ALISA BOSCONOVITCH:DATA

MOVE LIST & FRAME DATA Ver.4.01

The patch notes are included in "▶Patch 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.

【On the mobile devices】
 On the devices with the width less than 480px, this page displays the simple datas for the mobile devices.
 The tapping "⟩⟩" changes to the detail datas.
 The tapping "⟨⟨" on the detail datas changes to the simple datas.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jab

H / 7
10F +1 +8 +8  
Stop Bit

H,H / 7,18
  -3 +5 KDN  Combo from 1st NH
Can be delayed
Stop Bit to DF

H,H,SP / 7,18
  -3 +5 KDN  Combo from 1st NH
Can be delayed
Twin Punch

H,H / 7,10
  -2 +4 +9  Combo from 1st NH
Coil Punch Combo

H,H,L / 7,10,17
  -11 +2 KDN  Combo from 2nd CH
Can be delayed
Coil Punch Combo (Hold)
Hold
H,H,L / 7,10,22
  -10 KDN KDN  Can be delayed
Accelerator Combo

H,H,H / 7,10,21
  -5 KDN KDN*  TS
Combo from 2nd CH
Right Jab

H / 10
12F -6 +5 +5  
・Hitbox expanded downward.
Down Time(2)

H,M / 10,8
  -10 +1 +1  Combo from 1st CH
・Damage changed from 7 to 8
Down Time

H,M,M / 10,8,25
  -11 KDN KDN*  TSTJ
Combo from 2nd NH
Can be delayed
Combo can be delayed 10F from 2nd NH
・Damage changed from 20 to 25.
・Attack comes out 1F slower.
・Input window changed from 33F to 35F
Down Link

H,M,L / 10,8,20
  -13 KDN KDN  TJ
Meaty 3F.
(S3)– Changed the frame advantage when blocked from -19F to -13F.
– Shortened the recovery time after the move hits by 3F.
Right Jab to Accelerator

H,H / 10,21
  -5 KDN KDN*  TS
Combo from 1st NH
Quick Access(1)

M / 12
13F -12 -1 -1  
(S3)– Changed the attack startup from 14F to 13F.
Quick Access to DF

M,M*5,SP / 12,4*5
  -12 +5 +5  Combo from 1st NH
(S3)– Changed the frame advantage when blocked from -9F to -12F.
– Changed the frame advantage upon hit from +1F to +5F.
Accelerator

H / 24
13F -5 KDN KDN* 42HTS
(Ver.2.20)・ Increased the lower range of the attack.
Gigabyte Hammer

M / 21
33F -5 LNC LNC  TJ7F
Session

M / 12
17F -4 +7 +7  
・Hitbox expanded downward.
Session to DF

M,SP / 12
  -4 +7 +7  
Dual Session to DF

M,M,SP / 12,20
  -13 KDN KDN  WB
Combo from 1st NH
・Hits now chain.
・Changed from -20F to -14F on block.
・Opponent closer on block and hit.
(Ver.2.20)・Changed the frame advantage on guard from -14 frames to -13 frames.
・Enabled the move to cause a wall bound if it hits.
・Changed the opponent's behavior when hit in midair.
Triple Session(2)

M,H / 12,8
  -8 +4 +4  TJ
Combo from 1st CH
・Hitbox expanded downward.
Triple Session(2) to Feint

M,H,SP / 12,8
  -12 ±0 ±0  TJ
Combo from 1st CH
Triple Session

M,H,M / 12,8,22
  -10 KDN KDN  WB
Combo from 2nd NH
・Damage changed from 20 to 22.
・Causes Wall bounce on hit.
Lost Access(1)

H / 10
14F -14 -3 -3  
(S3)– Changed the damage from 13, to 10.
Lost Access to DF

H,H,SP / 10,17
  -4 KDN KDN  TS
Combo from 1st NH
(S3)– Changed the damage from 20 to 17.
Automatic Transmission to DF

H,M,SP / 10,25
  -13 +8Sp +8Sp  TS
Combo from 1st NH
(S3)– Changed the opponent’s behavior when hit (from KDN to +8SpF.
– Changed the move to send the opponent spinning when it hits them midair.
Logic Bomb(1)

