MARSHALL LAW: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
Machine Gun Arrow (2)

H,H / 7,5
-7 -8 -8 Combo from 1st NH
Machine Gun Arrow (3)

H,H,H / 7,5,5
-7 -8 -8 Combo from 1st CH
Machine Gun Arrow (4)

H,H,H,H / 7,5,5,5
-7 -8 -8 Combo from 1st CH
Machine Gun Arrow

H,H,H,H,H / 7,5,5,5,5
-7 +13 +13 When hit and enemy input , to go down
Combo & +5F from 1st CH
Left Right Combo

H,H / 7,8
-1 +6 +6 Connect from Machine Gun Arrow (2 to 4)
Combo from 1st NH
Left Right Combo to DC

H,H,SP / 7,8
-1 +6 +6 Advance Input is unavailable after connect to DC.
Left Right Dragon Fist Combo (3)

H,H,M / 7,8,10
-8 +4 +4 Combo from 1st CH (Disable Combo from Machine Gun Arrow).
Combo from 2nd CH.
Left Right Dragon Fist Combo

H,H,M,H / 7,8,10,10
-9 +4 KDN Combo from 3rd NH
Can be delayed 18F
Counter Combo can be delayed 17F
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Left Right Dragon Fist Combo to DC

H,H,M,H,SP / 7,8,10,10
-4 +9 KDN Advance Input is unavailable after connect to DC
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Left Right Blazing Fist Combo

H,M,M / 7,8,10,21
-13 KDN KDN WB
Combo from 3rd CH
Can be delayed 18F
Counter Combo can be delayed 11F
(Ver.4.00) - Enabled the move to cause a wall bound if it hits.
Left Right to Knee

H,H,M / 7,8,10
-6 +5 KDN Combo from 1st CH and to Down.
Left Right Combo to Feint

H,H,SP / 7,8
-23 -16 -16 TJ
Returns to crouching.
Left Right Combo to Somersault Feint

H,H,SP,M / 7,8,20
-9 LNC LNC
Right Jab

H / 8
10F ±0 +6 +6
Rave War Combo (2)

H,M / 8,10
-8 +4 +4
Rave War Combo

H,M,H / 8,10,10
-9 +4 KDN Combo from 2nd NH
Can be delayed 18F
Counter Combo can be delayed 17F
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Rave War Combo to DC

H,M,H,SP / 8,10,10
-4 +9 KDN Advance Input is unavailable after connect to DC.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Blazing Fist Combo

H,M,M / 8,10,21
-13 KDN KDN WB
Combo from 2nd CH
Can be delayed 18F
Counter Combo can be delayed 11F
(Ver.4.00) - Enabled the move to cause a wall bound if it hits.
Rage Dragon Combo (2) to BT

H,H / 8,8
-4 +7 +7 Combo from 1st NH
Can be delayed
Rage Dragon Combo (3)

H,H,H / 8,8,8
-3 +3 +3 Combo from 2nd CH
Can be delayed 15F
Counter Combo can be delayed 7F
Rage Dragon Combo

H,H,H,M / 8,8,8,21
-3C KDN LNC Forced to crouching upon block.
Combo from 3rd CH
Can be delayed 17F
Counter Combo can be delayed 5F
Rage Dragon Combo to Crouching

H,H,H,M / 8,8,8,21
-3C KDN LNC Returns to crouching.
Forced to crouching upon block.
Combo from 3rd CH
Can be delayed 17F
Counter Combo can be delayed 5F
High Kick

H / 12
12F -9 +2 +2 40
Feint to Middle Kick

H,M / 12,17
-14 -3 KDN Combo from 1st CH
Can be delayed 10F
・Opponent reaction after counter hit has changed.
High Kick to Bloody Cleaver

H,H / 12,20
-10 KDN KDN TS
Combo from 1st NH
Right High Kick

H / 14
11F -9 +7 LNC 39
Shaolin Spin Kicks (2)

