ARMOR KING:DATA

MOVE LIST & FRAME DATA Ver.4.20

The patch notes before Ver.4.20 are included in "Old Patch Notes" of 【Notes】.
The patch notes of Ver.4.20 are changed the letter color in 【Notes】.
【Command】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means force to Crouching.
B means force Back Toward.
Sd means force Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jab

H / 7
10F +1 +8 +8
One Two Punch

H,H / 7,10
-1 +5 +5 Combo from 1st NH
Left Right Uppercut

H,H,M / 7,10,17
-5 +1 +31G Combo from 2nd CH.
Can be delayed.
・Changed CH effect.
Right Jab

H / 10
10F +1 +7 +7
Jab Uppercut

H,M / 10,15
-1 +7 +7 Combo from 1st hit.
(S3)– Changed the frame advantage when blocked from -2F to -1F.
– Changed the frame advantage upon hit from +5F to +7F.
(Ver.4.00) - Changed the damage from 12 to 15.
Side Kick

H / 25
17F -14 KDN KDN
Right High Kick

H / 20
13F -5 +6 LNC 37
Dark Cyclone (1)

M / 10
17F -10 ±0 ±0
Dark Cyclone (1) to BT

M,SP / 10
-10 ±0 ±0
Dark Cyclone

M,H / 10,20
-3 KDN KDN Combo from 1st NH.
Can be delayed 13F.
Combo Can be delayed 13F from NH.
・Changed Hit effect.
・Declease Can be delayed frame.
Dark Buzzsaw

M,M / 10,17
-13 +8 KDN Combo from 1st NH.
Can be delayed 13F.
Combo Can be delayed 13F from NH.
Round Out Kick

M / 14
25F -7 +3 +3 TJ11F
Meaty 7F.
(Ver.4.00) - Changed the damage from 10 to 14.
Round Out Body Press (close)

M,M,Th / 14,25(,5)
±0 Th Th TJ
Connect to throw from close hit.
Damage () is throw bonus.
(Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art.
・Enabled the move to be parried using Jin's Parry.
Round Out Body Press

M,M / 14,25
±0 +2C +2C TJ
Forced to crouching upon hit..
Meaty 9F in actualy.
Round Out Elbow

M,M / 14,25
-18 KDN KDN* TJ
Combo from 1st NH.
Meaty 18F in actualy
Moonsault Drop

UB(M) / 25
52F KDN KDN KDN
(Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art.
・Enabled the move to be parried using Jin's Parry.
(Ver.4.00) - Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
Dark Elbow Hook (1)

M / 12
15F -11 +2 +2
(S3)– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
Dark Elbow Hook

M,H / 12,25
-9 KDN KDN Combo from 1st NH
Can be delayed 12F.
Combo Can be delayed 6F from NH.
Combo Can be delayed 6F from CH.
(S3) – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
(Ver.4.00) - Changed the damage from 20 to 25.
Switch-Kick Tornado (1)

M / 17
16F -3 +4 +4
(S3)– Changed the damage from 15 to 17.
Switch-Kick Tornado (2)

M,M / 17,10
-7 +3 +3 Combo from 1st CH.
(S3)– Changed the damage from 13 to 10.
– Changed the input window from 18F to 24F.
Switch-Kick Tornado

M,M,H / 17,10,23
-7 KDN KDN TS
Combo from 2nd NH.

(S3)– Changed the damage from 22 to 23.
Switch-Kick Tornado to Cancel

M,M,SP / 17,10
-15 -5 -5
(S3)- New move.
Wind-Up Stomp

M / 21
23F +2C +7C KDN Forced to crouching upon block or NH..
Meaty 5F.
・Forced to crouching upon block..
Hammer Impact

M / 25
20F -13 KDN KDN PC8F
・Remove Punch Aborbs.
(Ver.2.20)・Changed the opponent's behavior when hit.
Shoulder Impact

M / 28
13F -20 KDN KDN Meaty 2F.
・Changed Start-up from 13F to 14F.
・Changed Block from -17F to -20F.
(Ver.2.20)・Fixed an issue in which 【】 could be used to perform the move.
Minced Liver

M / 12
13F -1 +7 +7
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
(Ver.4.20)- Expanded the attack hit range downward. Due to reducing the recovery of , certain aerial combos stopped working on counter hit, so the attack hit range was expanded downward.
Concussion Hook

