King — character information
Every King move in Tekken 8: 77 rows, 9 lows, 23 throws, 10 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.
On the numbers, King is throw-heavy (23 throws from neutral) and a floor-breaker (11 strikes break the floor), with 3 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.
Neutral throws231st of 41
Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.
King: 23 throws from neutral — 1st of 41. The roster median is 4.
Plus on block12.5%11th of 41
How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.
King: 12.5% of the movelist is plus on block — 11th of 41. The roster median is 11%.
Lows17.6%9th of 41
How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.
King: 17.6% of the movelist is lows — 9th of 41. The roster median is 13.8%.
CH launchers638th of 41
Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.
King: 6 moves launch on counter hit — 38th of 41. The roster median is 12.
Stances216th of 41
Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.
King: 2 stances: JGR, JGS — 16th of 41. The roster median is 2.
Homing314th of 41
Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.
King: 3 homing strikes — 14th of 41. The roster median is 3.
Wall / balcony22.1%31st of 41
How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.
King: 22.1% of the movelist carries a balcony break or wall crush — 31st of 41. The roster median is 24.8%.
Floor breakers115th of 41
Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.
King: 11 strikes break the floor — 5th of 41. The roster median is 2.
Side switches191st of 41
Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.
King: 19 moves switch sides on hit — 1st of 41. The roster median is 2.
Chip damage9.6%37th of 41
How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.
King: 9.6% do chip damage on block — 37th of 41. The roster median is 14.5%.
Power crushes44th of 41
Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.
King: 4 power crushes — 4th of 41. The roster median is 3.
Fast mids217th of 41
Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.
King: 2 mids at i13 or faster — 17th of 41. The roster median is 2.
Parries / sabaki310th of 41
Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.
King: 3 parries or sabaki — 10th of 41. The roster median is 2.
Launchable lows62.5%2nd of 41
How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.
King: 62.5% of their lows are -15 or worse — 2nd of 41. The roster median is 37.5%.
Launchable mids/highs12.5%16th of 41
How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.
King: 12.5% of their highs and mids are -15 or worse — 16th of 41. The roster median is 10.9%.
Turn-keeping pokes32%28th of 41
How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.
King: 32% of their pokes stay plus on hit and safe on block — 28th of 41. The roster median is 35.5%.
Duckable highs21.3%20th of 41
How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.
King: 21.3% of the movelist is highs — 20th of 41. The roster median is 21.3%.
Low crushes19.9%8th of 41
How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.
King: 19.9% of the movelist jumps over lows — 8th of 41. The roster median is 12.8%.
High crushes7.4%31st of 41
How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.
King: 7.4% of the movelist ducks under highs — 31st of 41. The roster median is 9.7%.
Safe evasions32.3%36th of 41
How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.
King: 32.3% of their evasive moves are still safe when blocked — 36th of 41. The roster median is 45.5%.
Fast plus on block1.5%28th of 41
Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.
King: 1.5% of the movelist is plus on block at i15 or faster — 28th of 41. The roster median is 2%.
Safe poke damage12.923rd of 41
What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.
King: their average safe poke does 12.9 damage — 23rd of 41. The roster median is 13.2.
Follow-ups per move0.4536th of 41
Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.
King: 0.45 follow-ups per standalone move — 36th of 41. The roster median is 0.61.
Shading shows where King sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — King reaches it on 5 of 23.
Your back to the wall
22.1% of their moves carry wall or balcony properties, below the roster middle.
Their back to the wall
Expect a side switch. 19 of their moves swap positions on hit, among the highest on the roster — cornering King is a temporary state, and the move that undoes it is often the one they were saving.
Centre stage
3 homing strikes, a little above the roster middle, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.
On a breakable floor
A stage that rewards them. 11 strikes break the floor, in the top fifth of the roster — on these stages the floor is a resource King is holding and you are not.
Plus on block
Plus you cannot ignore
Fastest mids
Lows, safest first
Special lows
Panic buttons
Launches on counter-hit
Homing
Parries and sabaki
Free launches for you
| You are | Standing punish | Damage | From crouch | Damage |
|---|---|---|---|---|
| −10 or worse | 1,2,1 | 30 | ws1 | 12 |
| −12 or worse | b+1,2 | 33 | ws4 | 20 |
| −13 or worse | b+1,2 | 33 | ws4 | 20 |
| −15 or worse | b+2,1 | 37 launches | ws2,2 | 36 |
Fuzzy guard candidates
Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.
Documented gaps you can hit
Do not try to duck these
Jailing is unrecorded on 92% of King’s string continuations, so a string missing from the last list was probably never checked.
The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get King there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.
JGR — 10 moves out of it
JGS — 7 moves out of it
No move in the movelist names JGS as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.
1 of 2 stances in King’s movelist has a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.
King has 23 throws that can start from neutral.
No default break is worth mashing. The widest single option is 2, and it still only covers 8 of 20 (40%). Against King the throw game has to be read.
What 2 does not cover, most damaging first:
qcb+1+2Muscle Buster — breaks with 1+2, 50 damagef,hcf+1Giant Swing — breaks with 1, 45(50)/70,5 damageFC.db,d,db+1+2Clothesline Press (Rock Bottom) — breaks with 1+2, 45 damagedb+2+3Figure Four Leg Lock — breaks with 1+2, 40 (8+20+12) damagef,f,F+2+4Tomahawk — breaks with 1+2, 40(45) damage
3 of their throws cannot be broken at all (d+1+3, d+1+4, d+2+4). No break input helps — the counterplay is not being in the state that lets them land it.
