Ironfist Insights
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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.

How they play

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.

Key King moves

Plus on block

  • f,f,F+3+4Running Exploderi28~34, mid, +17 on block
  • JGS.4Jaguar Step > High Kickstancei17, high, +15 on block at best
  • H.2+3Ultimo Jaguarsituationali17, mid, +12 on block, needs Heat
  • 3,2,2*Stampede Crush (Hold)from 3 (i15), mid, +9 on block

Plus you cannot ignore

  • f+1+4Body Checki17, mid, +3 on block
  • f,f,F+3Strong Kneei20~25, mid, +3 on block

Fastest mids

  • f,f,n,1+2Lay Offi9, mid, +0 on block
  • df+2i13, mid, -6 on block

Lows, safest first

  • df+4,3,d+4Mincer Lowfrom df+4 (i14), low, -10 on block
  • d+3Stompi17, low, -12 on block, too fast to see coming
  • FC.df+1Leg Breakersituationali32, low, -12 on block, slow enough to block on reaction
  • f,f,n,2Stomach Smash / Jaguar Hammeri18, low, -13 on block, too fast to see coming

Special lows

  • d+2i11, special low, -4 on block, too fast to see coming
  • d+1i10, special low, -5 on block, too fast to see coming

Panic buttons

  • b+3Toll Kicki16, absorbs a hit, -10 on block
  • uf+3+4Sole Crusheri22, absorbs a hit, -12 on block
  • db+1+2Muscle Armorabsorbs a hit, block frames unpublished
  • b+1+3Arm Whipi10, parries, block frames unpublished

Launches on counter-hit

  • CD.DF+4Knee Liftsituationali15, counter-hit +53a
  • CD.DF+1+2Black Bombsituationali20, counter-hit +52a
  • df+4,3,4Mincerfrom df+4 (i14), counter-hit +47a (+16)
  • ub+4i15, counter-hit +33a (+23)

Homing

  • JGR.3*Sprint K. (charged)stancei52, homing, +2 on block, needs Heat, slower in practice than its published startup
  • uf+1Water Parting Chopi20, homing, -3 on block
  • f,F+1Jaguar Hooki20, homing, -5 on block
  • ws2situationali14, homing, -9 on block

Parries and sabaki

  • b+1+3Arm Whipi10, Parry opponent's right punch.
  • b+2+4Spinning Heel Holdi10, Parry opponent's left kick.
  • b+2+4:3+4Leg Screw > Figure Four Leg Locki10, Parry opponent's right kick.

Free launches for you

  • d+4i14, -15 on block
  • f,F+4Konvict Kicki15, -15 on block
  • d+3+4,4,4,2Stagger Kick Spinning Uppercutfrom d+3+4 (i16), -15 on block
  • df+4,3,4Mincerfrom df+4 (i14), -15 on block
What King punishes you with
King’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,2,130ws112
−12 or worseb+1,233ws420
−13 or worseb+1,233ws420
−15 or worseb+2,137 launchesws2,236
What you get to do about King’s strings

Fuzzy guard candidates

  • b+1,2high, 7f before b+1,4They can delay the high 6f, which narrows the window.

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

  • 1,2,1,1,2,4,4,4interrupt with i14
  • 3,2,2*interrupt with i14

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,2,1jails — you stay in blockstun
  • d+1,2jails — you stay in blockstun
  • f+2,d+1,2jails — you stay in blockstun

Jailing is unrecorded on 92% of King’s string continuations, so a string missing from the last list was probably never checked.

Getting into King’s stances

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

  • b+1+2Throw Awayi12~17, -3 on block
  • b+1+2,1+2Throw Away > Back Swingi12~17, block frames unpublished
  • 3,2,2Stampede Crushfrom 3 (i15), -13 on block
  • 3,2,2*Stampede Crush (Hold)from 3 (i15), +9 on block
  • ws2,2Round Trip Chopsituationalfrom ws2 (i14), -12 on block
  • H.2+3Ultimo Jaguarsituationali17, +12 on block

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.

