BRYAN FURY:DATA

MOVE LIST & FRAME DATA Ver.4.00

The patch notes of SEASON 3 are included in "Old Patch Notes" of 【Notes】.
The patch notes of SEASON 4 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 / 7,8
-2 +5 +5 Combo from 1st NH
・Is now +5F on second hit after 1st hit is normal or counter hit.
One Two Body Blow

H,H,M / 7,8,18
-6 +6 KDN Combo from 1st or 2nd CH
Can be delayed 10F
Combo can be delayed 7F from 2nd CH
One Two Low Kick

H,H,L / 7,8,15
-12 +2 KDN Combo from 1st CH
Can be delayed
One Two High Kick

H,H,H / 7,8,24
-3 KDN KDN TS
Combo from 1st or 2nd CH
Can be delayed
・3rd hit is now guaranteed after 2nd attack counter hits.
Lair's Dance (2)

H,H / 7,14
-7 +4 +4 Combo from 1st NH
Lair's Dance (3)

H,H,H / 7,14,18
-7 +4 KDN Combo from 2nd CH
Can be delayed
Lair's Dance (4)

H,H,H,H / 7,14,18,17
±0 KDN KDN Can be delayed
】 to cancel 3rd
Lair's Dance

H,H,H,H,H / 7,14,18,17,22
-9 KDN KDN
Lair's Dance (4) Cancel to SS
or
H,H,H,SP / 7,14,18
-10 +1 KDN
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
Whipping Fury

H,H,H,M / 7,14,18,21
-5 KDN KDN TSTJ
Cremation

H,H,H,H,M / 7,14,18,17,21
-5 KDN KDN TSTJ
Jab to Double Spin Kick

H,H,M / 7,14,15
-10 +1 +1 Combo from 2nd CH
Running Blind

H,H,M,H / 7,14,15,18
-7 +7 KDN Combo from 3rd CH
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
Right Jab

H / 10
10F +1 +7 +7
(S3)– Decreased the distance between the character and the opponent when the move hits.
– Increased the lower range of the attack.
PK Combination

H,M / 10,14
-10 +6 +6 Combo from 1st NH
Down from 1st CH
・Opponent closer on hit.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Back Spin Middle Kick

M / 14
16F -4 +7 +7
Mid Kick to Rush (2)

M,M / 14,11
-10 +1 +1 Combo from 1st CH
Mid Kick to Rush (3)

M,M,M / 14,11,10
-9 +2 +2 Combo from 2nd NH
Mid Kick to Rush

M,M,M,M / 14,11,10,14
-10 KDN KDN Combo from 3rd CH
Gatling Combination

M,M,M,L / 14,11,10,12
-11 ±0 ±0 Combo from 3rd CH
Anaconda

M,H / 14,13
-6 +6 +6 Combo from 1st CH
Anaconda Bite

M,H,H / 14,13,20
-7 LNC LNC Combo from 2nd CH
Anaconda Rage

M,H,M / 14,13,25
-12 KDN KDN
High Kick

H / 15
12F -7 +6 LNC 38 (Ver.4.00) - Increased the range of the attack.
Double Spin Tomahawk (2)

H,M / 15,12
-10 +2 +2 Combo from 1st hit.
(S3)– The move will now chain together.
– Changed the frame advantage upon hit from +4F to +2F.
Double Spin Tomahawk

H,M,M / 15,12,16
-12 KDN KDN TS
・Recovery for both players decreased by 3F for faster game play.
・Recovery decreased by 3F.
(S3)– Shortened the recovery time after the move hits by 3 frames.
Double Spin Tomahawk(Hold)
(Hold)
H,M,M / 15,12,25
-9 KDN KDN* TS
Triple Spin Kick

H,M,H / 15,12,18
-5 +6 LNC
Snake Pit (1)

M / 16
17F -7 +6 +6 H
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
- Increased the range of the attack.
Snake Bite

M,H / 16,16
-1 +6 +6 Combo from 1st hit.
(Ver.4.00) - New move
Snake Pit

M,M / 16,20
-14 KDN KDN* Down after hit from behind
Combo from 1st NH
Can be delayed 10F
Combo can be delayed 10F from 1st CH
・Opponent reaction on normal and counter hit was changed.
・from +3F to KND on hit
・from KND to Crumble Stun on CH
Middle Side Kick

M / 20
18F -13 KDN KDN* 50
Right Left to Spin Kick (1)

M / 10
15F -10 +1 +1
Right Left to Spin Kick (2)

