Originally posted by Ei8hTy SiX
I’m on Xbox and they definitely don’t work, but it doesn’t really matter.
I made a flow chart though that might be useful for those learning King’s throw chain. It doesn’t include the crouch dash chains (RDC and King’s Bridge etc.).
https://docs.google.com/document/d/…it?usp=drivesdk
I can include the break inputs by color code. Black for unbreakable, red for 1 break, blue for 2 break, purple for 1+2 break or something like that. I haven’t decided. Let me know what you think.
Some throw commands have two options for the input, which makes the break a 50/50 (1 or 2 break depending on input):
-Cobra Clutch
-Reverse DDT
-Reverse Special Stretch Bomb after a Reverse DDT
-Burning Hammer
-Screwdriver
Only a few throw breaks differ depending on what preceded it:
-Power Bomb after Cannonball Buster is broken with 1, but after German Suplex it’s unbreakable.
-Cannonball Buster after Backdrop is broken with 2, but after Special Stretch Bomb it’s unbreakable.
-Backdrop after Reverse Arm Slam is broken with 1, but after Special Stretch Bomb it’s unbreakable.
Reverse Special Stretch Bomb “starter” is a 2 break, except for the Sidestep (SS) version.
SS,2+4 gives Reverse Special Stretch Bomb if it grabs the opponent’s front and is a 2 break.
If at the opponent’s side or back it gives Cannonball Buster:
Left side is 1 break
Right side is 2 break
Back is unbreakable.
The following chain throw breaks are constant:
Reverse Arm Slam is 1 break
German Suplex is 1 break
Manhattan Drop is 2 break
Victory Bomb is unbreakable
Giant Swing is 1 break
Muscle Buster is 2 break
Cobra Twist is unbreakable
Half Nelson is 1 break
Sleeper is 2 break
Triple Trouble is 1 break
Human Necktie is 2 break
Samurai Rock is 1+2 break
Sol Naciente is 1+2 break