Throws and breaks

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+2 Muscle Buster — breaks with 1+2, 50 damage
  • f,hcf+1 Giant Swing — breaks with 1, 45(50)/70,5 damage
  • FC.db,d,db+1+2 Clothesline Press (Rock Bottom) — breaks with 1+2, 45 damage
  • db+2+3 Figure Four Leg Lock — breaks with 1+2, 40 (8+20+12) damage
  • f,f,F+2+4 Tomahawk — 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.
King neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Winding Nut1 or 235FUFAAgainst sidestepping
2+4Suplex1 or 235FUFAAgainst sidesteppingTo escape a corner
b+1+2Throw Away1+20—Against sidesteppingTo escape a corner
CD.1+3Arm Breaker (AB1)120FUFT—
CD.2+4Standing Heel Hold (SHH1)225FDFR off-axis—
d+1+3Iron Lariatunbreakable35FDFAOnly if you are crouchingOn a breakable floor
d+1+4Freedom Face Busterunbreakable35FDFAOnly if you are crouchingTo enter Heat
d+2+4V Driverunbreakable35FUFAOnly if you are crouchingOn a breakable floor
db,n,f+2+4Tombstone Pile Driver253FUFAOn a breakable floor
db+2+3Figure Four Leg Lock1+240 (8+20+12)FUFT—
df+1+3Reverse Arm Slam (RAS1)119FUFAAgainst sidesteppingTo escape a corner
df+2+3Knee Bash240FUFT—
df+2+4Reverse Special Stretch Bomb (RSSB1)220FUFTAgainst sidesteppingTo escape a corner
f,f,F+2+4Tomahawk1+240(45)FUFL off-axis—
f,hcf+1Giant Swing145(50)/70,5FUFTAt a wallTo escape a corner
f,hcf+2Tijuana Twister250(55)FUFL off-axis—
FC.db,d,db+1+2Clothesline Press (Rock Bottom)1+245FUFR off-axisOn a breakable floor
hFC.1+2Ultimate Tackle (UT)1+20—Only if you are crouching
qcb+1+2Muscle Buster1+250FUFAOn a breakable floorTo escape a corner
qcb+1+3Elevating Spine Cracker18——
qcf+1Pile Driver (PD)130FUFT—
ss2+4from JGRSide Step to RSSB2 / RSSB1215 / 20FUFTAgainst sidestepping
uf+1+2Executioner Drop1+230FUFT—
Chain throws

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.

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.

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.

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.

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.

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.

Frame data

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
Level
Properties

229 moves

Search any column from its heading.