M,M / 10,12
-10 +1 +1 Combo from 1st NH
Right Left to Spin Kick

M,M,M / 10,12,20
-13 KDN KDN Combo from 1st NH
Knee Strike

M / 18
16F ±0 +4 KDN 45 Meaty 2F
(Ver.4.00) - Changed the frame advantage upon hit from +1F to +4F.
Boa Crusher (1)

M / 10
18F -9 ±0 ±0
Boa Crusher

M,M / 10,10
-13C LNC LNC Forced to crouching upon block.
Combo from 1st NH
Can be delayed 6F
Combo can be delayed 6F from 1st NH
Sidestep Elbow

H / 22
22F +8 KDN KDN 50
Gravity Blow

UB(M) / 21
28F -12 -12 -12
Left Body Blow

M / 8
15F -5 +1 +1
Vulcan Cannon (2)

M,M / 8,2
-10 -4 -4 Combo from 1st NH
Can be delayed
Vulcan Cannon (3)

M,M,M / 8,2,2
-10 -4 -4 Combo from 1st NH
Can be delayed
Vulcan Cannon

M,M,M,M / 8,2,2,2
-10 -4 -4 Combo from 1st NH
Can be delayed
・Opponent closer on block.
Double Body Blow

M,M / 8,20
-15 +1 KDN Connect from Vulcan Cannon (2-4)
Combo from 1st NH
Disable delay
Blackout Combo (1)

M / 12
13F -6 +5 +5
Blackout Combo

M,H / 12,11
-4 +8 +8 Combo from 1st NH
(Ver.4.00) - Changed the frame advantage upon hit from +4F to +8F.
Blackout Trap

M,M / 12,20
-13 KDN KDN* Combo from 1st CH
Can be delayed 5F
Snake Edge

L / 20
29F -26 KDN KDN HTC6F
Returns to crouching.
Wolf's Tail

M / 23
23F -5 KDN KDN HTS
Start-up 22F on the Left side
Start-up 24F on the Right side
・Tail Spin
Crouch Jab
or
SM / 5
10F -5 +6 +6 TC4F
Returns to crouching.
Input to standing
Elbow Smash

M / 17
14F -2 +8C +8C Forced to crouching upon hit.
(S3)– Changed the damage from 14 to 17.
– Changed the frame advantage upon hit from +1F to +8F.
– Decreased the distance between the character and the opponent when the move hits.
(Ver.3.10) - Increased the distance between the character and the opponent when the move hits the opponent while they're down.
Python Crush

M,M / 17,21
-10 KDN LNC Combo from 1st CH
Can be delayed 12F
Combo can be delayed 12F from 1st CH
(Ver.4.00) - Increased the range of the attack.
Quick Left Low Kick

L / 10
16F -11 ±0 ±0
Quick Low Screw Punch

L,H / 10,22
-7 KDN KDN Combo from 1st CH
Low Kick

L / 13
15F -11 ±0 ±0
(S3)– Changed the damage from 11 to 13.
Hammer Drive
or FC
MM / 10,15
17F -10 +3 +3 TC6F
・Opponent closer after blocking first hit.
(S3)– Increased the move’s reach.
Hammer Driver Hatchet

MM,L / 10,15,20
-13 +5 KDN (Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
Hammer Driver (1) to Slither Step

M,SP / 10
-1 +10G +10G Returns to crouching.
Hammer Driver (1) to Sway

M,SP / 10
-3 +8 +8 Can now side step from During Swaying .
・During Sway, input window for moves 5F faster
・Changed from -8F to -3F on block.
・Changed from +3F to +8F on hit.
(Ver.4.00) - Can now side step from During Swaying .
Snake Bomb

M / 24
45F +7 LNC LNC
(S3)– Increased the move’s reach.
(Ver.4.00) - Changed the frame advantage when blocked from +2F to +7F.
Side Low

L / 16
19F -12 -1 +4 Special effect CH
(Ver.4.00) - Changed the damage from 15 to 16.
Side Low Knuckle Whip

L,M / 16,25
-12 KDN KDN Combo from 1st CH
(Ver.4.00) - Changed the damage from 23 to 25.
- Changed the opponent’s behavior when hit in midair.
Side Low Knuckle Whip Cancel to Crouching