H,H / 14,12
-14 -5 -5 Combo from 1st NH
Shaolin Spin Kicks (2) to DC2

H,H,SP / 14,12
-10 -1 -1 Fast Input data.
Shaolin Spin Kicks (2) to DC2 to DC1

H,H,SP / 14,12
+7 +16G +16G Fast Input data.
Shaolin Spin Kicks

H,H,H / 14,12,14
-6 -1 LNC
Shaolin Spin Kicks to DC2

H,H,H,SP / 14,12,14
-10 -5 LNC Fast Input data.
Shaolin Spin Kicks to DC2 to DC1

H,H,H,SP / 14,12,14
+7 +12 LNC Fast Input data.
Crescent Kick Combo

H,M / 14,23
-1 KDN KDN TJ
(S3)– Reduced the strength of the pushback, and made the move easier to land.
Crescent Kick Combo to DC2

H,M,SP / 14,23
-2 KDN KDN TJ
(S3)- New move.
Pressing Kick

MM / 5,10
14F -14 KDN KDN
(Ver.2.10)・Hitbox increased.
(S3)– Changed the damage from 5,12 to 5,10.
(Ver.4.00) - Changed the frame advantage when blocked from -12F to -14F.
- Increased the recovery time after the move hits by 2F.
Pressing Kick Combo

MM,H / 5,10,15
-13 +5Sp +5Sp TS
(S3)– Changed the damage from 17 to 15.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Right Jab

H / 10
12F ±0 +6 +6 Connect to combinations.
High Kick

H / 16
15F -13 -2 KDN 47 Connect to combinations (disable delay).
Right Hick Kick

H / 16
13F -9 +7 LNC 41 Connect to combinations.
Poison Arrow

M / 32
20F +5 KDN KDN Advance Input is unavailable
Start-up 21F
Meaty 1F
(S3)– Increased the lower range of the attack.
Dragon Hammer

M / 20
20F +3C +8C LNC Forced to crouching upon block or NH.
Dragon Hammer to Crouching

M / 20
+3C +8C LNC Returns to crouching.
Forcee to crouching upon block or NH.
Dragon Killer

M / 20
25F -2 +7C LNC TJ11F
Forced to crouching upon NH.
(Ver.4.20)- The opponent was able to guard some specific middle attacks when the opponent was inputting command while guarding. This is now fiexed.
Spinning Dragon Blow

M / 25
23F -14 KDN KDN
Quick Upper

M / 10
13F -1 +5 +5
・Opponent closer on hit.
・Hitbox increased.
10 Hit Combo 1 (2)

M,H / 10,5
-10 +1 +1 Combo from 1st NH
10 Hit Combo 1 (3)

M,H,H / 10,5,6
-18 -7 -7 Combo from 1st NH
10 Hit Combo 2 (2)

M,L / 10,6
-16 -5 -5 Combo from 1st NH
-22GF on block.
10 Hit Combo 2 (3)

M,L,M / 10,6,6
-12 -1 -1 Combo from 1st NH
Uppercut

M / 12
15F -7 LNC LNC 41 +4F against crouch hit.
Step In Kick

M / 18
17F -12 -1 -1
Step In Combo (2)

M,L / 18,8
-14 -2 -2 Combo from 1st CH
Can be delayed 13F
Counter Combo can be delayed 6F
(S3)– Fixed an issue in which the 1st hit’s range would be reduced when the 2nd hit was input.
Step In Combo

M,L,H / 18,8,14
-8 +1 +1 Combo from 2nd NH
Can be delayed 12F
Counter Combo can be delayed 9F
Mid Kick Combo to Somersault Kick

M,L,M / 18,8,23
-16 KDN KDN TJ
Returns to crouching.
Combo from 2nd CH
Can be delayed 13F
Counter Combo can be delayed 1F
・Opponent reaction changed when hit while down.
Right Middle Kick

M / 15
13F -8 +3 +3
Right Middle Kick to Somersault Kick

M,M / 15,23
-17 LNC LNC TJ
Returns to crouching.
Combo from 1st CH
Banana Peel

L / 12
18F -15 +4C KDN TC6F
Returns to crouching.
Forced to crouching upon NH.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Low Backhand