M / 14
16F -12 -2 -2  H
Logic Bomb(2)

M,H / 14,14
  -9 KDN KDN  
Logic Bomb

M,H,M / 14,14,24
  -12 KDN KDN  Meaty 38F
Overflow

M / 25
14F -12 +7 +7  Meaty 1F
Overflow to Boot

M,SP, / 25
  -16 +3 +3  
Overflow to DB

M,SP, / 25
  -16 +3 +3  
Cyclone Mixer(1)

M / 10
13F -6 +5 +8 38
・Pushback decreased so it's easier to hit
Cyclone Mixer(2)

M,H / 10,20
  +1 +8 +8  
Cyclone Mixer to DF

M,H,H*7,SP / 10,20,4*7
  +6 +8 +8  Combo from 2nd NH.
Cyclone Hacker

M,M / 10,17
  -9 +5C KDN  Forced to crouching upon NH.
Combo from 1st CH
Pickup

M / 16
16F -9 LNC LNC 44Crouch hit +7F
Double Socket(1)

M / 14
16F -9 +1 +1  
Double Socket

M,L / 14,17
  -12 +1 KDN  Combo from 1st NH
Can be delayed 16F
Combo can be delayed 9F from 1st NH
Front Kick

M / 13
12F -7 +4 +4 38
Transmission to DF
or DF
M,SP / 25
19F -13 +8Sp +8Sp  TSPC8F
・DF
・Pushback decreased so it's easier to hit.
・Changed to Power Crush.
・Startup changed from 18F to 19F.
・Changed from -11F to -14F on block.
・Opponent closer on block.
・Recovery increased by 1F on hit.
(S3)– Changed the frame advantage on guard from -14F to -13F.
– Shortened the recovery animation by 1 frame when the move hits.
– Changed the opponent’s behavior when hit (from KDN to +8SpF.
– Changed the move to send the opponent spinning when it hits them midair.
– Increased the range of the attack.
(Ver.4.00) - Changed the time when Power Crush starts from 6F to 8F.
Crouch Jab

SM / 5
10F -5 +6 +6  TC4F
Returns to crouching.
Input to standing
Deadlock(1)

M / 17
24F -14 +2C +2C  Forced to crouching upon hit.
Deadlock

M,M / 17,24
  -13 KDN KDN  Combo from 1st NH
Deadlock to DF

M,M,SP / 17,24
  -13 KDN KDN  Combo from 1st NH
Quick Slider to Backup

L,SP / 17
23F -11 +7C KDN  TJ9F
Meaty 9F
Quick Slider (not to Backup)

L,SP / 17
23F -19 -1C KDN  TJ9F
Meaty 9F
Returns to crouching.
Optimizer(1)

L / 15
17F -16 -5 -5  
・Opponent closer on block.
Optimizer

L,H / 15,20
  +2 KDN KDN  TS
Combo from 1st CH
Can be delayed 11F
Combo can be delayed 6F from 1st CH
Meaty 1F
・Changed from -1F to +2F on block.
・Recovery decreased by 3F on hit.
・Can be delayed
Harpoon Sweep

L / 20
27F -37 KDN KDN  HTC20FTJ5F
・Opponent closer on block.
Harpoon Sweep to DF

L,SP / 20
27F KDN KDN  HTC20FTJ5F
Daisy Chain(1)

M / 17
18F -18 -5 -5  
Daisy Chain

M,M / 17,13
  -10 +15 +15  When hit and enemy input , to go down
Combo from 1st CH
Can be delayed 16F
Combo can be delayed 13F from 1st CH
・Opponent reaction on mid-air hit was changed.
Daisy Chain to DF

M,M,SP / 17,13
  -10 +15 +15  When hit and enemy input , to go down
Combo from 1st CH
Can be delayed 16F
Combo can be delayed 13F from 1st CH
(S3)– Fixed an issue in which the opponent’s behavior would differ when they were hit in midair from when was used.
Deep Link

L / 11
16F -12 -1 +4  TC4F
Returns to crouching.
・Opponent closer on block.
Deep Web

