,1+2      = Samurai Lock 24 1+2
     = 1+2,1,2,1+2+(3_4)      = Reverse Glory Bomb 16 1_2 #1
       = 2,2,1+2        = Cannonball 18 2 #5
       = 3+4,1+2        = Backdrop 15 None
         = 1+2,4,1+2,1+2+3          = Rising Sun 12,15 1+2
         = 1+2,3,4,(1+3_2+4)          = Burning Hammer 18 1_2 #1
           = 2+4,3+4,1+3,1+2,1+2+(3_4)            = Screwdriver 32 1_2 #1
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+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 20 System
     = :1+2      = Ultimate S.T.F 20,20 None
 = 1+2  = Cross Arm Lock 25 System
   = 1+2    = Arm Twist 10 None
 = 3+4  = Leg Cross Hold 20 System
   = :1+2    = Ultimate S.T.F 20,20 None
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 None #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
f,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
f,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 previous input was left, 2 if previous input was right.
#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 add 5 points of damage.
#4 After the initial grab use 3+4 to escape.
#5 Continue with Cannonball multi parts.


Throw Shift Arts
Throws that require a shift from regular moves or strings
Command Throw Name Type Damage Escape Properties
(1,2_1,2,1) Upper Rush 6,15,10
 = 2+4  = Steiner Drop Front 30 2
 = 2+4  = Octopus Hold Back 60 None
 = d+2+4  = Jumping Powerbomb Crouch 45 1+2
f,f,N+2 Stomach Smash 6 f CH
 = 1+2  = Hi-Jack Back Breaker Front 35 1+2
 = 1+2,u,d,N+3+4  = Jaguar Driver Front 50 3+4
B+2 Black Arrow 30 MS KNDc
 = d+2+4  = Jumping Power Bomb Crouch 45 1+2
BT 3 Blind Kick 15
 = :1+2  = Stunner Front 20 2
f+3 Front Kick 18
 = 1+2  = DDT Front 20
f,f+4 Konvict DDT Front 28,20 1+2 CH


Basic Arts
Command Move Name Stance Damage Hit Range Properties
1 Jab 6 h
f+1 Forward Jab 8 h
d+1 Down Jab RC 5 s
FC+1 Crouch Jab RC 5 s
2 Straight 10 h
d+2 Down Straight RC 8 s
FC+2 Crouch Straight RC 8 s
3 Hook Kick 25 h
d+3 Low Spin Kick RC 12 L
FC+3 Crouch Spin Kick RC 12 L
4 Roundhouse 20 h KNDc
d+4 Shin Kick RC 7 l
FC+4 Crouch Shin Kick RC 10 l