King frame data — 229 moves
DetailsProperties
1JabHigh10+1+8—5—
1,2Palm StrikeHighi10~12 rel-3+8—,15—
1,2,1Palm Strike UppercutMidi24~25 rel-4+5+10,10—
1,2,1,1—Midi24~25 rel-19-8—,6—
1,2,1,1,2—Midi17~19 rel-10+1—,6—
1,2,1,1,2,4—Lowi21 rel-36+5—,5—
1,2,1,1,2,4,4—Lowi29 rel-40-19—,5—
1,2,1,1,2,4,4,4—Lowi29 rel-40-19—,5—
1,2,1,1,2,4,4,4,1—Midi20 rel-12+19a—,7—
1,2,1,1,2,4,4,4,1,3—Midi23 rel-30+6a—,21—
1,2,1,1,3—Highi26 rel-25-14—,8—
1,2,1,1,3,3—Midi27 rel-30-19—,10—
1,2,1,1,3,3,4—Lowi23 rel-43+7—,5—
1,2,1,1,3,3,4,3—Lowi24 rel-25-14—,5—
1,2,1,1,3,3,4,3,2—Lowi27 rel-68+7—,6—
1,2,1,1,3,3,4,3,2,1+2—Throwi27 rel—+3d—,20—
1,2,1,2+4Palm Strike Uppercut > SuplexThrowi26~28 rel-3+0d—,40—
1,2,1,d+2+4Palm Strike Uppercut > V DriverThrowi28~30 rel—+1d—,35
1,2,2+4Palm Strike > Head JammerThrowi30 rel-6+1d—,30
1,2,d+2+4Palm Strike > V DriverThrowi27 rel—+1d—,35
1+2—Mid18-11-2+017
1+2,1Head SpinnerMidi22 rel-13+12a (+3)—,21
1+2,3Brutal StingHighi24~25 rel-3+12a (+3)—,25
1+2+3+4Ki Charge———————
1+3Winding NutThrow12~15-6+0d—35
2Right JabHigh10+1+7—10—
2,1Right Jab > UppercutMidi23~24 rel-3+8—,15—
2+3Heat BurstMid16+1+2c—[12;12]
2+4SuplexThrow12~15-3+0d—35
3Left KickHigh15~16-9+2—17—
3,2—Midi20~21 rel-9+5c—,18
3,2,2Stampede CrushMidi23~24 rel-13+17g—,24
3,2,2*Stampede Crush (Hold)Midi34~35 rel+9+25a (+15)—,30
3+4Jaguar Step——————
4Right KickHigh13-5+6+31d20—
AB1.1,1+2Triple Arm Breaker (AB2a)Throw ⋯—-3+2d—12,18—
AB1.2,1,1+3Chicken Wing Face Lock (AB2c)Throw—-3+0d—20—
AB1.2,4,2+4Head Jammer (AB2b)Throw—-3+1d—20—
AB2b.3,4,3+4,1+2Struggle Combination (AB2b1)Throw——+1d—20—
AB2c.1,3,4,2,1+2Rolling Death Cradle (AB3cb)Throw—-3+1d—60—
AB2c.2,1,3,1+2Dragon Sleeper Finish (AB3ca)Throw—-3+1d—25—
AIR.1+3Mid-Air Leg Cross HoldThrow12~14—+0d—30
AIR.2+4Spine CrackerThrow12~14—+40d(+35)—20
AIR.d+1+3Double Heel Hold (DHH)Throw12~13—-5d—15—
AIR.d+1+3,1+2,1+2Flapjack (From DHH)Throw—-6-3d—15—
Air.d+1+3,2,1,3,4Giant Swing (From DHH)Throw ⋯—-6-7d(-40)—12,13 / 32—
AIR.f,f,F+2+4Running Jaguar BombThrow10—+4d—65(70)
AIR.f,hcf+1Aerial Jaguar BombThrow10—+3d—55(60)
b+1Quick HookHigh12-8+3+3s13—
b+1,2Quick Hook > UppercutHighi19~20 rel-13+5—,20
b+1,4Quick Hook > Heel KickMidi26~28 rel-10+1d—,23
b+1+2Throw AwayThrow12~17-3+14g—0
b+1+2,1+2Throw Away > Back SwingThrow12~17—+11g—0—
b+1+3Arm Whip—10—+2d—25
b+2ChupacabraHigh14-5+1—16—
b+2,1Chupacabra > Spinning Back ElbowHighi20~21 rel-9+19a (+10)—,21
b+2,1+2Chupacabra > Head ButtHighi24~25 rel+2+22a—,22
b+2,4Chupacabra > Olympia SlamMid ⋯i21 rel-8+0d—,18,20—