From a stance:
- JGR — ss2+4. Every throw documented from here breaks with 2.
| Throw | Name | Break | Damage | Leaves you | Likely used |
|---|---|---|---|---|---|
1+3 | Winding Nut | 1 or 2 | 35 | FUFA | Against sidestepping |
2+4 | Suplex | 1 or 2 | 35 | FUFA | Against sidesteppingTo escape a corner |
b+1+2 | Throw Away | 1+2 | 0 | — | Against sidesteppingTo escape a corner |
CD.1+3 | Arm Breaker (AB1) | 1 | 20 | FUFT | — |
CD.2+4 | Standing Heel Hold (SHH1) | 2 | 25 | FDFR off-axis | — |
d+1+3 | Iron Lariat | unbreakable | 35 | FDFA | Only if you are crouchingOn a breakable floor |
d+1+4 | Freedom Face Buster | unbreakable | 35 | FDFA | Only if you are crouchingTo enter Heat |
d+2+4 | V Driver | unbreakable | 35 | FUFA | Only if you are crouchingOn a breakable floor |
db,n,f+2+4 | Tombstone Pile Driver | 2 | 53 | FUFA | On a breakable floor |
db+2+3 | Figure Four Leg Lock | 1+2 | 40 (8+20+12) | FUFT | — |
df+1+3 | Reverse Arm Slam (RAS1) | 1 | 19 | FUFA | Against sidesteppingTo escape a corner |
df+2+3 | Knee Bash | 2 | 40 | FUFT | — |
df+2+4 | Reverse Special Stretch Bomb (RSSB1) | 2 | 20 | FUFT | Against sidesteppingTo escape a corner |
f,f,F+2+4 | Tomahawk | 1+2 | 40(45) | FUFL off-axis | — |
f,hcf+1 | Giant Swing | 1 | 45(50)/70,5 | FUFT | At a wallTo escape a corner |
f,hcf+2 | Tijuana Twister | 2 | 50(55) | FUFL off-axis | — |
FC.db,d,db+1+2 | Clothesline Press (Rock Bottom) | 1+2 | 45 | FUFR off-axis | On a breakable floor |
hFC.1+2 | Ultimate Tackle (UT) | 1+2 | 0 | — | Only if you are crouching |
qcb+1+2 | Muscle Buster | 1+2 | 50 | FUFA | On a breakable floorTo escape a corner |
qcb+1+3 | Elevating Spine Cracker | 1 | 8 | — | — |
qcf+1 | Pile Driver (PD) | 1 | 30 | FUFT | — |
ss2+4from JGR | Side Step to RSSB2 / RSSB1 | 2 | 15 / 20 | FUFT | Against sidestepping |
uf+1+2 | Executioner Drop | 1+2 | 30 | FUFT | — |
Each fork is a guess the defender has to win. The chip on a link is what they press to escape it; 1 or 2 means the break depends on which button King used, and both hands come together on screen, so unlike every other throw in the game there is no tell to read. Damage is the published running total down that path, not a sum of the individual rows.
Arm Breaker — up to 100 damage
CD.1+3 — i12 out of crouch dash, 1 break
King's deepest branching chain, and the one the diagram exists for. Two branch points, and the money line ends at 100.
- Arm BreakerCD.1+31 break+20 → 20
Same i12 crouch-dash animation as Standing Heel Hold, opposite break. That is the entry mixup both trees hang off.
- Triple Arm BreakerAB1.1,1+21 break+30 → 50ends heremash path
Best immediate payoff of the three, worst ceiling — it ends here. Also the mash path, so it is what an undrilled King gets.
- Head JammerAB1.2,4,2+42 break+20 → 40
- Struggle CombinationAB2b.3,4,3+4,1+2unbreakable+20 → 60ends herefree damageoki
Guaranteed 20 more once they miss the Head Jammer break, and d+3+4 after is free on most of the cast.
- Chicken Wing Face LockAB1.2,1,1+31+2 break+20 → 40
The money branch — it opens the 1-or-2 guess where 2 is Rolling Death Cradle.
- Dragon Sleeper FinishAB2c.2,1,3,1+21 break+25 → 65ends hereokimash path
Where mashing lands from Chicken Wing, so the reflex that beats a masher is 1 — which is exactly what the branch below punishes.
- Rolling Death CradleAB2c.1,3,4,2,1+22 break+60 → 100ends here
The highest number in King’s kit. The practical input is hybrid — "1,3" then ki-charge mash — rather than the full 1,3,4,2,1+2.
One link is unbreakable — free damage once the previous guess is missed.
Standing Heel Hold — up to 85 damage
CD.2+4 — i12 out of crouch dash, 2 break
A true three-way guess, not a 50/50 — and every ending gives a free d+3+4, so the branch costs you nothing in oki.
- Standing Heel HoldCD.2+42 break+25 → 25
i12 from crouch dash, so unlike Reverse Arm Slam this is a real pressure and oki tool. Pairs with CD.1+3 (Arm Breaker, 1 break) on the same animation — that entry 50/50 is the whole crouch-dash throw game.
- S.T.F.SHH1.1,2,1+21 break+25 → 50ends hereside switchmash path
Where a mashing King lands, so against one the answer is always 1 — and a King who knows you know should take a different branch.