L / 15
21F -12 +2C +2C TC6F
Returns to crouching.
Forced to crouching upon hit.
(S3)– Changed the frame advantage when blocked from -13F to -12F.
– Changed the frame advantage upon hit from +1F to +2F.
Low Backhand to High Kick

L,H / 15,21
-9 KDN KDN* TS
Combo from 1st CH.
Can be delayed 9F.
Combo can be delayed 9F on 1st CH.
・Startup changed from 30F to 24F.
・Hit property changed from mid to high.
・Changed from -11F to -9F on block.
・Opponent closer on hit.
・Input window increased from 22F to 30F.
(S3)– Changed the move to send the opponent spinning when it lands as a counter hit.
Body Blow
or FC
SM / 8
11F -4 +7 +7 TC4F
Body Blow to Dragon Lift

SM,M / 8,21
-15 LNC LNC Combo from 1st CH
(S3)– Reduced the attack’s side range and increased its lower range.
Dragon Low Kick

L / 8
16F -14 -3 -3
Dragon Low Kick to Crouching

L / 8
16F -14 -3 -3 Returns to crouching.
Dragon Low Kick to Hook Kick

L,H / 8,17
-7 KDN KDN* Combo from 1st CH
Can be delayed 14F
Counter Combo can be delayed 14F
Construct Kick (1)

L / 7
15F -11 ±0 ±0
Construct Kick

L,H / 7,12
-12 ±0 +5 Combo from 1st NH.
When hit and enemy input , to go down.
Low Kick

L / 7
12F -13 -2 -2 TC4F
Returns to crouching.
Low Kick to Somersault

L,M / 7,23
-17 LNC LNC TJ
Combo from 1st CH
Returns to crouching.
Crouch Jab

SM / 5
10F -5 +6 +6 TC4F
Returns to crouching.
Input to standing
Elbow Spring Kick (1) to BT

M / 15
14F -4 +7 +7
Elbow Spring Kick

M,M / 15,25
-14 KDN KDN TJ
Meaty 2F in actualy.
Elbow Spring Kick to Down

M,M / 15,25
-3 KDN KDN TJ
Shin Crusher

L / 15
17F -12 +4C +14G
・Opponent closer on hit.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Dragon's Tail

L / 20
26F -37 KDN KDN HTC6F
・Changed to homing attack.
(S3)– Increased the recovery time after the move hits by 1F.
(Ver.4.00) - Fixed an issue in which the frame advantage when block after inputting was not correct.
Dragon's Tail to Somersault Kick

L,M / 20,27
-9 KDN KDN Disable connect to 2nd after 1st block.
・Opponent reaction on grounded hit changed.
Charge Power Punch

UB(M) / 90
78F KDN KDN KDN
Charge Power Punch to Cancel

SP / -
66
Dragon Lance

M / 23
21F -13 KDN KDN TC6F
Returns to crouching.
(Ver.4.00) - Replaced with a new move.
Dragon Storm (1)

M / 12
14F -9 +2 +2
(S3)– Increased the range of the attack.
Dragon Storm (1) to DC

M,SP / 12
-5 +6 +6 Advance Input is unavailable after connect to DC
Dragon Storm (2)

M,M / 12,12
-14 ±0 ±0 Combo from 1st NH
Can be delayed
Combo can be delayed 11F
Dragon Storm (2) to DC

M,M,SP / 12,12
-10 +4 +4 Advance Input is unavailable after connect to DC
Dragon Storm

M,M,M / 12,12,22
-14 KDN KDN Combo from 1st or 2nd CH
Can be delayed.
Counter Combo can be delayed 12F from 2nd CH.
Knuckle Back Blow (1)

M / 12
16F -8 +4 +4
(Ver.4.00) - Increased the range of the attack.
Knuckle Back Blow

M,H / 12,15
-3 +16Sp +16Sp TS
Combo from 1st NH
Can be delayed
Combo can be delayed 4F
Counter Combo can be delayed 10F
(S3)– Changed the frame advantage when blocked from -1F to -3F.
Knuckle Rush