M / 21
15F -12 +4 KDN H
10 Hit Combo start.
When input , Not Knock Down from CH.
(Ver.4.00) - Changed the frame advantage upon hit from -1F to +4F.
(Ver.4.20)- Changed to a homing attack.
- Expanded the attack hit range. In order to make it function more as a move to counter sidestep, changed to a homing attack. Since it sometimes unnaturally missed the opponent under certaincircumstances, expanded the attack hit range.
10 Hit Combo (2)

M,H / 21,8
-12G -1 -1 Combo from 1st hit.
Advance Input is unavailable after moving.
Dark Knee Lift

M / 17
17F -5 +5 KDN 47 (Ver.4.20)- Distance to the opponent on hit closer. Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance to make it easier toattack.
Front Kick

M / 15
12F -4 +7 +7 35
Spinning Lariat

M / 20
23F -4 KDN KDN HTS
– Changed the attack startup from 25F to 23F.
(Ver.4.20)- Changed the frame advantage when blocked from -7F to -4F. Reduced the frame disadvantage when blocked to make it easier to dodge the opponent's move with sidestep even when blocked.
Frankensteiner

SM,Th(H) / 15(,30)
28F -18 -7 -7 TC13F
Meaty 5F.
Crouch Jab
or
SM / 5
10F -5 +6 +6 TC4F
Returns to crouching.
Input to standing after moving.
Knee Lift Combination
or FC
SM,M / 5,13
-10 +6 +6 Combo from 1st CH.
Hammer Edge

M / 17
17F -2 +5C +9 Returns to crouching.
・Remove force to crouching.
Blackjack Combination (2)

M,M / 17,17
-14 -3 -3
・New Move.
Blackjack Combination

M,M,M / 17,17,20
-11C KDN KDN TJ
Combo from 2nd NH.
・New Move.
(S3)– Changed the opponent’s behavior when hit while downed.
– The character is now counted as jumping from frames 26 to 40.
Stomp

L / 14
17F -12 +1 +9
(S3)– Changed the damage from 12 to 11.
– Changed the opponent’s behavior when the move lands as a counter hit (from +1F to +9F).
(Ver.4.20)- Changed the damage from 11 to 14. Since there was no crouching status, and the return was also low, the damage was increased.
Crouch Chin Kick

L / 9
14F -13 -2 -2 TC4F
Corporate Elbow

M / 25
30F -8 ±0C ±0C TJ21F
Taurus Cutter
or FC or FC
L / 12
17F -16 -5 -3 TC6F
Taurus Cutter Edge

L,H / 12,13
-9 +15Sp KDN TS
Combo from 1st CH.
Can be delayed 8F.
Combo can be delayed 8F from CH.
・New Move.
Taurus Cutter Trap

L,M / 12,13
-16 KDN KDN Combo from 1st CH.
Can be delayed 8F.
Combo can be delayed 8F from CH.
Shadow Step
or
Absorbs(L),SP / -
27 Cost 20F.
Low Absorbs from 3F to 14F.
Returns to crouching.
Shadow Step to Crouch Dash
or
Absorbs(L),SP / -
Cost 21F.
Advance Input is unavailable for Crouch Dash.
Shadow Needle
During Shadow Step
H / 13
11F +1 +8 KDN
(Ver.4.00) - New move.
Shadow Sweep
During Shadow Step
L / 20
19F -13 +5C KDN TSTC
Returns to crouching.
(S3)- New move.
(Ver.4.00) - Changed the move to send the opponent spinning when it hits them midair.
Shadow Press
During Shadow Step
M,Th / 18(,15)
14F -19C Th Th TC
Damage () is throw bonus.
Forced to crouching upon block..
Killer PK Combo (1)

M / 10
14F -11 ±0 ±0
Killer PK Combo

M,M / 10,20
-13 +21G +21G Combo from 1st CH.
(S3)– Changed the frame advantage when blocked from -16F to -13F.
– Changed the opponent’s behavior when hit (from KDN to +21GF).
– Shortened the recovery time after the move hits by 3 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
Dark PK Combo

M,H / 10,20
-9 +13Sp KDN TS
Combo from 1st hit.
・New Move.
(Ver.4.00) - Increased the lower range of the attack.
Foot Sweep

L / 23
23F -26 +5 KDN HTC8F
Returns to crouching.
Meaty 2F.
(Ver.4.00) - Changed the damage from 20 to 23.
- Changed the move to a homing attack.
- Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Low Drop Kick