- Scorpion Death LockSHH1.2,1,1+32 break+30 → 55ends here
The best two-link result on the chain.
- Indian Death LockSHH1.1+2,1,31+2 break+20 → 45
The lowest immediate damage of the three, and the only one that continues. A deliberate investment: you give up 10 against Scorpion Death Lock to open an unbreakable 85.
- King's BridgeSHH2c.3,4,1+2,3+4unbreakable+40 → 85ends herefree damage
Nearly double S.T.F., and unbreakable once you are here.
One link is unbreakable — free damage once the previous guess is missed.
Mexican Magma Drive — up to 116 damage
JGS.1+3 or JGS.2+4 out of Jaguar Step — i12, homing
The longest chain in the game and the biggest payoff at 116. It is also the outlier: mashing rides the main line all the way, where every other chain gives a masher the weak ending.
- Cobra ClutchJGS.1+3_2+41 or 2 — no tell+20 → 20homing
Jaguar Step is movement, and this is homing at i12, so it answers a sidestep.
- Cobra TwistMMD1.1,4,2,3unbreakable+12 → 32free damageoki
d+3+4 after is guaranteed, so a chain broken at the next link has still paid for itself.
- Reverse DDTMMD2.1,1+3_2,2+41 or 2 — no tell+13 → 45
- Samurai RockMMD3.2,3,1,1+21+2 break+24 → 69ends here
A bail-out: take the money now. Beats continuing (57) if you expect them to break the next link, and 1+2 catches an opponent who has learned the main line holds 1 or 2.
- Reverse Special Stretch BombMMD3.1+2,1,1+3_1+2,2,2+41 or 2 — no tell+12 → 57
- BackdropMMD4.3+4,1+2unbreakable+10 → 67free damage
- Sol NacienteMMD5.1+2,4,2,1+21+2 break+26 → 93ends here
The same bail-out logic as Samurai Rock, and only 23 short of the full Screwdriver — beats Burning Hammer at 85 if you expect the next break.
- Burning HammerMMD5.1+2,3,1+3_1+2,4,2+41 or 2 — no tell+18 → 85
- ScrewdriverMMD6.2,4,3,1,1+3_2,4,3,1,2+41 or 2 — no tell+31 → 116ends heremash path
The largest chain payoff in Tekken 8, after five separate guesses. Against a mashing King every guess is a 1 break — but mashing is also how he reaches this, so guessing 1 five times running is the whole defence.
2 links are unbreakable — free damage once the previous guess is missed.
Reverse Arm Slam — up to 91 damage
df+1+3 — i32, homing, side switch, 1 break
Near-identical on screen to Reverse Special Stretch Bomb, which is a 2 break off the same i32 crouch-dash grab. Carrying both IS the mixup.
- Reverse Arm Slamdf+1+31 break+19 → 19homingside switch
i32 and very slow — a hard read or a punish on a whiffed low, not a pressure tool.
- BackdropRAS1.1_2unbreakable+15 → 34free damage
- German SuplexRAS2.1_21 or 2 — no tell+15 → 49
- Power BombRAS3.1_2unbreakable+17 → 66free damage
- Giant SwingRAS4.11 break+20 → 86ends hereside switchwall 97mash path
Take it to move them to your side, or when a wall is behind THEM — a wall splat pushes this link from 20 to 31, for 97. It is also where a mashing King ends up, so a break-savvy opponent guesses 1 here.
- Muscle BusterRAS4.22 break+25 → 91ends hereside switchoki
Five more than Giant Swing without a wall, and King recovers back-turned — BT3 is a guaranteed follow-up. The highest-damage AND best-oki branch midscreen, and it beats the opponent who learned to fish for the mash-path 1.
2 links are unbreakable — free damage once the previous guess is missed.
Reverse Special Stretch Bomb — up to 88 damage
df+2+4 — i32, homing, side switch, 2 break. Or ss2+4 at i13.
Identical in shape to Reverse Arm Slam and ~3 damage apart. The difference that matters is the ENTRY break — 2 here, 1 there — off the same animation.
- Reverse Special Stretch Bombdf+2+42 break+20 → 20homingside switch
ss2+4 is the practical entry instead: i13 rather than i32, and it comes out of a sidestep so it beats the linear answer to stepping. On a side or back hit it skips this link, costing 20 damage but reaching the same branch.
- Cannonball BusterRSSB1.1_2unbreakable+15 → 35free damage
- Manhattan DropRSSB2.1_21 or 2 — no tell+15 → 50
- Victory BombRSSB3.1_2unbreakable+13 → 63free damage
- Giant SwingRSSB4.11 break+20 → 83ends hereside switchwall 94mash path
- Muscle BusterRSSB4.22 break+25 → 88ends hereoki
Note the asymmetry with Reverse Arm Slam: THAT Muscle Buster side-switches and this one does not. If side position matters, that difference picks the chain, not the branch.
2 links are unbreakable — free damage once the previous guess is missed.
Structure and break inputs read from wavu’s movelist headings and cross-checked against two community chain charts, with every damage total reconciled against both. wavu does not record chain structure in its data, so none of this is derived from the frame table.
Five questions from the vetted quiz corpus, scoped to this character.
What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.
