King’s many command throws require the correct button to break. Many of King’s throws also air grab, meaning they will catch your opponent trying to do any jumping move like a hopkick. Air grabs can not be broken but some have followups that can be.

Giant Swing (f,b,d/b,d,d/f,f+1): very high damage, fast startup. Breaks with a 1 and can be quick rise teched to reduce damage (unless it hits a wall). Grab animation is the same as a 1+2 grab, meaning you can not tell by sight it’s a giant swing. On wall splattered opponents it does Shining Torpedo. Can air grab, performing a spinning power slam (floor breaks). Muscle Buster(QCB+1+2): 1+2 break. Not as fast as giant swing but has the same start up animation. Will break floors. Leaves you BT to the opponent, letting you do a fast BT 3 to hit them on the ground if they don’t get up fast enough (or a wall keeps them close to you). Tijuana Twister(f,b,d/b,d,d/f,f+2): good to mix up with giant swing, but it not a 1+2 grab animation. Breaks with a 2. Drops the opponent at your feet ready for oki. Can not air grab but can grab a wall splattered opponent for a spinning power slam. Ultimate Tackle (FC+1+2): Another good tool for FC mixups if you like to combine a FC+1 into a Clothesline Press or FC+d/f+2. Power Bomb: done with WR2+4, but can also be done by Jaguar Step and 1+4/2+3. Air grab that can’t be broken, does good damage, floor breaks and let’s king do oki. One of the best combo enders kind has. Tomahawk(WR+2+4): Known as shining wizard, this is a 1+2 break done with WR+2+4. As mentioned above on airborne opponents it does a power bomb, but on ground opponents it does a tomahawk and knocks them down at your feet. Can be very effective if you learn to do this move fast and from close range where the opponent as little time to react. Can be buffered after many hits as well.

If fast enough, can mix this up with a dash in giant swing to mixup a 1 with a 1+2 break. f,N,d,D/F+(1+4 or 2+3): These lead to different chain grabs. After the first grab there is no animation to give away what the next grab is, so the opponent has to guess. Good damage off these if the opponent doesn’t break. Some grabs lead to unbreakable follow ups, and these are the ones most the opponent is most likely to try and break.

Can mix up the grabs with any of King’s other moves off f,n,d,D/F or cancel the crouch dash into any of his FC or WR moves. This allows for some good mixup. Cobra Clutch: Starts off with a jaguar step and either 1+4 or 2+3. Leads to several chain grab paths, the main one of which involves a lot of 50/50 breaks with no animation differences, meaning your opponent has to guess to break out. Full chain grab does over 100 damage. Ground grabs: d/b+1+3 (1 break) or d/b+2+4 (2 break) against an opponent on the ground. After a wall splat you can do a 1,2 and then go for one of these grabs to grab them as they hit the ground. Also useful for grabbing people rolling on the ground, but will not grab quick get up rolls. The d/b+1+4 grab also floor breaks, provided you haven’t already done so in the combo. When done on face down opponent’s these can’t be broken. If you tap d/b when doing the grab they become giant swings but they do very little damage. Wall grabs: King can do a couple of grabs on wall splattered opponents. Giant Swing and Tomahawk will do a Shining Torpedo (multiple hits and ends with the opponent on the ground at your feet). Tijuana Twister does a spinning power bomb, which can floor break. Shining Torpedo is in most cases your highest guaranteed damage following a wallsplat.