L / 20
29F -20 KDN KDN* TC6FTJ16F
Stomping Headbutt

M / 30
26F +5 KDN LNC
(Ver.2.20)・Reduced the frequency at which the character would switch places with the opponent when hitting them with this move during wall stun.
(Ver.4.20)- Changed the frame advantage when blocked from +3F to +5F.
- Distance to the opponent when blocked closer.
- Changed the opponent's behavior on counter hit. Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance and increased theframe advantage to make it easier to attack. Furthermore, since its return was also low, we made changes to enable him to perform an aerial combo upon counterhit.
Stomping Headbutt Cancel to Shadow Step

SP / -
-F Cost 30F.
Dark Jab

H / 12
12F -7 +5 KDN 42
Dark Jab to Hell Stab

H,M / 12,20
-12 +6 KDN
・Changed CH effect.
(Ver.4.00) - Changed the damage from 15 to 17.
(Ver.4.20)- Distance to the opponent on the 1st/2nd hit closer.
- Changed the damage of the 2nd attack from 17 to 20. Since its return was low when used as punishment, increased the damage and shortened the distance on hit to make it easier to attack.When the 1st attack was successful, the 2nd attack unnaturally missed the opponent. This is now fixed.
Knife Edge Combo (1)

M / 10
15F -9 +2C +2C
Knife Edge Combo (2)

M,M / 10,8
-12 -1 -1 Combo from 1st NH.
(Ver.4.20)- When the 1st attack is blocked or successful, the 2nd attack unnaturally missed the opponent. This is now fixed.
Knife Edge Combo

M,M,H / 10,8,20
-7 KDN KDN TS
Combo from 1st CH or 2nd CH.
Can be delayed 20F.
Combo can be delayed 5F from CH.
Meaty 1F.
・Changed Hit effect.
Toll Kick

H / 23
16F -10 KDN KDN Meaty 2F.
・Changed Hit effect.
Toe Kick

M / 15
15F -9 +2 +2
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -9F.
- Changed the frame advantage upon hit from ±0F to +2F.
- Decreased the distance between the character and the opponent when the move is blocked.
Toe Kick to Stunner
during hit front
M,Th / 15,20
Th Input timing 3F.
(S3)– Fixed an issue in which the move would shift to a throw after hitting an opponent from behind.
Blindside

M / 0
18F +1 +5 +16 45
・2F advantage.
Straight Arrow

M / 24
31F -13 KDN KDN
Dark Destroyer

UB(M),SP / 50
63F LNC LNC LNC Input to Cancel.
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Water Parting Chop

H / 21
20F -6 KDN KDN 50 H
・Horming.
Jumping Knuckle
or
M / 12
18F -12 -1 -1 TJ9F
(Ver.4.00) - Fixed an issue in which the properties of the move were not the same as other characters.
High Elbow Drop
or or
M / 35
48F -18C KDN KDN TJ9F
Sobat

M / 25
23F -19 KDN KDN TJ
Switch Jumping Knee Attack
or
M / 18
21F -8 +5 LNC TJ17F
– Changed the opponent’s behavior when the move lands as a counter hit (from KDN to LNC).
(Ver.4.00) - Increased the lower range of the attack.
Rising Toe Kick

M / 11
15F -19 -8 -8 TJ9F
Rising Toe Kick

M / 15
15F -13 KDN LNC TJ9F
Rising Toe Kick

M / 13
15F -13 LNC LNC TJ9F
(Ver.4.00) - Increased the range of the attack.
Capital Punishment

M / 25
35F +2C KDN KDN TJ9F
Disable Jump Cancel.
Burning Knuckle
Hold
UB(M) / 45
67F KDN KDN KDN TJ
Scissors Kick

M / 23
32F -7 KDN KDN TJ8F
Meaty 6F.
(Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art.
・Enabled the move to be parried using Jin's Parry.
Scissors Kick to Ukemi
any button
M,SP / 23
-17G KDN KDN Ukemi Input timing 3F.
Delay Rising Toekick

M / 25
23F -11 LNC LNC TJ9F
Jump In Capital Punishment

M / 25
70F +2C KDN KDN TJ
Jump In Burning Knuckle
Hold
UB(M) / 45
102F KDN KDN KDN TJ
Jump In Taurus Cutter