L,SP / 16
-23 -12 -7 Returns to crouching.
Input 27F after 1st hit
Stomach Blow

M / 13
15F -6 +8 +8
Sweeper Kick

L / 11
16F -12 -1 +4 TC6F
Returns to crouching.
Crash Impact

MH / 14,25
15F -13 KDN KDN
Chopping Elbow

M / 21
20F +4 +7C LNC Forced to crouching upon NH.
・Changed from +5F to +7F on hit.
(S3)– Changed the frame advantage when blocked from +3F to +4F.
Right Back Knuckle

H / 18
17F -7 +4 KDN 43
Double Back Knuckle

H,H / 18,17
±0 KDN KDN Can be delayed
Double Back Knuckle (1st cancel)

H / 17
29F ±0 KDN KDN 54
Hands of Doom

H,H,H / 18,17,22
-9 KDN KDN
Double Back Knuckle Cancel to SS
or
H,SP / 18
-9 +2 KDN
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
Wolf Call

H,M / 18,21
-5 KDN KDN TSTJ
・Both players recovery decreased by 3F to speed up game play.
・Recovery decreased by 3F on hit.
(Ver.2.10)・Hitbox expanded.
Wolf Bite

H,H,M / 18,17,21
-5 KDN KDN TSTJ
・Both players recovery decreased by 3F to speed up game play.
・Recovery decreased by 3F on hit.
(Ver.2.10)・Hitbox expanded.
Front Kick

M / 12
19F -7 +4 +4
Front Kick to Slither Step
or
M,SP / 12
+1 +12G +12
Front Kick to Rush (2)

M,H / 12,12
-4 +7 +7 Combo from 1st CH
Front Kick to Rush (3)

M,H,M / 12,12,10
-9 +2 +2 Combo from 2nd NH
Front Kick to Rush

M,H,M,M / 12,12,10,14
-10 KDN KDN Combo from 2nd or 3rd CH
Run for Cover

M,H,M,L / 12,12,10,12
-11 ±0 ±0 Combo from 2nd or 3rd CH
Front Kick to Feint Knee

M,M / 12,18
-12 -1 -1 Combo from 1st CH
Can be delayed 12F
Combo can be delayed 9F from 1st CH
Front Kick to Double Hammer

M,M / 12,25
-6 +4C KDN Forced to crouching upon NH.
Can be delayed 12F
Combo can be delayed 8F from 1st CH
Front Kick to Double Hammer to Crouching

M,M / 12,25
-6 +4C KDN Returns to crouching.
Forced to crouching upon NH.
Knee Break

M / 18
16F -10 +15 +15 45
Meteor Smash

UB(M) / 45
53F KDN KDN KDN
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jumping Knuckle
or or
M / 12
18F -12 -1 -1 TJ9F
Hook
or or
H / 17
15F -12 +9 +9
Jumping Kick

M / 18
18F -13 -2 KDN TJ9F
Rolling Driver
or
M / 15
27F ±0 KDN KDN TJ9F
Rising Toekick

M / 11
15F -19 -8 -8 TJ9F
Orbital Heel Kick

M / 21
24F -5 KDN KDN 48 TJ9F
Orbital Heel Kick

M / 22
24F -5 KDN KDN 48 TJ9F
Gatling Rush (2)

MM / 5,2
15F -16 -6 -6 (Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (3)

M*3 / 5,2*2
-13 -3 -3 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (4)

M*4 / 5,2*3
-16 -6 -6 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (5)

M*5 / 5,2*4
-13 -3 -3 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (6)

M*6 / 5,2*5
-16 -6 -6 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (7)

M*7 / 5,2*6
-13 -3 -3 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (8)

M*8 / 5,2*7
-16 -6 -6 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (9)

M*9 / 5,2*8
-13 -3 -3 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (10)

M*10 / 5,2*9
-16 -6 -6 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (11)

M*11 / 5,2*10
-26 -15 -15 Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush

M*12 / 5,2*10,14
-35 KDN KDN Combo from 1st hit.
Jumping Side Kick
or
M / 25
21F -17 KDN KDN TJ9F
Delay Rising Toekick

M / 25
23F -11 LNC LNC TJ9F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Mach Breaker

H / 32
13F -9 KDN KDN PC6F
Advance Input is unavailable
Start-up 14F in actualy
(S3)– Changed the frame advantage when blocked from -10F to -9F.
– Shortened the recovery animation by 1 frame when the move hits.
Slash Kick

M / 25
23F -12 KDN KDN* TS
Advance Input is unavailable
Start-up 24F in actualy
Slash Kick (Hold)
(Hold)
M / 33
34F +8 KDN KDN TS
Advance Input is unavailable
Start-up 35F in actualy
to Taunt after hit
Mach Kick