L / 23
24F -17 KDN KDN  TC6F
Returns to crouching.
・Opponent closer on block.
Gadget Found(1)

M / 15
15F -5 +8 +8 44TC12F
Returns to crouching.
Meaty 1F
Gadget Found

M,SM,M / 15,1,30
  -16 LNC LNC  TC
Combo from 2nd CH
Trance Hammer(1)

M / 12
18F -12 -2 -2  
Trance Hammer

M,M / 12,17
  -13 +3C KDN  Forced to crouching upon NH.
Combo from 1st NH
Can be delayed 12F
Combo can be delayed 7F from 1st NH
Trance Accelerator Kick

M,H / 12,20
  -7 KDN KDN*  TS
Combo from 1st NH
Can be delayed 12F
Combo can be delayed 12F from 1st NH
Spinning Top

M / 26
20F -8 KDN KDN  HTS
・Tail Spin
Double Threading(1)

M / 17
15F -13 -4 KDN  
(S3)– Delayed the timing at which the opponent is counted as being midair after a counter hit by 1 frame.
Double Threading

M,M / 17,20
  -11 +6C KDN  TJ
Forced to crouching upon NH.
Combo from 1st NH
・Damage changed from 15 to 20.
Double Threading to DF

M,M,SP / 17,20
  -11 +6C KDN  TJ
Forced to crouching upon NH.
Double Override

M,M / 17,17
  -37 LNC LNC  
(S3)– New move.
Double Override to Boot

M,M,SP / 17,17
  -19 LNC LNC  
(S3)– New move.
Double Override to DB

M,M,SP / 17,17
  -19 LNC LNC  
(S3)– New move.
Dynamic Range(1)

M / 20
19F -17 LNC LNC 61TJ6F
Dynamic Range

M,M / 20,35
  +6C LNC LNC  TJ
Forced to crouching upon block.
Meaty 1F
Hang-Up

UB(M) / 50
75F KDN KDN KDN  
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Jab

H / 7
10F +1 +8 +8  
Stop Bit

H,H / 7,18
  -3 +5 KDN  
Stop Bit to DF

H,H,SP / 7,18
  -3 +5 KDN  
Twin Punch

H,H / 7,10
  -2 +4 +9  
Coil Punch Combo

H,H,L / 7,10,17
  -11 +2 KDN  
Coil Punch Combo (Hold)
Hold
H,H,L / 7,10,22
  -10 KDN KDN  
Sc
Accelerator Combo

H,H,H / 7,10,21
  -5 KDN KDN*  
Right Jab

H / 10
12F -6 +5 +5  
Down Time(2)

H,M / 10,8
  -10 +1 +1  
ScJS
Down Time

H,M,M / 10,8,25
  -11 KDN KDN*  
JS
Down Link

H,M,L / 10,8,20
  -13 KDN KDN  
Sc
Right Jab to Accelerator

H,H / 10,21
  -5 KDN KDN*  
Quick Access(1)

M / 12
13F -12 -1 -1  
Quick Access to DF

M,M*5,SP / 12,4*5
  -12 +5 +5  
HSc
Accelerator

H / 24
13F -5 KDN KDN* 42
JS
Gigabyte Hammer

M / 21
33F -5 LNC LNC  
Session

M / 12
17F -4 +7 +7  
Session to DF

M,SP / 12
  -4 +7 +7  
WB
Dual Session to DF

M,M,SP / 12,20
  -13 KDN KDN  
JS
Triple Session(2)

M,H / 12,8
  -8 +4 +4  
JS
Triple Session(2) to Feint

M,H,SP / 12,8
  -12 ±0 ±0  
WB
Triple Session

M,H,M / 12,8,22
  -10 KDN KDN  
Lost Access(1)

H / 10
14F -14 -3 -3  
Sc
Lost Access to DF

H,H,SP / 10,17
  -4 KDN KDN  
Sc
Automatic Transmission to DF

H,M,SP / 10,25
  -13 +8Sp +8Sp  
H
Logic Bomb(1)

M / 14
16F -12 -2 -2  
Logic Bomb(2)