L / 12
52F -16 -5 -3 TJ
Equivalent to
Jump In Moonsault Drop

UB(M) / 25
87F KDN KDN KDN TJ
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Solar Plexus Punch

M / 23
16F -8 KDN KDN Advance Input is unavailable
Start-up 17F in actualy
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -8F.
Underhanded

L / 17
19F -14 +7 KDN TC8F
Advance Input is unavailable
Start-up 20F in actualy
(Ver.4.20)- Changed the frame advantage when blocked from -18F to -14F.
- Distance to the opponent when blocked closer.
- Reduced recovery on hit by 4F for both players. ※ There is no change in the frame advantage upon hit.
- Changed the crouching status from 12-37F to 8-37F. Since it ws high risk and weak homing, reduced recovery to compensate the shortening of the distance when blocked. Since the move got easily interrupted by an opponent's high attack, made the crouching status to start faster.
Comeback Kick

H / 23
17F +2 KDN KDN HTS
Advance Input is unavailable
Start-up 18F in actualy
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +2F.
Comeback Kick to Shadow Step

H,SP / 23
+8 KDN KDN HTS
Advance Input is unavailable
Start-up 18F in actualy
・New Move.
Brawler Kick

M / 30
15F -14 KDN KDN WB
Advance Input is unavailable
Start-up 16F in actualy
・Wall Bounds.
Flying Forearm

M / 28
22F -18 KDN KDN* TJ18F
Advance Input is unavailable.
Start-up 23F in actualy.
Meaty 20F.
Drop Kick

H / 35
23F -10 KDN KDN TJ14F
Advance Input is unavailable.
Start-up 24F in actualy.
Flying Brawler Kick

M / 30
23F +10G KDN KDN TJ3F
Meaty 2F
(Ver.4.00) - Increased the lower range of the attack.
Satellite Drop Kick

M / 40
28F +17G KDN KDN TJ9F
Meaty 6F
Dashing Low Drop Kick
Run more than 3 steps
L / 20
20F -24 KDN KDN* TJ7F
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Jab
FC
SM / 5
10F -5 +6 +6 TC
Returns to crouching.
Input to standing after moving
Crouch Straight
FC
SM / 8
11F -4 +7 +7 TC
Returns to crouching.
Crouch Spin Low Kick
FC
L / 12
18F -16 -2 -2 TC
Returns to crouching.
Crouch Chin Kick
FC
L / 12
14F -15 -4 -4 TC
Returns to crouching.
Snap Uppercut
WS
M / 16
16F -10 LNC LNC
(Ver.4.00) - Increased the move’s reach.
(Ver.4.20)- The move unnaturally missed the opponent when performed after blocking certain low attacks. Expanded the attack hit range downward.
Jugular Thrust
WS
M / 17
12F -9 +3 KDN Input after CH to Charging.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
- Changed the frame advantage upon hit from +2F to +3F.
(Ver.4.20)- The move unnaturally missed the opponent when it was performed in close proximity. Therefore, the inner hit range of the attack is now expanded.
Head Kick
WS
H / 28
16F ±0 KDN KDN
Toe Smash
WS
M / 20
11F -6 +5 +5 (Ver.4.20)- Distance to the opponent on hit closer .Since the distance to the opponent upon hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance to make it easier to attack.
Backhand Chop
FC
M / 23
24F +1 KDN KDN
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Uppercut
SS
M / 10
15F -12 -1 -1
・Remove Knock Down.
Death Sandwich
SS
M,M / 10,10
-13C LNC LNC Combo from 1st NH.
・Changed NH to Knock Down.
Buzz Saw Kick
SS
M / 22
19F -12 KDN KDN*
・Changed NH to Knock Down.
Neck Cutter Kick
SS
H / 28
24F -6 KDN KDN TJ13F
Neck Cutter Kick to Ukemi
SS any button
H,SP / 28
-26G KDN KDN TJ13F
KI Power to Poison Mist