Filters · 229 moves
229 moves
Search any column from its heading.
| Details | Properties | ||||||||
|---|---|---|---|---|---|---|---|---|---|
1 | Jab | High | 10 | +1 | +8 | — | 5 | — | |
1,2 | Palm Strike | High | i10~12 rel | -3 | +8 | — | ,15 | — | |
1,2,1 | Palm Strike Uppercut | Mid | i24~25 rel | -4 | +5 | +10 | ,10 | — | |
1,2,1,1 | — | Mid | i24~25 rel | -19 | -8 | — | ,6 | — | |
1,2,1,1,2 | — | Mid | i17~19 rel | -10 | +1 | — | ,6 | — | |
1,2,1,1,2,4 | — | Low | i21 rel | -36 | +5 | — | ,5 | — | |
1,2,1,1,2,4,4 | — | Low | i29 rel | -40 | -19 | — | ,5 | — | |
1,2,1,1,2,4,4,4 | — | Low | i29 rel | -40 | -19 | — | ,5 | — | |
1,2,1,1,2,4,4,4,1 | — | Mid | i20 rel | -12 | +19a | — | ,7 | — | |
1,2,1,1,2,4,4,4,1,3 | — | Mid | i23 rel | -30 | +6a | — | ,21 | — | |
1,2,1,1,3 | — | High | i26 rel | -25 | -14 | — | ,8 | — | |
1,2,1,1,3,3 | — | Mid | i27 rel | -30 | -19 | — | ,10 | — | |
1,2,1,1,3,3,4 | — | Low | i23 rel | -43 | +7 | — | ,5 | — | |
1,2,1,1,3,3,4,3 | — | Low | i24 rel | -25 | -14 | — | ,5 | — | |
1,2,1,1,3,3,4,3,2 | — | Low | i27 rel | -68 | +7 | — | ,6 | — | |
1,2,1,1,3,3,4,3,2,1+2 | — | Throw | i27 rel | — | +3d | — | ,20 | — | |
1,2,1,2+4 | Palm Strike Uppercut > Suplex | Throw | i26~28 rel | -3 | +0d | — | ,40 | — | |
1,2,1,d+2+4 | Palm Strike Uppercut > V Driver | Throw | i28~30 rel | — | +1d | — | ,35 | ||
1,2,2+4 | Palm Strike > Head Jammer | Throw | i30 rel | -6 | +1d | — | ,30 | ||
1,2,d+2+4 | Palm Strike > V Driver | Throw | i27 rel | — | +1d | — | ,35 | ||
1+2 | — | Mid | 18 | -11 | -2 | +0 | 17 | ||
1+2,1 | Head Spinner | Mid | i22 rel | -13 | +12a (+3) | — | ,21 | ||
1+2,3 | Brutal Sting | High | i24~25 rel | -3 | +12a (+3) | — | ,25 | ||
1+2+3+4 | Ki Charge | — | — | — | — | — | — | — | |
1+3 | Winding Nut | Throw | 12~15 | -6 | +0d | — | 35 | ||
2 | Right Jab | High | 10 | +1 | +7 | — | 10 | — | |
2,1 | Right Jab > Uppercut | Mid | i23~24 rel | -3 | +8 | — | ,15 | — | |
2+3 | Heat Burst | Mid | 16 | +1 | +2c | — | [12;12] | ||
2+4 | Suplex | Throw | 12~15 | -3 | +0d | — | 35 | ||
3 | Left Kick | High | 15~16 | -9 | +2 | — | 17 | — | |
3,2 | — | Mid | i20~21 rel | -9 | +5c | — | ,18 | ||
3,2,2 | Stampede Crush | Mid | i23~24 rel | -13 | +17g | — | ,24 | ||
3,2,2* | Stampede Crush (Hold) | Mid | i34~35 rel | +9 | +25a (+15) | — | ,30 | ||
3+4 | Jaguar Step | — | — | — | — | — | — | ||
4 | Right Kick | High | 13 | -5 | +6 | +31d | 20 | — | |
AB1.1,1+2 | Triple Arm Breaker (AB2a) | Throw ⋯ | — | -3 | +2d | — | 12,18 | — | |
AB1.2,1,1+3 | Chicken Wing Face Lock (AB2c) | Throw | — | -3 | +0d | — | 20 | — | |
AB1.2,4,2+4 | Head Jammer (AB2b) | Throw | — | -3 | +1d | — | 20 | — | |
AB2b.3,4,3+4,1+2 | Struggle Combination (AB2b1) | Throw | — | — | +1d | — | 20 | — | |
AB2c.1,3,4,2,1+2 | Rolling Death Cradle (AB3cb) | Throw | — | -3 | +1d | — | 60 | — | |
AB2c.2,1,3,1+2 | Dragon Sleeper Finish (AB3ca) | Throw | — | -3 | +1d | — | 25 | — | |
AIR.1+3 | Mid-Air Leg Cross Hold | Throw | 12~14 | — | +0d | — | 30 | ||
AIR.2+4 | Spine Cracker | Throw | 12~14 | — | +40d(+35) | — | 20 | ||
AIR.d+1+3 | Double Heel Hold (DHH) | Throw | 12~13 | — | -5d | — | 15 | — | |
AIR.d+1+3,1+2,1+2 | Flapjack (From DHH) | Throw | — | -6 | -3d | — | 15 | — | |