b+2+4Spinning Heel Hold—10—+24d—25
b+2+4:3+4Leg Screw > Figure Four Leg Lock—10—+27d(+1d)—25(,28)
b+3Toll KickHigh16~18-10+13d—23
b+3:1+2Guillotine DropThrow— rel—-7d—,15—
b+3+4Reverse Jaguar Step——————
b+4Disgraceful KickHigh17~21+2+14gc—25
Behind.1+3Half Boston CrabThrow(depends)—+0d—60—
Behind.2+4Cobra TwistThrow(depends)—-1d—60—
Behind.b,f+1+2Stretch BusterThrow10—+1d—75
BT.1+2Atomic BlasterHigh26~30—+2d—45—
BT.1+4Moonsault Body PressMid41~47—+6d—30
BT.3Blind KickMid13~14-13+9s+50d18
BT.3+4Jaguar Step (BT)——————
BT.d+4Low Drop Kick (BT)Low22~24-14-2d+28d20
BT3,1+2Blind Kick > Neck BreakerThrow— rel—+0d—,20
CD.1+3Arm Breaker (AB1)Throw12-2+1d—20—
CD.2+4Standing Heel Hold (SHH1)Throw12-2+0d—25—
CD.DF+1+2Black BombMid20~23-5+16d+52a24
CD.DF+4Knee LiftMid15~16-9+49a(+18)+53a21
d+1—Low sl10-5+6—5
d+1,2Jab > UppercutMidi15~17 rel-11+5—,13—
d+1+2Atlas HammerMid23-24+45a (+35)—21
d+1+3Iron LariatThrow12~13—+0d—35
d+1+4Freedom Face BusterThrow12~13—+0d—35
d+2—Low sl11-4+7—8—
d+2+3Corporate ElbowMid30~35-8~-3+0c~+5c—25
d+2+4V DriverThrow12~13—+0d—35
d+3StompLow17-12+1—12—
d+3+4—Low16-25-9—14
d+3+4,4—Lowi29 rel-25-9—,7
d+3+4,4,4Stagger KicksLowi29 rel-25-9—,7
d+3+4,4,4,2Stagger Kick Spinning UppercutMidi28 rel-15+5—,10—
d+3+4,4,4,4Stagger Kick FlurryLow ⋯i29i29 rel-26+15—,4,3
d+4—Low14-15-4—6—
db,n,f+2+4Tombstone Pile DriverThrow11-2-1d—53
db+1+2Muscle Armor——————
db+1+2,2Muscle Armor > Emerald ElbowThrowi15~16 rel-9 HD+35g—,15
db+1+2,3+4Muscle Armor > Jaguar Sprint—— rel—————
db+2Brain ChopMid25~26-5+19a—21
db+2+3Figure Four Leg LockThrow12-6+1d / +0d—40 (8+20+12)—
db+3Crouching Low KickLow23-14+4c+25a17
db+4Low Drop KickLow29~31-17-3d+27d20
DFLow Parry———+51a(+35)—0—
df+1—Mid14~15-1+3—15
df+1,2Elbow StingMidi20~21 rel-10+5—,15—
df+1+3Reverse Arm Slam (RAS1)Throw32-2+1d—19
df+2—Mid13-6+4—12—
df+2,1Double Hook DisasterHighi20~21 rel-4+24a—,15—
df+2+3Knee BashThrow12-2+0d—40—
df+2+4Reverse Special Stretch Bomb (RSSB1)Throw32-2+1d—20
df+3—Mid14-9+6—17—
df+3,4Lasso KickHighi30 rel+0+28d—,23
df+3+4FrankensteinerMid sm ⋯28~35-18~-12+18d—30,15
df+4—Low14~15-14-3—10—
df+4,3—Highi22 rel-5+6—,11—
df+4,3,4MincerMidi28~29 rel-15+6a (-3)+47a (+16),27
df+4,3,d+4Mincer LowLowi33~35 rel-10-8a+22a,20
f,f,F+2+4TomahawkThrow10-5+1d—40(45)
f,f,F+3Strong KneeMid20~25+3+30(+22)—25
f,f,F+3+4Running ExploderMid28~34+17+32d(-26)—40
f,f,n,1+2Lay OffMid9+0+7s+18s0—
f,f,n,2Stomach Smash / Jaguar HammerLow18-13+5s/(0d)—17,(30)
f,F+1Jaguar HookMid20~21-5+14g+38d21