M,H / 14,14
  -9 KDN KDN  
Logic Bomb

M,H,M / 14,14,24
  -12 KDN KDN  
Overflow

M / 25
14F -12 +7 +7  
Overflow to Boot

M,SP, / 25
  -16 +3 +3  
Overflow to DB

M,SP, / 25
  -16 +3 +3  
Cyclone Mixer(1)

M / 10
13F -6 +5 +8 38
Cyclone Mixer(2)

M,H / 10,20
  +1 +8 +8  
Cyclone Mixer to DF

M,H,H*7,SP / 10,20,4*7
  +6 +8 +8  
Cyclone Hacker

M,M / 10,17
  -9 +5C KDN  
Pickup

M / 16
16F -9 LNC LNC 44
Double Socket(1)

M / 14
16F -9 +1 +1  
Double Socket

M,L / 14,17
  -12 +1 KDN  
Front Kick

M / 13
12F -7 +4 +4 38
ScPw
Transmission to DF
or DF
M,SP / 25
19F -13 +8Sp +8Sp  
CS
Crouch Jab

SM / 5
10F -5 +6 +6  
Deadlock(1)

M / 17
24F -14 +2C +2C  
Deadlock

M,M / 17,24
  -13 KDN KDN  
Deadlock to DF

M,M,SP / 17,24
  -13 KDN KDN  
JS
Quick Slider to Backup

L,SP / 17
23F -11 +7C KDN  
JS
Quick Slider (not to Backup)

L,SP / 17
23F -19 -1C KDN  
Optimizer(1)

L / 15
17F -16 -5 -5  
Sc
Optimizer

L,H / 15,20
  +2 KDN KDN  
HCSJS
Harpoon Sweep

L / 20
27F -37 KDN KDN  
HCSJS
Harpoon Sweep to DF

L,SP / 20
27F KDN KDN  
Daisy Chain(1)

M / 17
18F -18 -5 -5  
Daisy Chain

M,M / 17,13
  -10 +15 +15  
Daisy Chain to DF

M,M,SP / 17,13
  -10 +15 +15  
CS
Deep Link

L / 11
16F -12 -1 +4  
CS
Deep Web

L / 23
24F -17 KDN KDN  
CS
Gadget Found(1)

M / 15
15F -5 +8 +8 44
CS
Gadget Found

M,SM,M / 15,1,30
  -16 LNC LNC  
Trance Hammer(1)

M / 12
18F -12 -2 -2  
Trance Hammer

M,M / 12,17
  -13 +3C KDN  
Sc
Trance Accelerator Kick

M,H / 12,20
  -7 KDN KDN*  
HSc
Spinning Top

M / 26
20F -8 KDN KDN  
Double Threading(1)

M / 17
15F -13 -4 KDN  
JS
Double Threading

M,M / 17,20
  -11 +6C KDN  
JS
Double Threading to DF

M,M,SP / 17,20
  -11 +6C KDN  
Double Override

M,M / 17,17
  -37 LNC LNC  
Double Override to Boot

M,M,SP / 17,17
  -19 LNC LNC  
Double Override to DB

M,M,SP / 17,17
  -19 LNC LNC  
JS
Dynamic Range(1)

M / 20
19F -17 LNC LNC 61
JS
Dynamic Range

M,M / 20,35
  +6C LNC LNC  
Hang-Up

UB(M) / 50
75F KDN KDN KDN  
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Jab

H / 7
10F +1 +8 +8  
 
Stop Bit

H,H / 7,18
  -3 +5 KDN  
Combo from 1st NH
Can be delayed
Stop Bit to DF

H,H,SP / 7,18
  -3 +5 KDN  
Combo from 1st NH
Can be delayed
Twin Punch

H,H / 7,10
  -2 +4 +9  
Combo from 1st NH
Coil Punch Combo

H,H,L / 7,10,17
  -11 +2 KDN  
Combo from 2nd CH
Can be delayed
Coil Punch Combo (Hold)
Hold
H,H,L / 7,10,22
  -10 KDN KDN  
Can be delayed
Accelerator Combo