Air.d+1+3,2,1,3,4 | Giant Swing (From DHH) | Throw ⋯ | — | -6 | -7d(-40) | — | 12,13 / 32 | — | |
AIR.f,f,F+2+4 | Running Jaguar Bomb | Throw | 10 | — | +4d | — | 65(70) | ||
AIR.f,hcf+1 | Aerial Jaguar Bomb | Throw | 10 | — | +3d | — | 55(60) | ||
b+1 | Quick Hook | High | 12 | -8 | +3 | +3s | 13 | — | |
b+1,2 | Quick Hook > Uppercut | High | i19~20 rel | -13 | +5 | — | ,20 | ||
b+1,4 | Quick Hook > Heel Kick | Mid | i26~28 rel | -10 | +1d | — | ,23 | ||
b+1+2 | Throw Away | Throw | 12~17 | -3 | +14g | — | 0 | ||
b+1+2,1+2 | Throw Away > Back Swing | Throw | 12~17 | — | +11g | — | 0 | — | |
b+1+3 | Arm Whip | — | 10 | — | +2d | — | 25 | ||
b+2 | Chupacabra | High | 14 | -5 | +1 | — | 16 | — | |
b+2,1 | Chupacabra > Spinning Back Elbow | High | i20~21 rel | -9 | +19a (+10) | — | ,21 | ||
b+2,1+2 | Chupacabra > Head Butt | High | i24~25 rel | +2 | +22a | — | ,22 | ||
b+2,4 | Chupacabra > Olympia Slam | Mid ⋯ | i21 rel | -8 | +0d | — | ,18,20 | — | |
b+2+4 | Spinning Heel Hold | — | 10 | — | +24d | — | 25 | ||
b+2+4:3+4 | Leg Screw > Figure Four Leg Lock | — | 10 | — | +27d(+1d) | — | 25(,28) | ||
b+3 | Toll Kick | High | 16~18 | -10 | +13d | — | 23 | ||
b+3:1+2 | Guillotine Drop | Throw | — rel | — | -7d | — | ,15 | — | |
b+3+4 | Reverse Jaguar Step | — | — | — | — | — | — | ||
b+4 | Disgraceful Kick | High | 17~21 | +2 | +14gc | — | 25 | ||
Behind.1+3 | Half Boston Crab | Throw | (depends) | — | +0d | — | 60 | — | |
Behind.2+4 | Cobra Twist | Throw | (depends) | — | -1d | — | 60 | — | |
Behind.b,f+1+2 | Stretch Buster | Throw | 10 | — | +1d | — | 75 | ||
BT.1+2 | Atomic Blaster | High | 26~30 | — | +2d | — | 45 | — | |
BT.1+4 | Moonsault Body Press | Mid | 41~47 | — | +6d | — | 30 | ||
BT.3 | Blind Kick | Mid | 13~14 | -13 | +9s | +50d | 18 | ||
BT.3+4 | Jaguar Step (BT) | — | — | — | — | — | — | ||
BT.d+4 | Low Drop Kick (BT) | Low | 22~24 | -14 | -2d | +28d | 20 | ||
BT3,1+2 | Blind Kick > Neck Breaker | Throw | — rel | — | +0d | — | ,20 | ||
CD.1+3 | Arm Breaker (AB1) | Throw | 12 | -2 | +1d | — | 20 | — | |
CD.2+4 | Standing Heel Hold (SHH1) | Throw | 12 | -2 | +0d | — | 25 | — | |
CD.DF+1+2 | Black Bomb | Mid | 20~23 | -5 | +16d | +52a | 24 | ||
CD.DF+4 | Knee Lift | Mid | 15~16 | -9 | +49a(+18) | +53a | 21 | ||
d+1 | — | Low sl | 10 | -5 | +6 | — | 5 | ||
d+1,2 | Jab > Uppercut | Mid | i15~17 rel | -11 | +5 | — | ,13 | — | |
d+1+2 | Atlas Hammer | Mid | 23 | -24 | +45a (+35) | — | 21 | ||
d+1+3 | Iron Lariat | Throw | 12~13 | — | +0d | — | 35 | ||
d+1+4 | Freedom Face Buster | Throw | 12~13 | — | +0d | — | 35 | ||
d+2 | — | Low sl | 11 | -4 | +7 | — | 8 | — | |
d+2+3 | Corporate Elbow | Mid | 30~35 | -8~-3 | +0c~+5c | — | 25 | ||
d+2+4 | V Driver | Throw | 12~13 | — | +0d | — | 35 | ||
d+3 | Stomp | Low | 17 | -12 | +1 | — | 12 | — | |
d+3+4 | — | Low | 16 | -25 | -9 | — | 14 | ||
d+3+4,4 | — | Low | i29 rel | -25 | -9 | — | ,7 | ||
d+3+4,4,4 | Stagger Kicks | Low | i29 rel | -25 | -9 | — | ,7 | ||
d+3+4,4,4,2 | Stagger Kick Spinning Uppercut | Mid | i28 rel | -15 | +5 | — | ,10 | — | |
d+3+4,4,4,4 | Stagger Kick Flurry | Low ⋯ | i29i29 rel | -26 | +15 | — | ,4,3 | ||
d+4 | — | Low | 14 | -15 | -4 | — | 6 | — | |
db,n,f+2+4 | Tombstone Pile Driver | Throw | 11 | -2 | -1d | — | 53 | ||