UB(H) / 30
33F 65 Charging.
KI Power to Spark Upper
During KI Power
M / 24
63F ±0 LNC LNC
KI Power to Flame Breath
During KI Power
UB(H) / 30
73F ±0G ±0G ±0G Meaty 20F.
Crazy Stomp (1)
While enemy is down
L / 20
19F -16 -5 -5
Crazy Stomp (2)
While enemy is down
L,L / 20,8
-16 -5 -5
Crazy Stomp
While enemy is down
L,L,L / 20,8,6
-16 -5 -5
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3
Blind Kick
BT
M / 20
13F -20 KDN KDN
Turn Sobat
BT
M / 20
18F -10 KDN KDN
Moonsault Drop
BT
UB(M) / 20
41F KDN KDN KDN
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9 Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3 Returns to crouching.
Crouch Dash
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Dash

SP / -
Advance Input is unavailable.
Cost 3F.
Shadow Lariat

H / 23
15F +6 KDN KDN Start-up 18F in actualy.
Meaty 4F.
(S3)– Shortened the recovery animation by 1 frame when the move hits.
Dark Smash

H / 20
11F -10 LNC LNC Start-up 14F in actualy.
Dark Inferno

UB(H) / 23
31F KDN KDN KDN Start-up 35F in actualy.
Dark Inferno to Cancel

SP / -
42
(S3)- New move.
Knee Vault

M / 22
16F -9 KDN KDN TJ11F
Start-up 19F in actualy.
Poison Mist

UB(H) / 12
28F +7G +7G +7G Start-up 31F in actualy.
Meaty 10F.
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage
M,Th / 55
20F -22 Th Th TJ
Guard Point 8F
・New Move.
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive
During Rage Hold
UB(H) / 0
20F +24G +24G +24G After Hit, disable break throw.
・New Move.

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Knee Bash

Th(H) / 35
12F PR
Head-sd
Fac-Up
or
-6F
CW
Long Range Throw.
After Break throw, Armor King to BT.
Suplex

Th(H) / 35
12F RP
Head-sd
Fac-Up
or
-3F
Long Range Throw
Jaguar Screwdriver

/ 38
12F Head-sd
Fac-Up
-3F Floor Break.
Reverse Death Valley Bomb
Approach from left side
Th(H) / 40
Head-sd
Fac-Dwn

-3F
Floor Break.
Heavy Fall Reverse DDT
Approach from right side
Th(H) / 40
Right-sd
Fac-Dwn

-3F
Reverse DDT
Approach from behind
Th(H) / 60
Foot-sd
Fac-Up
disable
Driving Headbutt

Th(H) / 40
12F Foot-sd
Fac-Up

-3F
Floor Break.
Tombstone Piledriver

Th(H) / 58
11F Head-sd
Fac-Up

-2F
Floor Break.
(Ver.4.00) - Increased the move’s tracking.
DDT

Th(H) / 45
11F RP
Head-sd
Fac-Up

-6F
After throw, Armor King to Down.
Hades

Th(H) / 45
11F Head-sd
Fac-Up
-3F
(Ver.4.00) - Input buffering can now be performed.
- Fixed an issue in which the move could not be performed when the input of was delayed.
Double Arm Swing

Th(H) / 45(,20)
10F RP
Foot-sd
Fac-Dwn

-7F
CCW
Easy Command
Ukemi Input 3F.
Damage () is bonus after fail Ukemi.,
Wall Damage 70.
(Ver.4.00) - Increased the move’s tracking.
Brilliant Brawler Kick

Th(H) / 45
10F Foot-sd
Fac-Up

-5F
Disable Preciding Input
After throw, Armor King to Down.
(Ver.4.20)- Changed the damage from 40 to 45. Since it was difficult to continue attacking after the hit, the damage was increased.
Armor King Driver
FC
Th(H) / 45
12F Foot-sd
Fac-Up

-6F
Floor Break.
Demon Bomb
Approach crouching enemy
Th(L) / 45
12F Head-sd
Fac-Up

-2F
Floor Break.
Spinning Leg Lock
Approach crouching enemy
Th(L) / 45
12F Foot-sd
Fac-Up

-2F
Catch (
or
Reversal Punch(H/M) / 25+α
RP
Head-sd
Fac-Up
disable 44 Punch Absorbs (H/M) from 2F to 10F.
Damage 25 + enemy attack 50%.
Catch (
or
Reversal Punch(H/M) / 25+α
Right-sd
Fac-Dwn
disable 44 Punch Absorbs (H/M) from 2F to 10F.
Damage 25 + enemy attack 50%.
Jugular Thrust Trap
During Catch
SP,M / 17
38F Block -9F.
NH +3F.
CH Knock Down.
Input after CH to Charging.
・New Move.
(Ver.4.20)- The performance was different from "WS ". This is now fixed.
Ultimate Tackle
FC
Th(M) / 5
26F or
-5F
Break Throw 4F.
After throw, Armor King to BT.
Before Takedown break throw 2F.
Phenomenon Shadow DDT
Hold
M,Th(H) / 10,40
25F Left-sd
Fac-Up
disable
・New Move.
Wall Jump Attack
with back against wall
Th(H) / 40
40F Left-sd
Fac-Up
disable Disable Preciding Input

