Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | - | - | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | - | - | -3 | -4 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | +1/+4 | -2 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | -1/+2 | -4 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | - | - | -1 | -2 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | -4 | -5 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
9 | - | - | -5/-2 | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 12 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | - | - | -7/-4 | -10 | |
Kang goes airborne just a bit… which is actually a big deal, at least for the Kang float bug. Refer to its writeup in the System section, but the gist is it makes him semi-airborne and immune to pushback, which then makes 5A mash an infinite. Outside of this glitch, the move is a poke which helps Kang close the gap, and it can go over lows. |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | 0 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Low | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | - | - | +3 | +2 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | +2 | -4 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | KD | -2 |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
8 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | - | - |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | High/Air | 12 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | - | - | - | - | |
One of Kang's key moves as an approach tool and a crossup. Coupled with his low jump, this helps him to bulldog very well. |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
12 | High | 14 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 6+(12)+2 | 16 | +1 | -5 | |
Doskoi! Kang does a delayed upward then downward kick. At the peak of the upward kick, there is a brief hitbox that can juggle airborne opponents; on some characters, you can juggle with this multiple times. Downward overhead kick can be canceled into any special or super. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 (4×4) | Mid | 12 (3×4) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 6+(5)+6+(1)+6+(11)+2 | 29 | KD | -14 | |
A 4 hit sumo palm attack. The 4th attack sends the opponent to the wall. You can cancel this command move at any point of the move. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
10 | Mid | 14 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 (3 on hit) | 7-31 guard | 9 | KD | - | |
Kang sucks in his belly to prepare a counter. This move is a high/mid counter which, on activation, can be cancelled into a special. Doesn't come out unless it catches anything. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Kang throws the opponent over his head three quarters of the screen away. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-19 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-16 invuln) | - | - | KD | -8 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
14 | - | - | KD | -18 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 (32 with Jones) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. Jones's Funky Impact at the end causes a wall splat, which can break a wall. Kang cannot tech from his knockdown, so no combo. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | - | - | KD | -10 | |
Kang breathes fire! This is a short-ranged projectile, but it hits at round start and can even cause a wall hit there. Tag-ins beat this, in a case of broken-checks-broken, but Kang can still play with the threat to help him in. Great for spacing, since bigbodies cannot deal with this move well. | |||||
Damage | Guard | Stun | Cancel | ||
18 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
31 | - | - | KD | -4 | |
Just like the light version but has an extra hit, more start-up, and slightly more damage. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 15 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
29 (29-47 guard) | 34 | 10 | KD | -9 | |
Kang charges halfscreen. Very slow start-up but when it becomes active, it is invulnerable to any physical attack. It's also slow and really bad on block, and Kang has other ways to get in. Causes a wall splat on hit. | |||||
Damage | Guard | Stun | Cancel | ||
20 | Mid | 15 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
29 (29-65 guard) | 51 | 8 | KD | -6 | |
Kang charges fullscreen. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid/Air | 15 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | - | - | - | -33 | |
Kang does a somersault propelled by his flame breath. Very sub-par anti-air and combo ender. | |||||
Damage | Guard | Stun | Cancel | ||
20 | Mid/Air | 15 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
22 | - | - | KD | -33 | |
Kang leaps higher and further. Combos from a few less things. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
29 (2+3+2+3+5+5+15) | Mid/Air | 14 (2×7) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 (1-6 invuln) | - | - | KD | -41 | |
Spin to win! Kang jumps up vertically while spinning like a top. This move is Kang's best move since it builds so much meter, deals so much stun, and sends the opponent flying to the wall on hit. | |||||
Damage | Guard | Stun | Cancel | ||
29 (2×12+15) | Mid/Air | 26 (2×13) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
9 (1-8 invuln) | - | - | KD | -57 | |
The heavy version gains additional height and hits, and it stuns even more. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
38 (15+1×12+20) | - | 26 (2×13) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | 55 | KD | - | |
Command grab. Kang grabs you and does his signature Kang screw. The throw resets the damage scaling, although given the amount of hits it doesn't matter much. | |||||
Damage | Guard | Stun | Cancel | ||
49 (1×14+56) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | 55 | KD | - | |
Kang follows up the Kang screw at its peak with a butt slam. Deals more damage, but unlike the light version, it doesn't deal any stun. |