db+1+2 | Muscle Armor | — | — | — | — | — | — | ||
db+1+2,2 | Muscle Armor > Emerald Elbow | Throw | i15~16 rel | -9 HD | +35g | — | ,15 | ||
db+1+2,3+4 | Muscle Armor > Jaguar Sprint | — | — rel | — | — | — | — | — | |
db+2 | Brain Chop | Mid | 25~26 | -5 | +19a | — | 21 | ||
db+2+3 | Figure Four Leg Lock | Throw | 12 | -6 | +1d / +0d | — | 40 (8+20+12) | — | |
db+3 | Crouching Low Kick | Low | 23 | -14 | +4c | +25a | 17 | ||
db+4 | Low Drop Kick | Low | 29~31 | -17 | -3d | +27d | 20 | ||
DF | Low Parry | — | — | — | +51a(+35) | — | 0 | — | |
df+1 | — | Mid | 14~15 | -1 | +3 | — | 15 | ||
df+1,2 | Elbow Sting | Mid | i20~21 rel | -10 | +5 | — | ,15 | — | |
df+1+3 | Reverse Arm Slam (RAS1) | Throw | 32 | -2 | +1d | — | 19 | ||
df+2 | — | Mid | 13 | -6 | +4 | — | 12 | — | |
df+2,1 | Double Hook Disaster | High | i20~21 rel | -4 | +24a | — | ,15 | — | |
df+2+3 | Knee Bash | Throw | 12 | -2 | +0d | — | 40 | — | |
df+2+4 | Reverse Special Stretch Bomb (RSSB1) | Throw | 32 | -2 | +1d | — | 20 | ||
df+3 | — | Mid | 14 | -9 | +6 | — | 17 | — | |
df+3,4 | Lasso Kick | High | i30 rel | +0 | +28d | — | ,23 | ||
df+3+4 | Frankensteiner | Mid sm ⋯ | 28~35 | -18~-12 | +18d | — | 30,15 | ||
df+4 | — | Low | 14~15 | -14 | -3 | — | 10 | — | |
df+4,3 | — | High | i22 rel | -5 | +6 | — | ,11 | — | |
df+4,3,4 | Mincer | Mid | i28~29 rel | -15 | +6a (-3) | +47a (+16) | ,27 | ||
df+4,3,d+4 | Mincer Low | Low | i33~35 rel | -10 | -8a | +22a | ,20 | ||
f,f,F+2+4 | Tomahawk | Throw | 10 | -5 | +1d | — | 40(45) | ||
f,f,F+3 | Strong Knee | Mid | 20~25 | +3 | +30(+22) | — | 25 | ||
f,f,F+3+4 | Running Exploder | Mid | 28~34 | +17 | +32d(-26) | — | 40 | ||
f,f,n,1+2 | Lay Off | Mid | 9 | +0 | +7s | +18s | 0 | — | |
f,f,n,2 | Stomach Smash / Jaguar Hammer | Low | 18 | -13 | +5s/(0d) | — | 17,(30) | ||
f,F+1 | Jaguar Hook | Mid | 20~21 | -5 | +14g | +38d | 21 | ||
f,F+2 | Beast Elbow | Mid | 31~32 | +7 | +12c | — | 21 | ||
f,F+2+3 | Diving Body Press | Mid ⋯ | 21~43 | -16 to +2 | -19c~+3c/-5d | — | 20,15 | ||
f,F+3+4 | Exploder | High | 28~30 | +0 | +24d(-34) | — | 25 | ||
f,F+4 | Konvict Kick | Mid | 15 | -15 | +14a(+4) | +1d | 25,(14) | ||
f,hcf+1 | Giant Swing | Throw ⋯ | 10 | -13 | -22d(-50) | — | 45(50)/70,5 | ||
f,hcf+2 | Tijuana Twister | Throw | 12~14 | -6 | +1d | — | 50(55) | ||
f,n,d,df | Beast Step | — | — | — | — | — | — | — | |
f+1+2 | Shadow Lariat | High | 16~17 | 0~+1 | +10d | — | 23 | — | |
f+1+4 | Body Check | Mid | 17~19 | +3 | +7 | — | 21 | — | |
f+2 | — | Mid | 15~16 | -11 | +2 | — | 12 | ||
f+2,1 | Elbow Impact | High | i15~16 rel | -9 HD | +16a | — | ,25 | ||
f+2,d+1 | — | Mid | i22 rel | -13 | +2c | — | ,15 | ||
f+2,d+1,2 | Jaguar Smash Combo | Mid | i22~23 rel | -15 | +27a (+17) | — | ,16 | — | |
f+2+3 | Shoulder Tackle | Mid | 20~24 | -5 HD | +8a (-1) | — | 27 | ||
f+3 | Front Kick | Mid | 15~16 | -8 | +1 | +9 | 18 | — | |
f+3,1+2 | Front Kick > DDT | Throw | — rel | — | -5d | — | ,20 | — | |
f+3+4 | Jaguar Sprint | — | — | — | — | — | — | — | |
f+4 | Rolling Sobat | Mid | 18~20 | -9 | +12a (+3) | — | 25 | ||
FC.db,d,db+1+2 | Clothesline Press (Rock Bottom) | Throw | 12 | -6 | +0d | — | 45 | ||
FC.df+1 | Leg Breaker | Low | 32~34 | -12 | +73a(+57) | — | 20 | ||
FC.df+2 | Body Blow | Mid | 15 | -14 | +56a | — | 21 | — | |