H / 32
16F -9C KDN KDN* HTS
Advance Input is unavailable
Start-up 17F in actualy
Forced to crouching upon block.
Meaty 3F
・Wasn't registered as a counter hit when hit by opponent during first half of attack. This was fixed.
(S3)– Decreased the distance between the character and the opponent when the move hits.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
Jet Uppercut

H / 20
14F -7 LNC LNC 45
Wedge Driver

L / 25
29F -13 +14G KDN
Wedge Driver to Cancel

SP / -
26
(S3)– Shortened the recovery time by 4 frames.
Flying Knee Kick

M / 24
24F -16 KDN KDN TJ18F
Advance Input is unavailable
Start-up 25F in actualy
Not hit crouching close to
Down after moving
Meaty 6F in actualy
Start-up 21F (very short)
Snake Slash

M / 30
22F +9G KDN KDN TJ3F
Meaty 2F in actualy
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
Crouch Straight
FC
SM / 8
11F -4 +7 +7 TC
Returns to crouching.
Crouch Side Kick
FC or
L / 12
16F -17 -3 -3 TC
Returns to crouching.
Crouch Spin Kick
FC
L / 12
16F -17 -3 -3 TC
Returns to crouching.
Crouch Chin Kick
FC or
L / 10
12F -15 -4 -4 TC
Returns to crouching.
Left Upper
WS
M / 20
15F -16 LNC LNC
・Opponent closer on block.
Right Upper
WS
M / 18
19F -10 +1 +1
・Changed from -8F to -10F on block.
・Changed from +3F to +1F on hit.
Fisherman's Slam
During hit with Right Upper or
M,Th / 18,25
-10 Th Th Front only
High Knee Kick
WS
M / 18
12F -10 +4 KDN
Double High Knee Kick
WS
M,M / 18,25
-10 +4 +29G Can be delayed
・Opponent reaction on counter hit was changed
・Changed from KND to +29GF.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move lands as a counter hit.
Toe Smash
WS
M / 16
11F -6 +5 +5
Short Upper
WS
M / 12
11F -4 +7 +7 Start-up 10F (very short)
Rise Spin Kick
WS
H / 28
16F -16 KDN KDN
Snake Rampage (1)
FC
M / 12
13F -9 +4 +4
(S3)- New move.
Snake Rampage
FC
M,H / 12,25
-8 KDN KDN TS
Combo from 1st hit.
Can be delayed 11F.
(S3)- New move.
Northern Cross
FC
M / 21
15F -10 +13Sp KDN TSTC
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Hellraiser
SS
H / 23
17F -5 KDN KDN 47 TS
Shell Shock
SS
M / 20
20F -6 KDN KDN
Shock & Awe
SS
M,L / 20,20
-13 +5 KDN
Wall Jumping Attack
with back against wall
M / 25
29F -1 KDN KDN Advance Input is unavailable
Air Status 5F
Invinciblity during 8 to 13F
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3
Spin Kick
BT or
H / 18
10F -8 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.
Slither Step
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Slither Step
or From other combination
SP / -
Returns to crouching.
Cost 2F
Another Command
Left Upper

M / 20
15F -16 LNC LNC Advance Input is unavailable
Start-up 17F in actualy
Equivalent to WS
・Opponent closer on block.
Cross Bazooka (1)

H / 18
15F -6 +2 +2 Advance Input is unavailable
Start-up 17F in actualy
Cross Bazooka

H,M / 18,26
-11 KDN KDN
High Knee Kick

M / 18
12F -10 +4 KDN Advance Input is unavailable
Start-up 14F in actualy
Equivalent to WS
Double High Knee Kick

M,M / 18,25
-10 +4 +29G
・Opponent reaction on counter hit was changed
・Changed from KND to +29GF
Snake Spin Mach Breaker (1)

M / 13
18F -5 +1 +3 Advance Input is unavailable
Start-up 20F in actualy
Snake Spin Mach Breaker (2)

M,H / 13,14
±0 KDN KDN Combo from 1st CH
Snake Spin Mach Breaker (2) Cancel to SS
or
M,SP / 13
-11 -5 -3
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
Snake Spin Mach Breaker

M,H,H / 13,14,22
-9 KDN KDN
Snake Spin Middle Kick

M,H,M / 13,14,21
-5 KDN KDN TSTJ
Requiem

M / 28
15F -12 KDN KDN WB
Advance Input is unavailable
Start-up 17F in actualy
・Causes Wall Bounce on hit.
Sway
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Sway