M,H / 12,10
-9 +4 KDN Combo from 1st NH
Can be delayed
Combo can be delayed 11F
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Knuckle Rush to DC

M,H,SP / 12,10
-4 +9 KDN Advance Input is unavailable after connect to DC
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Junkyard Kick (2)

M,L / 12,10
-12 -1 -1 Combo from 1st CH
Can be delayed
Junkyard Kick

M,L,M / 12,10,23
-7 LNC LNC Combo from 2nd CH
Can be delayed
Counter Combo can be delayed 7F
Junkyard Kick to DC2

M,L,M,SP / 12,10,23
-15 LNC LNC Fast Input data.
Junkyard Kick to DC2 to DC1

M,L,M,SP / 12,10,23
+5 LNC LNC Fast Input data.
Dragon Rush Combo

M,L,L / 12,10,23
-37 KDN KDN TC
Returns to crouching.
Can be delayed
(S3)– Changed the damage from 21 to 23.
Dragon Spin Kick

M / 27
23F -12 KDN KDN HTS
Dragon Spin Kick to BT

M / 27
23F -11 KDN KDN HTS
Tiger Fang (1)

M / 13
14F -7 +3 +3 H
Tiger Fang (1) to BT

M / 13
-4 +6 +6 H
Tiger Fang

M,H / 13,21
-5 KDN KDN TS
Combo from 1st NH
Dragon Arrow

M / 25
23F -18 KDN KDN
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jumping Knuckle
or
M / 12
18F -12 -1 -1 TJ9F
Blackout Muggin' (1)
or or during Charge
H / 10
12F -5 +6 +6
Blackout Muggin'

H,L / 10,10
-13 -1 -1 Combo from 1st NH
Hook
or or
H / 17
15F -12 +9 +9
Jumping Kick
or or
M / 25
21F -17 KDN KDN TJ9F
Jumping Kick to Somersault
or or
M,M / 25,23
-17 LNC LNC TJ
Returns to crouching.
Somersault
or or
SP / -
TJ9F
Returns to crouching.
Somersault Fake
or or
SP,M / 20
44F -9 LNC LNC
・Opponent reaction on grounded hit changed.
Rising Toe Kick

M / 10
15F -20 -8 -8 TJ9F
Rising Toe Kick

M / 12
15F -13 KDN LNC TJ9F
Rising Toe Kick

M / 14
15F -13 LNC LNC TJ9F
Somersault Kick
or FC
M / 15
18F -17 -6 -6 TJ9F
Returns to crouching.
Somersault Kick
or FC
M / 18
18F -17 LNC LNC TJ9F
Returns to crouching.
Somersault Kick
or FC
M / 23
18F -17 LNC LNC TJ9F
Returns to crouching.
Backflipper
or or
M,M / 23,23
-18 LNC LNC TJ
・Opponent reaction on grounded hit changed.
Dragon's Descent

L / 27
29F -24 +5 +5 TJ8F
Meaty 1F.
・Increased damage from 23 to 27.
・Changed startup from 30F to 29F-30F.
Delay Rising Toekick

M / 25
19F -15 LNC LNC TJ9F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Dragon Strike Combo (1)

M / 12
14F -7 +7 +7 Advance Input is unavailable.
Start-up 15F in actualy.
Dragon Strike Combo (2)

M,H / 12,12
-4 +2 +2 Combo from 1st NH
Can be delayed
Combo can be delayed 13F
Dragon Strike Combo

M,H,M / 12,12,23
-13 KDN KDN Combo from 2nd CH
Can be delayed
・Opponent reaction after mid-air hit has changed.
Dragon Dagger

M,H / 12,20
-15 KDN KDN Combo from 1st NH
Can be delayed 13F
Combo can be delayed 13F
・Opponent reaction after normal or mid-air hit has changed.
(S3)– Changed the frame advantage when blocked from -17F to -15F.
– Shortened the recovery time after the move hits by 2 frames.
– The 2nd hit can now be ducked under if the 1st hit is blocked.
Dragon Cannon

M / 30
20F -17 KDN KDN WBPC6F
Advance Input is unavailable.
Start-up 21F in actualy.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
Night and Day (1)

