
Close Heavy Kick (Close ) - K' kicks his opponents shins in.
It can work better as an anti air for larger jumps, but usually K's dragon punch would be preferred. This move is much faster than it usually is, but lacks the cancel option of standing C, so it's application as a hop counter is somewhat limited.
Standing Heavy Kick ( ) - A somewhat awkward roundhouse kick aimed at a high angle. Most effective when used to frametrap an opponent from a light attack, or as part of punisher combos leading into f+A. Unfortunately the overall low vertical range of his punch and its fairly mediocre activation distance make it an underused move. Close Heavy Punch (Close ) - A 2 hit close uppercut, K's close C is fairly speedy and has the advantage of being easy to confirm off due to its 2 hit nature. It can work as a more damaging but riskier hop deterrent, and is cancelable so whiffing it into Ein Trigger (qcf+P) isn't all too bad. Considerably slower than usual, this move is difficult to anti air with due to the startup, and will miss some crouchers at varying angles. Standing Heavy Punch ( ) - K' lunges forward to punch the opponent. This move does not really sport any advantages over crouching B, but reaches slightly further, so may be used in pressure strings if you feel like mixing it up a bit at a distance.
Standing Light Kick ( ) - Resembles K's old close B ankle kick, but with slightly more range.Has great reach, but cannot hit crouchers. Standing Light Punch ( ) - A typical standing A.