f,F+2Beast ElbowMid31~32+7+12c—21
f,F+2+3Diving Body PressMid ⋯21~43-16 to +2-19c~+3c/-5d—20,15
f,F+3+4ExploderHigh28~30+0+24d(-34)—25
f,F+4Konvict KickMid15-15+14a(+4)+1d25,(14)
f,hcf+1Giant SwingThrow ⋯10-13-22d(-50)—45(50)/70,5
f,hcf+2Tijuana TwisterThrow12~14-6+1d—50(55)
f,n,d,dfBeast Step———————
f+1+2Shadow LariatHigh16~170~+1+10d—23—
f+1+4Body CheckMid17~19+3+7—21—
f+2—Mid15~16-11+2—12
f+2,1Elbow ImpactHighi15~16 rel-9 HD+16a—,25
f+2,d+1—Midi22 rel-13+2c—,15
f+2,d+1,2Jaguar Smash ComboMidi22~23 rel-15+27a (+17)—,16—
f+2+3Shoulder TackleMid20~24-5 HD+8a (-1)—27
f+3Front KickMid15~16-8+1+918—
f+3,1+2Front Kick > DDTThrow— rel—-5d—,20—
f+3+4Jaguar Sprint———————
f+4Rolling SobatMid18~20-9+12a (+3)—25
FC.db,d,db+1+2Clothesline Press (Rock Bottom)Throw12-6+0d—45
FC.df+1Leg BreakerLow32~34-12+73a(+57)—20
FC.df+2Body BlowMid15-14+56a—21—
FDFA.db+1+3Wing TearerThrow18~20+0+0d—32—
FDFL.db+1+3Bow & Arrow Stretch HoldThrow18~20+0+0d—37—
FDFR.db+1+3Camel ClutchThrow18~20+0+0d—35—
FDFT.db+1+3Half Boston Crab (OTG)Throw18~20+0+22d—30—
FUFA.db+1+3Shoulder CrackerThrow18~20+0+0d—28—
FUFL/FUFR.db+1+3Turn OverThrow18~20+0+25d—0—
FUFT.b+3+4Whirling Spring KickMid16~28-25+4a(-6)—25
FUFT.db+1+3Swing AwayThrow ⋯18~20+0+1d(-40)—20,10 / 35—
FUFT.DB+1+3Head BomberThrow18~20+0+0d—25
FUFT.DB+2+4Figure Four Leg Lock (OTG)Throw18~20+0+1d—28—
H.2+3Ultimo JaguarMid ⋯17~18+12+0d—20,40
hFC.1+2Ultimate Tackle (UT)Throw32-5+3d—0—
hFC.3—Low18-17-6—10—
JGR.1Running Elbow SmashMid16~17-8+26c—21
JGR.1*Running Elbow Smash (charged)Mid16~17-4+75a (+59)—25
JGR.1+2Diving Body PressMid ⋯21~43-16 to +2-19c~+3c/-5d—20,15—
JGR.1+3Rapid King OnslaughtThrow23—+1d—45
JGR.2Jaguar AxeHigh18~19+3+5a—24
JGR.2*Jaguar Axe (charged)High18~19+8+32a—28
JGR.3Sprint K.Mid22~23-9+12d (+2)—30
JGR.3*Sprint K. (charged)Mid22~23+2+21a (-5)—34
JGR.4Dashing Low Drop KickLow20~24-21+0c—20
JGR.4*Dashing Low Drop Kick (charged)Low20~24-21+20a—24
JGS.1Jaguar Step > HookHigh17~18-7~-1+47d/+53d—21/25/31—
JGS.1+3_2+4Cobra Clutch (MMD1)Throw12-3+0d—20
JGS.2Jaguar Step > HammerMid11~12-9~+0+12c—15/18/22—
JGS.3Jaguar Step > SobatMid22~23-5~-1+21a(+12)/+25a(+16)—23/27/34
JGS.3,2+3Jaguar Step > Sobat & PressMid ⋯i21~43 rel-16 to +2-19c~+3c/-5d—,20,15—
JGS.4Jaguar Step > High KickHigh17~188~+15+5a(-4)/+10a(+1)—40/42/52
JGS.df+4Jaguar Step > Mid KickMid17~19-16 to +8+5a(-4)—30/36/45
LeftSide.1+3Argentina BackbreakerThrow(depends)-3+36d—40—
MMD1.1,4,2,3Cobra Twist (MMD2)Throw——+1d—12—