M / 17
16F -13 -2A -2A
(S3)– Changed the damage from 10 to 12.
– Changed the opponent’s behavior when hit (from -2F to -2AF).
(Ver.4.00) - Changed the damage from 12 to 17.
Night and Day

M,M / 17,23
-14 KDN KDN TS
Combo from 1st NH & mid-air hit on 2nd.
(S3)– Replaced with a new move.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Fury Fist Rush (1)

H / 4
12F -3 +3 +3
Fury Fist Rush (2)

H,H / 4,4
-3 +3 +3 Combo from 1st NH
Fury Fist Rush (3)

H,H,H / 4,4,4
-3 +3 +3 Combo from 1st NH
Fury Fist Rush

H,H,H,M / 4,4,4,12
-16 LNC LNC Combo from 1st CH
Running Side Kick

M / 30
20F +7G KDN KDN TJ3F
Meaty 6F in actualy
(Ver.4.00) - Increased the lower range of the attack.
Running Side Kick to Charge
(must hit)
M,SP / 30
KDN KDN TJ3F
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 Spin Kick
FC
L / 12
16F -14 -3 -3 TC
Returns to crouching.
Double Impact
FC
L,M / 12,23
-17 LNC LNC TJ
Returns to crouching.
Combo from 1st CH
Crouch Chin Kick
FC or
L / 7
12F -15 -4 -4 TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4 TC
Returns to crouching.
Low Kick to Somersault
FC
L,M / 7(10),23
-17 LNC LNC TJ
Returns to crouching.
Combo from 1st CH.
Flash Fist (1)
WS
M / 10
13F -7 -1 +4
(S3)– Increased the lower range of the attack.
(Ver.4.00) - Changed the damage from 13 to 10.
Flash Fist (1) to DC
WS
M,SP / 10
-5 +1 +6
Flash Fist
WS
M,H / 10,25
-9 KDN KDN Combo from 1st NH
Can be delayed
Combo can be delayed 9F
Flash Fist to DC
WS
M,H,SP / 10,25
+3 KDN KDN
Dragon Uppercut
WS
M / 20
15F -18 LNC LNC Meaty 1F
Uppercut
WS or WS or WS
M / 12
10F -5 +6 +6 Input or during Rage.
Meaty 1F.
Side Kick to DC2
WS
H,SP / 16
16F ±0 +2 +2
Side Kick to DC2 to DC1
WS
H,SP / 16
+16G +18 +18 Fast Input data.
Front Kick
WS
M / 14(12)
11F -4 +7 +7 Damage () is when connect to Somersault Variation.
・Opponent closer on hit.
Front Kick to DC2
WS
M,SP / 14
-8 +3 +3 Fast Input data.
・Opponent closer on hit.
Front Kick to DC2 to DC1
WS
M,SP / 14
+6 +17G +17 Fast Input data.
・Opponent closer on hit.
Front Kick Somersault Variation
WS
M,M / 12,23
-17 LNC LNC TJ
Returns to crouching.
Combo from 1st CH.
Catapult Kick
FC
M / 25
14F -21 -10 -10 TJ9F
Catapult Kick
FC
M / 28
14F -21 KDN KDN TJ9F
Catapult Kick
FC
M / 30
14F -21 KDN KDN TJ9F
Catapult Kick to Crouch
FC
M / 30
-21 KDN KDN TJ9F
Returns to crouching.
Rainbow Kick
FC or or
MM / 30,20
47F -4 KDN KDN TJ9F
Slide Kick
FC
L / 22
16F -23 KDN KDN TC
Meaty 2F in actualy.
・Changed from -27F to -23F on block.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Dragon Judgement (1) to DC
SS
M,SP / 5
17F -5 +6 +6
Dragon Judgement (2) to DC
SS
M,H,SP / 5,6
-5 +6 +6 Combo from 1st NH
Dragon Judgement (3) to DC
SS
M,H,M,SP / 5,6,7
-5 +6 +6 Combo from 1st NH
Dragon Judgement
SS
M,H,M,M / 5,6,7,25
-20 KDN KDN Combo from 1st NH
Double Dragon
SS
MH / 14,26
15F -12 KDN KDN TSTJ11F
・Damage changed from 9,21 to 14,26.
・Opponent reaction changed on first hit.
・Active frames of second attack decreased by 1 frame.
・Changed from -10F to -12F on block for second attack.
・Second attack now causes screw on normal and mid-air hit.
・Second attack hitbox expanded downward.
KI Charge