FDFA.db+1+3 | Wing Tearer | Throw | 18~20 | +0 | +0d | — | 32 | — | |
FDFL.db+1+3 | Bow & Arrow Stretch Hold | Throw | 18~20 | +0 | +0d | — | 37 | — | |
FDFR.db+1+3 | Camel Clutch | Throw | 18~20 | +0 | +0d | — | 35 | — | |
FDFT.db+1+3 | Half Boston Crab (OTG) | Throw | 18~20 | +0 | +22d | — | 30 | — | |
FUFA.db+1+3 | Shoulder Cracker | Throw | 18~20 | +0 | +0d | — | 28 | — | |
FUFL/FUFR.db+1+3 | Turn Over | Throw | 18~20 | +0 | +25d | — | 0 | — | |
FUFT.b+3+4 | Whirling Spring Kick | Mid | 16~28 | -25 | +4a(-6) | — | 25 | ||
FUFT.db+1+3 | Swing Away | Throw ⋯ | 18~20 | +0 | +1d(-40) | — | 20,10 / 35 | — | |
FUFT.DB+1+3 | Head Bomber | Throw | 18~20 | +0 | +0d | — | 25 | ||
FUFT.DB+2+4 | Figure Four Leg Lock (OTG) | Throw | 18~20 | +0 | +1d | — | 28 | — | |
H.2+3 | Ultimo Jaguar | Mid ⋯ | 17~18 | +12 | +0d | — | 20,40 | ||
hFC.1+2 | Ultimate Tackle (UT) | Throw | 32 | -5 | +3d | — | 0 | — | |
hFC.3 | — | Low | 18 | -17 | -6 | — | 10 | — | |
JGR.1 | Running Elbow Smash | Mid | 16~17 | -8 | +26c | — | 21 | ||
JGR.1* | Running Elbow Smash (charged) | Mid | 16~17 | -4 | +75a (+59) | — | 25 | ||
JGR.1+2 | Diving Body Press | Mid ⋯ | 21~43 | -16 to +2 | -19c~+3c/-5d | — | 20,15 | — | |
JGR.1+3 | Rapid King Onslaught | Throw | 23 | — | +1d | — | 45 | ||
JGR.2 | Jaguar Axe | High | 18~19 | +3 | +5a | — | 24 | ||
JGR.2* | Jaguar Axe (charged) | High | 18~19 | +8 | +32a | — | 28 | ||
JGR.3 | Sprint K. | Mid | 22~23 | -9 | +12d (+2) | — | 30 | ||
JGR.3* | Sprint K. (charged) | Mid | 22~23 | +2 | +21a (-5) | — | 34 | ||
JGR.4 | Dashing Low Drop Kick | Low | 20~24 | -21 | +0c | — | 20 | ||
JGR.4* | Dashing Low Drop Kick (charged) | Low | 20~24 | -21 | +20a | — | 24 | ||
JGS.1 | Jaguar Step > Hook | High | 17~18 | -7~-1 | +47d/+53d | — | 21/25/31 | — | |
JGS.1+3_2+4 | Cobra Clutch (MMD1) | Throw | 12 | -3 | +0d | — | 20 | ||
JGS.2 | Jaguar Step > Hammer | Mid | 11~12 | -9~+0 | +12c | — | 15/18/22 | — | |
JGS.3 | Jaguar Step > Sobat | Mid | 22~23 | -5~-1 | +21a(+12)/+25a(+16) | — | 23/27/34 | ||
JGS.3,2+3 | Jaguar Step > Sobat & Press | Mid ⋯ | i21~43 rel | -16 to +2 | -19c~+3c/-5d | — | ,20,15 | — | |
JGS.4 | Jaguar Step > High Kick | High | 17~18 | 8~+15 | +5a(-4)/+10a(+1) | — | 40/42/52 | ||
JGS.df+4 | Jaguar Step > Mid Kick | Mid | 17~19 | -16 to +8 | +5a(-4) | — | 30/36/45 | ||
LeftSide.1+3 | Argentina Backbreaker | Throw | (depends) | -3 | +36d | — | 40 | — | |
MMD1.1,4,2,3 | Cobra Twist (MMD2) | Throw | — | — | +1d | — | 12 | — | |
MMD2.1,1+3_2,2+4 | Reverse DDT (MMD3) | Throw | — | -6 | +0d | — | 13 | — | |
MMD3.1+2,1,1+3_1+2,2,2+4 | Reverse Special Stretch Bomb (MMD4) | Throw | — | -6 | +1d | — | 12 | — | |
MMD3.2,3,1,1+2 | Samurai Rock (MMD4a) | Throw | — | -6 | +0d | — | 24 | — | |
MMD4.3+4,1+2 | Backdrop (MMD5) | Throw | — | — | +0d | — | 10 | — | |
MMD5.1+2,3,1+3_1+2,4,2+4 | Burning Hammer (MMD6) | Throw | — | -3 | +0d | — | 18 | — | |
MMD5.1+2,4,2,1+2 | Sol Naciente (MMD6a) | Throw ⋯ | — | -3 | +0d | — | 11,15 | — | |
MMD6.2,4,3,1,1+3_2,4,3,1,2+4 | Screwdriver (MMD7) | Throw | — | -6 | -10d | — | 31 | — | |
PD.1+2,1+2 | Double Arm Face Buster (from PD) | Throw | 11 | -7 | -14d | — | 35 | ||
PD.1+2,3,4,1+2 | Boston Crab (from PD) | Throw | 11 | -7 | +0d | — | 45 | — | |