・New Move.
Down Throw
Stand Up
While enemy is down
Th(H) / 0
18F Standing
±0F
Throw break 7F
+8F or +9F to BT after throw.
Seesaw Whip
Enemy on back by the feet
Th(H) / 30
18F RP
Foot-sd
Fac-Dwn

±0F
Throw break 7F.
Wall Damage 45.
(Ver.2.20)・Shortened the recovery animation by 7F.
Enzui Knee
Enemy on back by the head
Th(H) / 30
18F Foot-sd
Fac-Dwn

+1F
Throw break 7F.
Wall Damage bonus +5.
Turn Over
Enemy on back by enemy's side or
Th(H) / 0
18F Side
Fac-Dwn
or
+1F
Throw break 7F.
Standing Heel Hold
Enemy face down by the feet
Th(H) / 35
18F Foot-sd
Fac-Up
or
±0F
Throw break 7F.
Wake-Up Lariat
Enemy face down by the head
Th(H) / 40
18F Head-sd
Fac-Up
or
+1F
Throw break 7F.
Back Mount
Enemy face down by enemy's side or
/ 0
18F Mount +10F Throw break 7F.
Mid-Air Throw
Muscle Driver
Approach mid-air enemy
Th(H) / 45
10F RP
Head-sd
Fac-Dwm
disable Floor Break.
Running Cross Driver
Approach mid-air enemy
Th(H) / 65
10F Foot-sd
Fac-Up
disable Floor Break.
Mexican Magma Drive
Cobra Clutch
or
Th(H) / 20
12F or
-2F
Disable Preciding Input
Start-up 16F in actualy.
Flinging Half Nelson
During Cobra Clutch
- / 30
Head-sd
Fac-Dwn

-3F
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
Sleeper
During Cobra Clutch
- / 15
Foot-sd
Fac-Dwn

-3F
Triple Trouble
During Sleeper
- / 25
Foot-sd
Fac-Dwn

-3F
After throw, Armor King to Down.
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
Human Necktie
During Sleeper
- / 28
Left-sd
Fac-Dwn

-3F
After throw, Armor King to Down.
(Ver.4.20)- Changed the damage from 23 to 28. Since the return of the throw combo was low, the damage was increased.
Neck Drop
During Cobra Clutch
- / 18
Head-sd
Fac-Dwn

-3F
Choke Sleeper
During Neck Drop
- / 27
Left-sd
Fac-Dwn

-3F
After throw, Armor King to Down.
(Ver.4.20)- Changed the damage from 22 to 27. Since the return of the throw combo was low, the damage was increased.
3-Count Pound
During Neck Drop
- / 30
Right-sd
Fac-Dwn

-3F
After throw, Armor King to Down.
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
10 Hit Combo 1
CommandTo crouching after 3rd.
To BT after 9th.
(Ver.4.00) - Changed the frame advantage upon 8th hit from +5F to +8F.
Hit LevelMHLMMMHHMUB(H)
Damage2186557810820
hit+4-1-3-5±0-2-4+5-4KDN
block-12-12G-21-11-11-13-15-11-10KDN
10 Hit Combo 2
Command10th damage 20 after 9th hit.
10th meaty 23F.
Hit LevelMHLMMHMMHUB(H)
Damage21865510871015
hit+4-1-3-5±0-2-3-1KDN+15G
block-12-12G-21-11-11-8-14-13-12+15G

Throw Combos

Mexican Magma Drive

Total
Damage
Move Name(command) Break
Throw
20 Cobra Clutch( or /Th(H)) or
├50 ├ Flinging Half Nelson(
├35 ├ Sleeper(
│├60 │ ├ Triple Trouble( │├
│└63 │ └ Human Necktie( │└
└38 └ Neck Drop(
 ├65   ├ Choke Sleeper(  ├
 └68   └ 3-Count Pound(  └