SP / -
Smash

M / 16
15F -9 +6 +6
Smash and Mach Kick

M,H / 16,25
-9C KDN KDN* TS
Forced to crouching upon block.
Combo from 1st hit.
Can be delayed 11F.
Combo can be delayed 11F from 1st hit.
(S3)– Decreased the distance between the character and the opponent when the move hits.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
Hatchet Kick

L / 23
19F -13 +5 KDN
(Ver.3.30)・Changed the damage from 21 to 23.
・Changed the frame advantage upon hit from +4F to +5F.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Kickoff

M / 23
17F -12 LNC LNC
(S3)– Changed the damage from 21 to 23.
(Ver.4.00) - Increased the range of the attack.
Taunt
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Taunt

UB(M) / 0
28F +16 +16 +16 Always enable cancel
Frame value is max advantage
・Homing increased. (Removed Ver.2.01)
Neo Stomach Combination (1)
After Taunt
M / 10
15F -10 +1 +1
Neo Stomach Combination (2)
After Taunt
M,M / 10,12
-10 +1 +1 Combo from 1st NH
Neo Stomach Combination (3)
After Taunt
M,M,M / 10,12,16
-161 KDN KDN Combo from 1st NH
To Taunt after moving (disable cancel)
Neo Stomach Combination (4)
After Taunt
M,M,M,H / 10,12,16,5
-160 KDN KDN To Taunt after moving (disable cancel)
Neo Stomach Combination (5)
After Taunt
M,M,M,H,H / 10,12,16,5,5
-153 KDN KDN To Taunt after moving (disable cancel)
Neo Stomach Combination (6)
After Taunt
M,M,M,H,H,M / 10,12,16,5,5,10
-155 KDN KDN To Taunt after moving (disable cancel)
Neo Stomach Combination
After Taunt
M,M,M,H,H,M,H / 10,12,16,5,5,10,28
+4 KDN KDN
Neo Mach Breaker
After Taunt
H / 44
13F +4 KDN KDN Advance Input is unavailable
Start-up 14F in actualy
Neo Gatling Rush
After Taunt ..
M*22 / 5,2*20,21
15F +4 KDN KDN Combo from 1st NH
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage or FC
M,Th / 55
20F -22 Th Th Guard Point 8F
To Taunt after hit
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive
During Rage
M / 30
18F +6C LNC LNC To Taunt after hit
Special effect when approach mid-air enemy
(Ver.2.20)・Fixed an issue in which an airborne opponent getting slammed against the ground or wall would be facing a different direction than when they were hit.
(S3)– Fixed an issue in which the move could not be performed when input as “During Rage ” or while running.

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Gravity Brain Buster

Th(H) / 35
12F RP
Head-sd
Fac-Up
or
-3F
Long Range Throw
Floor Break
Guillotine

Th(H) / 35
12F RP
Head-sd
Fac-Dwn
or
-6F
Long Range Throw
Floor Break
Gravity Throw
Approach from left side
Th(H) / 40
Foot-sd
Fac-Up

-3F
Floor Break
Knee Blast
Approach from right side
Th(H) / 40
Foot-sd
Fac-Up

-3F
Neck Throw
Approach from behind
Th(H) / 60(40)
Head-sd
Fac-Dwn
disable Damage() is wall hit
Wall Stun
Anaconda Assasin

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

-6F
RP
Floor Break
Chains of Misery
FC
Th(H) / 45
11F CW
Head-sd
Fac-Up

-6F
First Advance Input is available
Parry
or
Absorbs Punch(H/M) / -
+6F 35 Absorbs Punch(H/M) during 2 to 10F
Parry to Mach Breaker
after absorbs
H / 30
13F Down Block -10F
To Taunt after hit
Steve can evade by input
Parry to Right Body Blow
after absorbs
M / 22
15F +7SdF Block -5F
・Changed from +2F to +7F on hit.
10 Hit Combo 1
CommandStart-up 19F
Down enable recovery after 9th hit
Hit LevelMMMMHHHHMH
Damage12185738551021
hit+4-1-1-8-10+2KDNKDNKDNKDN
block-7-12-12-19-16-9-14-19-14-15
10 Hit Combo 2
CommandStart-up 19F
Hit LevelMMMMHHMHH
Damage12185738151821
hit+4-1-1-8-10+2KDNKDNLNC
block-7-12-12-19-16-9-5-6-7