Special Arts
Command Move Name Stance Damage Hit Range Properties
1,2,1 Upper Rush 6,15,10 hhm
f,f+1 Jaguar Elbow 23 h KND
d/f+1 Elbow Sting 15 m OC OCb
 = <2  = Side Swipe 12 m
d+1,N+2 Rolling Jab Rush 5,13 sm
b+1 Sprint Hook 13 h CSs
FC,d/f+1 Ankle Smash RC 21 L JG
WS+1 Quick Upper 12 m
1+2 Head Spinner BT 18 m
 = 1  = Hand Knife 21 m KND
f+1+2 Shadow Lariat BT 25 h FCD
f,N,d,d/f+1+2 Bouncing Knuckle Bomb 28 m BNc KND
f,f+1+2 Flying Cross Chop 15 hL #1 GB
f,f,N+1+2 Lay Off Push - - GB
d+1+2 People's Elbow 21 M GB KS
u/f+1+2 Knuckle Bomb 35 m OCb JG
WS+1+2 Elbow Knife 18 m JG
f+1+4 Body Check 21 m GB MS
2,1 Straight Right - Elbow 10,12 hm
f+2<2<2 [B] Rolling Elbow Rush [Cancel] 14,16,21 hhm OCb KS SLDc
f,f+2<1 Clothesline Combo 20,25 mh OC[1] OCb[1] SLD
f,f,N+2 Stomach Smash 6 L DSc
d/f+2 Side Swipe 12 m
b+2 Arrow Elbow 16 h OSb OC
B+2 Black Arrow 30 h MS KNDc
FC,d/f+2 Body Blow 23 m CS
WS+2 Upper 20 m KND
SS+2 King's Hook 22 m SH
f+2+3 Black Shoulder 40 m OCb KND
f,f+2+3 Diving Body Press KND 30 M OCb PLD
(u/b_u_u/f)+2+4 Atomic Elbow Drop 35 M OCb KS
f+3 Front Kick 18 m MSc
d/f+3 Rib Buster 17 m
 = 4  = Drop Kick 15 - #5
d/b+3 Crouching Low 17 L JGc KS
b+3 Toll Kick 23 h GB KND
u/f+3 Falling Heel KND 25 M GB KND
WS+3 Rise Spin Kick 28 h KND
BT 3 Blind Kick 15 m MS CFSc
3+4° Jaguar Step - - #4
 = 2  = Jaguar Elbow 15_18_22 m #8 OC OCb SLDc
 = 4  = Jaguar High 35_42_52 h #8 KND
 = d/f+4  = Jaguar Mid 23_27_34 m #8 KND
f+3+4 Exploder 25 h GB KND
(f,f,f_WR)+3+4 Satellite Exploder 40 m_h #7 GB KND
d/f+3+4 Frankensteiner 15 m OC
(d+3+4_FC,d/f+4_WR+4) Ali Kick RC 10_14 L
 = 2  = Spin Upper 10 m
 = 4,2  = Ali Kick - Spin Upper 7,10 Lm #3
 = 4,4  = Ali Kicks RC 7,7 LL
   = 2    = Spin Upper 10 m #3
   = 4,4    = Extended Ali Kicks RC 4,3 LL #2
u/f+3+4 Neck Cutter FCD 28 h KND
SS+3+4 Deadly Boomerang SLD 54 h GB KND
f+4 Rolling Sobat 23 m GB SH
f,N,d,D/F+4 Black Knee Rising 25 m GB KND
f,f+4 Konvict Kick 24 m KND
d/f+4 Knee Buster 15 l
d/b+4 Roaring Drop Kick 16 L #6 SLD
b+4 Disgrace Kick 20 h BT KND
WS+4 Rising Kick 20 m
b+1+3 Right Punch Reversal 12,18 -
b+2+4 Leg Screw Right Kick Reversal 40 -
 = :3+4  = Figure 4 Leg Lock 33 -
b+2+4 Heel Hold Left Kick Reversal 40 -
b,b,u/b Wall Jump 15 m
Foot Notes#1 Hits high at the start of the move or low at the end. It only hits once. Damage remains the same.
#2 Extended Ali Kicks can only be done if the 1st Ali Kick was a counter hit.
#3 The Spin Upper after 2 or 3 Ali Kicks is only possible if the 1st Ali Kick was a Counter Hit.
#4 After 6 Jaguar Steps King will fall down.
#5 The Rib Buster must be blocked or hit for this move to come out.
#6 King will be FCD is the move whiffs. On a hit or block he will get up instantly.
#7 Hits mid from a few characters away, hits high up close. Damage remains the same.
#8 Damages increase after each spin up to the 3rd spin.


Unblockable Arts
Command Move Name Stance Damage Hit Range Properties
F+1+2 Jaguar Lariat 50 (!) KND
u/f+1+2° Burning Knuckle Bomb 45 [!] KND
BT 1+2 Atomic Blaster 50 (!)
(1+4_BT 1+4) Moonsault Body Press 25_30 [!]
3+4°,4 Jaguar High 52 (!) #1
Foot Notes#1 Hold the buttons until 3 Jaguar Steps are completed.


String Hit Arts
Command Hits Damage Hit Range
1,2,1,1 6,15,10,6 hhmm
 = 2,4,4,4,1,1 10 6,5,5,5,7,23 hLLLmM
 = 2,4,4,4,1,3 10 6,5,5,5,7,30 hLLLmh
 = 3,3,4,4,1,1 10 8,10,5,5,7,23 hmLLmM
 = 3,3,4,4,1,3 10 8,10,5,5,7,30 hmLLmh
 = 3,3,4,3,2,1+2 10 8,10,5,5,6,30 hmLLlT
 
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