H,H,H / 7,10,21
  -5 KDN KDN*  
TS
Combo from 2nd CH
Right Jab

H / 10
12F -6 +5 +5  
・Hitbox expanded downward.
Down Time(2)

H,M / 10,8
  -10 +1 +1  
Combo from 1st CH
・Damage changed from 7 to 8
Down Time

H,M,M / 10,8,25
  -11 KDN KDN*  
TSTJ
Combo from 2nd NH
Can be delayed
Combo can be delayed 10F from 2nd NH
・Damage changed from 20 to 25.
・Attack comes out 1F slower.
・Input window changed from 33F to 35F
Down Link

H,M,L / 10,8,20
  -13 KDN KDN  
TJ
Meaty 3F.
(S3)– Changed the frame advantage when blocked from -19F to -13F.
– Shortened the recovery time after the move hits by 3F.
Right Jab to Accelerator

H,H / 10,21
  -5 KDN KDN*  
TS
Combo from 1st NH
Quick Access(1)

M / 12
13F -12 -1 -1  
(S3)– Changed the attack startup from 14F to 13F.
Quick Access to DF

M,M*5,SP / 12,4*5
  -12 +5 +5  
Combo from 1st NH
(S3)– Changed the frame advantage when blocked from -9F to -12F.
– Changed the frame advantage upon hit from +1F to +5F.
Accelerator

H / 24
13F -5 KDN KDN* 42
HTS
(Ver.2.20)・ Increased the lower range of the attack.
Gigabyte Hammer

M / 21
33F -5 LNC LNC  
TJ7F
Session

M / 12
17F -4 +7 +7  
・Hitbox expanded downward.
Session to DF

M,SP / 12
  -4 +7 +7  
 
Dual Session to DF

M,M,SP / 12,20
  -13 KDN KDN  
WB
Combo from 1st NH
・Hits now chain.
・Changed from -20F to -14F on block.
・Opponent closer on block and hit.
(Ver.2.20)・Changed the frame advantage on guard from -14 frames to -13 frames.
・Enabled the move to cause a wall bound if it hits.
・Changed the opponent's behavior when hit in midair.
Triple Session(2)

M,H / 12,8
  -8 +4 +4  
TJ
Combo from 1st CH
・Hitbox expanded downward.
Triple Session(2) to Feint

M,H,SP / 12,8
  -12 ±0 ±0  
TJ
Combo from 1st CH
Triple Session

M,H,M / 12,8,22
  -10 KDN KDN  
WB
Combo from 2nd NH
・Damage changed from 20 to 22.
・Causes Wall bounce on hit.
Lost Access(1)

H / 10
14F -14 -3 -3  
(S3)– Changed the damage from 13, to 10.
Lost Access to DF

H,H,SP / 10,17
  -4 KDN KDN  
TS
Combo from 1st NH
(S3)– Changed the damage from 20 to 17.
Automatic Transmission to DF

H,M,SP / 10,25
  -13 +8Sp +8Sp  
TS
Combo from 1st NH
(S3)– Changed the opponent’s behavior when hit (from KDN to +8SpF.
– Changed the move to send the opponent spinning when it hits them midair.
Logic Bomb(1)

M / 14
16F -12 -2 -2  
H
Logic Bomb(2)

M,H / 14,14
  -9 KDN KDN  
 
Logic Bomb

M,H,M / 14,14,24
  -12 KDN KDN  
Meaty 38F
Overflow

M / 25
14F -12 +7 +7  
Meaty 1F
Overflow to Boot

M,SP, / 25
  -16 +3 +3  
 
Overflow to DB

M,SP, / 25
  -16 +3 +3  
 
Cyclone Mixer(1)

M / 10
13F -6 +5 +8 38
・Pushback decreased so it's easier to hit
Cyclone Mixer(2)

M,H / 10,20
  +1 +8 +8  
 
Cyclone Mixer to DF

M,H,H*7,SP / 10,20,4*7
  +6 +8 +8  
Combo from 2nd NH.
Cyclone Hacker

M,M / 10,17
  -9 +5C KDN  
Forced to crouching upon NH.
Combo from 1st CH
Pickup

M / 16
16F -9 LNC LNC 44
Crouch hit +7F
Double Socket(1)