qcb+1+2 | Muscle Buster | Throw | 11 | -6 | -6d | — | 50 | ||
qcb+1+3 | Elevating Spine Cracker | Throw | 14 | -2 | +51a | — | 8 | ||
qcf+1 | Pile Driver (PD) | Throw | 11 | -7~-2 | +8d | — | 30 | — | |
R.df+1+2 | Anger Of The Beast | Mid | 20 | -18 | +0d | — | 55+ | ||
RAS1.1_2 | Backdrop (RAS2) | Throw | — | — | +0d | — | 7/15 | — | |
RAS2.1_2 | German Suplex (RAS3) | Throw | — | -9 | +0d | — | 7/15 | — | |
RAS3.1_2 | Power Bomb (RAS4) | Throw | — | — | +1d | — | 12/17 | — | |
RAS4.1 | Giant Swing (RAS5a) | Throw | — | -3 | +1d | — | 15/20/31 | — | |
RAS4.2 | Muscle Buster (RAS5b) | Throw | — | -6 | +1d | — | 20/25 | — | |
RightSide.2+4 | Knee Crusher | Throw | (depends) | -3 | +21d | — | 42 | — | |
RSSB1.1_2 | Cannonball Buster (RSSB2) | Throw | — | — | +1d | — | 7/15 | — | |
RSSB2.1_2 | Manhattan Drop (RSSB3) | Throw | — | -3 | +0d | — | 7/15 | — | |
RSSB3.1_2 | Victory Bomb (RSSB4) | Throw | — | — | +1d | — | 9/13 | — | |
RSSB4.1 | Giant Swing (RSSB5a) | Throw | — | — | +1d | — | 15/20/31 | — | |
RSSB4.2 | Muscle Buster (RSSB5b) | Throw | — | — | +1d | — | 20/25 | — | |
SHH1.1,2,1+2 | S.T.F. (SHH2a) | Throw | — | -10 | +0d | — | 25 | — | |
SHH1.1+2,1,3 | Indian Death Lock (SHH2c) | Throw | — | -10 | +0d | — | 20 | — | |
SHH1.2,1,1+3 | Scorpion Death Lock (SHH2b) | Throw | — | -10 | +0d | — | 30 | — | |
SHH2c.3,4,1+2,3+4 | King's Bridge (SHH3ca) | Throw | — | — | +0d | — | 40 | — | |
ss2 | Victory Palm | High | 19~20 | -5 | +35a | — | 25 | ||
ss2+4 | Side Step to RSSB2 / RSSB1 | Throw | 13 | -3 | +0d / +1d | — | 15 / 20 | ||
ss2+4,b | Reverse Special Stretch Bomb (Cancel) | — | — | — | — | — | — | — | |
ss3+4 | Deadly Boomerang | High | 27~31 | +0 | +0d | — | 50 | ||
u+1+2 | Capital Punishment | Mid | 35~36 | +2 | +22a | — | 25 | ||
u+1+2* | Burning Knuckle | Mid | 67 | — | +11d | — | 40 | ||
ub+4 | — | Mid | 15~16 | -13 | +19a (+9) | +33a (+23) | 15 | ||
uf,n,4 | Delayed Rising Toe Kick | Mid | 23~25 | -13 | +32a (+22) | — | 20 | ||
uf+1 | Water Parting Chop | High | 20~23 | -3 | +36a (+27) | — | 21 | ||
uf+1+2 | Executioner Drop | Throw | 12 | -6 | +19d(-7) / +17d(-13) | — | 30 | — | |
uf+2 | High Elbow Drop | Mid | 47~53 | -17 | -7d | — | 40 | ||
uf+3 | Falling Heel Kick | Mid | 22~29 | -10 | -1d | — | 23 | ||
uf+3+4 | Sole Crusher | Mid | 22~23 | -12 | +25g | — | 23 | ||
uf+4 | Jumping Knee Lift | Mid | 15~16 | -13 | +33a (+23) | — | 13 | ||
UT,1+2 | Armbar | Throw | — | -9 | +1d | — | 25 | — | |
UT,1+2,1+2 | Arm Twist | Throw | — rel | — | +1d | — | ,10 | — | |
UT,2,1,2,1 | Ultimate Punch | Throw ⋯ | 46 | +0 | +0d | — | 5,5,5,15 | — | |
UT,3+4 | Leg Cross Hold | Throw | 69 | +0 | +1d | — | 20 | — | |
UT,3+4,1+2 | Stretch Combo | Throw | — rel | — | +1d | — | ,30 | — | |
WALL.f,hcf+1 | Shining Torpedo | Throw | 10 | — | -5d | — | 65(70) | — | |
WallBack.b,b,ub | Wall Jumping Attack | Throw | 43~48 | -8 | +2 / +15 | — | 45 / 21 | — | |
ws1 | — | Mid | 10~11 | -3 | +4s | — | 12 | — | |
ws1+2 | Snap Uppercut | Mid | 18~19 | -10 | +35a(+25) | — | 20 | ||
ws2 | — | Mid | 14 | -9 | +1s | — | 11 | ||
ws2,2 | Round Trip Chop | Mid | i15~16 rel | -12 | +12g | — | ,25 | ||
ws3 | — | High | 16 | +0 | +22a(+12) | — | 20 | — | |
ws4 | Toe Smash | Mid | 11~12 | -6 | +5 | — | 20 | — |