MMD2.1,1+3_2,2+4Reverse DDT (MMD3)Throw—-6+0d—13—
MMD3.1+2,1,1+3_1+2,2,2+4Reverse Special Stretch Bomb (MMD4)Throw—-6+1d—12—
MMD3.2,3,1,1+2Samurai Rock (MMD4a)Throw—-6+0d—24—
MMD4.3+4,1+2Backdrop (MMD5)Throw——+0d—10—
MMD5.1+2,3,1+3_1+2,4,2+4Burning Hammer (MMD6)Throw—-3+0d—18—
MMD5.1+2,4,2,1+2Sol Naciente (MMD6a)Throw ⋯—-3+0d—11,15—
MMD6.2,4,3,1,1+3_2,4,3,1,2+4Screwdriver (MMD7)Throw—-6-10d—31—
PD.1+2,1+2Double Arm Face Buster (from PD)Throw11-7-14d—35
PD.1+2,3,4,1+2Boston Crab (from PD)Throw11-7+0d—45—
qcb+1+2Muscle BusterThrow11-6-6d—50
qcb+1+3Elevating Spine CrackerThrow14-2+51a—8
qcf+1Pile Driver (PD)Throw11-7~-2+8d—30—
R.df+1+2Anger Of The BeastMid20-18+0d—55+
RAS1.1_2Backdrop (RAS2)Throw——+0d—7/15—
RAS2.1_2German Suplex (RAS3)Throw—-9+0d—7/15—
RAS3.1_2Power Bomb (RAS4)Throw——+1d—12/17—
RAS4.1Giant Swing (RAS5a)Throw—-3+1d—15/20/31—
RAS4.2Muscle Buster (RAS5b)Throw—-6+1d—20/25—
RightSide.2+4Knee CrusherThrow(depends)-3+21d—42—
RSSB1.1_2Cannonball Buster (RSSB2)Throw——+1d—7/15—
RSSB2.1_2Manhattan Drop (RSSB3)Throw—-3+0d—7/15—
RSSB3.1_2Victory Bomb (RSSB4)Throw——+1d—9/13—
RSSB4.1Giant Swing (RSSB5a)Throw——+1d—15/20/31—
RSSB4.2Muscle Buster (RSSB5b)Throw——+1d—20/25—
SHH1.1,2,1+2S.T.F. (SHH2a)Throw—-10+0d—25—
SHH1.1+2,1,3Indian Death Lock (SHH2c)Throw—-10+0d—20—
SHH1.2,1,1+3Scorpion Death Lock (SHH2b)Throw—-10+0d—30—
SHH2c.3,4,1+2,3+4King's Bridge (SHH3ca)Throw——+0d—40—
ss2Victory PalmHigh19~20-5+35a—25
ss2+4Side Step to RSSB2 / RSSB1Throw13-3+0d / +1d—15 / 20
ss2+4,bReverse Special Stretch Bomb (Cancel)———————
ss3+4Deadly BoomerangHigh27~31+0+0d—50
u+1+2Capital PunishmentMid35~36+2+22a—25
u+1+2*Burning KnuckleMid67—+11d—40
ub+4—Mid15~16-13+19a (+9)+33a (+23)15
uf,n,4Delayed Rising Toe KickMid23~25-13+32a (+22)—20
uf+1Water Parting ChopHigh20~23-3+36a (+27)—21
uf+1+2Executioner DropThrow12-6+19d(-7) / +17d(-13)—30—
uf+2High Elbow DropMid47~53-17-7d—40
uf+3Falling Heel KickMid22~29-10-1d—23
uf+3+4Sole CrusherMid22~23-12+25g—23
uf+4Jumping Knee LiftMid15~16-13+33a (+23)—13
UT,1+2ArmbarThrow—-9+1d—25—
UT,1+2,1+2Arm TwistThrow— rel—+1d—,10—
UT,2,1,2,1Ultimate PunchThrow ⋯46+0+0d—5,5,5,15—
UT,3+4Leg Cross HoldThrow69+0+1d—20—
UT,3+4,1+2Stretch ComboThrow— rel—+1d—,30—
WALL.f,hcf+1Shining TorpedoThrow10—-5d—65(70)—
WallBack.b,b,ubWall Jumping AttackThrow43~48-8+2 / +15—45 / 21—
ws1—Mid10~11-3+4s—12—
ws1+2Snap UppercutMid18~19-10+35a(+25)—20
ws2—Mid14-9+1s—11
ws2,2Round Trip ChopMidi15~16 rel-12+12g—,25
ws3—High16+0+22a(+12)—20—
ws4Toe SmashMid11~12-6+5—20—