M / 14
16F -9 +1 +1  
 
Double Socket

M,L / 14,17
  -12 +1 KDN  
Combo from 1st NH
Can be delayed 16F
Combo can be delayed 9F from 1st NH
Front Kick

M / 13
12F -7 +4 +4 38
 
Transmission to DF
or DF
M,SP / 25
19F -13 +8Sp +8Sp  
TSPC8F
・DF
・Pushback decreased so it's easier to hit.
・Changed to Power Crush.
・Startup changed from 18F to 19F.
・Changed from -11F to -14F on block.
・Opponent closer on block.
・Recovery increased by 1F on hit.
(S3)– Changed the frame advantage on guard from -14F to -13F.
– Shortened the recovery animation by 1 frame when the move hits.
– Changed the opponent’s behavior when hit (from KDN to +8SpF.
– Changed the move to send the opponent spinning when it hits them midair.
– Increased the range of the attack.
(Ver.4.00) - Changed the time when Power Crush starts from 6F to 8F.
Crouch Jab

SM / 5
10F -5 +6 +6  
TC4F
Returns to crouching.
Input to standing
Deadlock(1)

M / 17
24F -14 +2C +2C  
Forced to crouching upon hit.
Deadlock

M,M / 17,24
  -13 KDN KDN  
Combo from 1st NH
Deadlock to DF

M,M,SP / 17,24
  -13 KDN KDN  
Combo from 1st NH
Quick Slider to Backup

L,SP / 17
23F -11 +7C KDN  
TJ9F
Meaty 9F
Quick Slider (not to Backup)

L,SP / 17
23F -19 -1C KDN  
TJ9F
Meaty 9F
Returns to crouching.
Optimizer(1)

L / 15
17F -16 -5 -5  
・Opponent closer on block.
Optimizer

L,H / 15,20
  +2 KDN KDN  
TS
Combo from 1st CH
Can be delayed 11F
Combo can be delayed 6F from 1st CH
Meaty 1F
・Changed from -1F to +2F on block.
・Recovery decreased by 3F on hit.
・Can be delayed
Harpoon Sweep

L / 20
27F -37 KDN KDN  
HTC20FTJ5F
・Opponent closer on block.
Harpoon Sweep to DF

L,SP / 20
27F KDN KDN  
HTC20FTJ5F
Daisy Chain(1)

M / 17
18F -18 -5 -5  
 
Daisy Chain

M,M / 17,13
  -10 +15 +15  
When hit and enemy input , to go down
Combo from 1st CH
Can be delayed 16F
Combo can be delayed 13F from 1st CH
・Opponent reaction on mid-air hit was changed.
Daisy Chain to DF

M,M,SP / 17,13
  -10 +15 +15  
When hit and enemy input , to go down
Combo from 1st CH
Can be delayed 16F
Combo can be delayed 13F from 1st CH
(S3)– Fixed an issue in which the opponent’s behavior would differ when they were hit in midair from when was used.
Deep Link

L / 11
16F -12 -1 +4  
TC4F
Returns to crouching.
・Opponent closer on block.
Deep Web

L / 23
24F -17 KDN KDN  
TC6F
Returns to crouching.
・Opponent closer on block.
Gadget Found(1)

M / 15
15F -5 +8 +8 44
TC12F
Returns to crouching.
Meaty 1F
Gadget Found

M,SM,M / 15,1,30
  -16 LNC LNC  
TC
Combo from 2nd CH
Trance Hammer(1)

M / 12
18F -12 -2 -2  
 
Trance Hammer

M,M / 12,17
  -13 +3C KDN  
Forced to crouching upon NH.
Combo from 1st NH
Can be delayed 12F
Combo can be delayed 7F from 1st NH
Trance Accelerator Kick

M,H / 12,20
  -7 KDN KDN*  
TS
Combo from 1st NH
Can be delayed 12F
Combo can be delayed 12F from 1st NH
Spinning Top

M / 26
20F -8 KDN KDN  
HTS
・Tail Spin
Double Threading(1)