SP / -
55
KI Charge (Hold)
Hold
SP / -
KI Charge to Cloud Gates
Hold
H / 24
88F -4 LNC
Taunt
During lie down face up
SP / -
105 Secret Move.
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.
Dragon Charge (DC)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Dragon Charge

SP / -
No Cost to DC combinations
DC1 is connected from punch moves.
DC2 is connected from kick moves.
DC2 to DC1
DC2 ☆
SP / -
Dragon Knuckle
DC
H / 14
12F -11 KDN KDN
Dragon Knuckle Combo
DC
H,M / 14,25
-14 KDN KDN
Dragon Knuckle Flight
DC
H,H / 14,30
+7G KDN KDN TJ
Meaty 8F
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Cloud Gates
DC
H / 20
14F -4 KDN LNC
Dragon Spin Kick
DC
H / 30
19F -3 KDN KDN HTS
・Changed startup from 22F to 19F.
・Hitbox expanded downward.
(S3)– Changed the damage from 28 to 30.
Dragon Charge Kick
DC
L / 19
24F -13 +6C KDN Forced to crouching upon NH.
・Increased damage from 17 to 19.
(Ver.4.00) - Changed the frame advantage when blocked from -14F to -13F.
- Changed the frame advantage upon hit from +5F to +6F.
Quick Hook
DC
H / 30
19F -10 KDN KDN PC8F
・Opponent reaction after hit has changed.
・Decreased recovery by 3F on hit.
Dragon Roar
DC
M / 25
17F -14 KDN KDN

DC
H / 10
12F ±0 +6 +6 Connect to combinations.
Dragon Cannon
DC
M / 30
20F -17 KDN KDN WBPC8F
Change effect after counter & clean hit.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
Dragon's Flight
DC
H / 40
20F +7G KDN KDN TJ10F
Meaty 7F
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Fake Step (FS)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Fake Step
or DC
HMPAbsorbs(SP) / -
65 Cost 65F to combinations.
Absorbs Punch(H/M) during 3 to 71F in actualy.
Tricky Trap
After Fake Step succeeds
H / 12
+6B +6B
Tricky Fist
After Fake Step succeeds
H / 12
+27G +27G
Tricky Mid Kick
After Fake Step succeeds
M / 22
KDN KDN
Tricky Low Kick
After Fake Step succeeds
L / 15
KDN +19C Forced to crouching upon CH.
Dragon Knuckle
FS
H / 14
12F -11 KDN KDN
Dragon Knuckle Combo
FS
H,M / 14,25
-14 KDN KDN
Dragon Knuckle Flight
FS
H,H / 14,30
+7G KDN KDN TJ
Meaty 8F
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Fake Step Uppercut
FS
M / 28
16F -20 LNC LNC
Dragon Spin Kick
FS
H / 30
19F -3 KDN KDN HTS
・Changed startup from 22F to 19F.
・Hitbox expanded downward.
(S3)– Changed the damage from 28 to 30.
Dragon Charge Kick
FS
L / 19
24F -13 +6C KDN
・Increased damage from 17 to 19.
(Ver.4.00) - Changed the frame advantage when blocked from -14F to -13F.
- Changed the frame advantage upon hit from +5F to +6F.
Quick Hook
FS
H / 30
19F -10 KDN KDN PC8F
・Opponent reaction after hit has changed.
・Decreased recovery by 3F on hit.
Dragon Roar
FS
M / 25
17F -14 KDN KDN
Dragon Cannon
FS
M / 30
20F -17 KDN KDN WBPC8F
Change effect after counter & clean hit.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
Dragon's Flight
FS
H / 40
20F +7G KDN KDN TJ10F
Meaty 7F
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Back Toward
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Spin Knuckle Jab
BT
H / 7
10F +1 +8 +8 Connect to combinations.
Blind Elbow Combo (1)
BT
M / 17
15F -14 -1 KDN
(S3)– Decreased the distance between the character and the opponent when the move hits.
Blind Elbow Combo
BT
M,M / 17,20
-17 KDN KDN Combo from 1st NH
Can be delayed
Combo can be delayed 16F
Spin Kick
BT
H / 18
10F -8 KDN KDN
Wolf Fang (1)
BT
H / 14
11F -9 +2 +2
Wolf Fang
BT
H,M / 14,24
-12 KDN KDN Combo from 1st CH
Can be delayed 10F
Counter Combo can be delayed 6F
Dragon Back Blow
BT
H / 15
15F -1 +16Sp +16Sp TS
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9 TC1F
Returns to crouching.
Crouch Spin Kick
BT
L / 12
10F -11 +3 +3 TC1F
Returns to crouching.
Reverse Low
BT
L / 12
23F -15 KDN KDN
Rverse Jumping Middle Kick
BT or or
M / 25
17F -12 KDN KDN TJ10F
Rverse Jumping Middle Kick to Somersault
BT or or
M,M / 25,23
-17 LNC LNC TJ
Returns to crouching.
Rverse Jumping Right Kick
BT
M / 18
17F -12 -1 -1 TJ9F
Rverse Jumping Right Kick
BT
M / 20
17F -12 LNC LNC TJ9F
Rverse Jumping Right Kick
BT
M / 21
17F -12 LNC LNC TJ9F
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage
M,Th / 55
20F -26 Th Th Guard Point 8F
(S3)– Reduced the strength of the pushback, and made the move easier to land.
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive
During Rage
L,H / 20,32
26F -9 KDN KDN TJ
Block String after 1st block.
Meaty 7F.
Actualy, this is Special Throw.
・Decreased damage from 40 to 32.
・2nd Startup changed from 28F to 24F.
・Changed from -11F to -9F on block.
(S3)– Increased the lower range of the attack.

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Dragon's Fire

Th(H) / 35
12F Foot-sd
Fac-Up
or
-3F
Long Range Throw
No bonus after wall hit.
Hopping Frog

Th(H) / 35
12F RP
Head-sd
Fac-Up
or
-6F
Long Range Throw
Input to Back Toward
Floor Break.
Headlock Kick
Approach from left side
Th(H) / 40
Foot-sd
Fac-Up

-3F
Ball Breaker
Approach from right side
Th(H) / 42
Foot-sd
Fac-Up

-3F
Dragon Bites
Approach from behind
Th(H) / 50
Foot-sd
Fac-Dwn
disable
Run Up to Drop

Th(H) / 35
12F CCW
Foot-sd
Fac-Up

-2F
39
Headlock Punch

Th(H) / 35
12F Foot-sd
Fac-Up

-6F
Headlock Drop

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

-6F
Floor Break
KneeLift

Th(H) / 10
12F Launch
-3F
CCW
(S3)– Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
Dragon's Fire
DC
Th(H) / 35
12F Foot-sd
Fac-Up
or
-3F
No bonus after wall hit.
Facelift
DC
Th(H) / 35
12F CW
Foot-sd
Fac-Dwn

-2F
Parry
or
Absorbs(H/M) / -
disable 35 Absorbs (H/M) during 2 to 11F.
After Parry succeeds, +5F
After Parry succeeds, to DC & +14F (dissable connect to Pressing Kick) on input .
10 Hit Combo 1
CommandStart-up 13F
Hit LevelMHHHHLHHHM
Damage1056576771025
hit+5+1-7±0-5-9-15-6+6KDN
block-1-10-18-11-16-20-26-17-24-20
10 Hit Combo 2
CommandStart-up 13F
Hit LevelMLMHMLMHLM
Damage1066866681525
hit+5-5-1-7-14-14-14+8KDNKDN
block-1-16-12-18-25-25-25-22-37-14