M / 17
15F -13 -4 KDN  
(S3)– Delayed the timing at which the opponent is counted as being midair after a counter hit by 1 frame.
Double Threading

M,M / 17,20
  -11 +6C KDN  
TJ
Forced to crouching upon NH.
Combo from 1st NH
・Damage changed from 15 to 20.
Double Threading to DF

M,M,SP / 17,20
  -11 +6C KDN  
TJ
Forced to crouching upon NH.
Double Override

M,M / 17,17
  -37 LNC LNC  
(S3)– New move.
Double Override to Boot

M,M,SP / 17,17
  -19 LNC LNC  
(S3)– New move.
Double Override to DB

M,M,SP / 17,17
  -19 LNC LNC  
(S3)– New move.
Dynamic Range(1)

M / 20
19F -17 LNC LNC 61
TJ6F
Dynamic Range

M,M / 20,35
  +6C LNC LNC  
TJ
Forced to crouching upon block.
Meaty 1F
Hang-Up

UB(M) / 50
75F KDN KDN KDN  
 
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jumping Knukcle
or or
M / 12
18F -12 -1 -1  TJ9F
Hook
or or
H / 17
15F -12 +9 +9  
Cradle Kick
or or
M / 15
17F -54 -24 -24  TJ9F
When hit and enemy input , to go down
・Changed from -59F to -54F on block.
・Changed from -29F to -24F on hit.
・Recovery decreased by 5F on hit and block.
(S3) – Changed the attack startup from 20F to 17F.
(Ver.4.00) - Increased the lower range of the attack.
Cradle Star

M,M / 15,30
  -14 KDN KDN  TJ
Cradle Star to Boot

M,SP / 15
  -30 -3 -3  TJ
Cradle Star to DB

M,SP / 15
  -30 -3 -3  TJ
Jumping Side Kick

M / 10
17F -9 +7 +7  TJ9F
Start of 10 hit combo
Inbound Kick(1)
or
M / 10
15F -15 -4 -4  TJ9F
(S3)– Decreased the move’s forward movement.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
Inbound Kick

M,M / 10,10
  -13C LNC LNC  TJ
Forced to crouching upon block.
(S3)– Decreased the move’s forward movement.
Docking Bay(1)
or BT
M / 25
37F +2C KDN KDN  TJ5F
Forced to crouching upon block.
Docking Bay
or BT
M,M / 25,20
  -14 LNC LNC  
Downstream
or
M / 28
38F ±0 KDN KDN  TJ9F
Forced to crouching upon block.
Delay Rising Toekick

M / 25
25F -9 KDN KDN  TJ9F
Retro Rockets

SP / -
  41TJ7F
Include Command
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
JS
Jumping Knukcle
or or
M / 12
18F -12 -1 -1  
Hook
or or
H / 17
15F -12 +9 +9  
JS
Cradle Kick
or or
M / 15
17F -54 -24 -24  
JS
Cradle Star

M,M / 15,30
  -14 KDN KDN  
JS
Cradle Star to Boot

M,SP / 15
  -30 -3 -3  
JS
Cradle Star to DB

M,SP / 15
  -30 -3 -3  
JS
Jumping Side Kick

M / 10
17F -9 +7 +7  
JS
Inbound Kick(1)
or
M / 10
15F -15 -4 -4  
JS
Inbound Kick

M,M / 10,10
  -13C LNC LNC  
JS
Docking Bay(1)
or BT
M / 25
37F +2C KDN KDN  
Docking Bay
or BT
M,M / 25,20
  -14 LNC LNC  
JS
Downstream
or
M / 28
38F ±0 KDN KDN  
JS
Delay Rising Toekick

M / 25
25F -9 KDN KDN  
JS
Retro Rockets

SP / -
  41
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Jumping Knukcle
or or
M / 12
18F -12 -1 -1  
TJ9F
Hook
or or
H / 17
15F -12 +9 +9  
 
Cradle Kick
or or
M / 15
17F -54 -24 -24  
TJ9F
When hit and enemy input , to go down
・Changed from -59F to -54F on block.
・Changed from -29F to -24F on hit.
・Recovery decreased by 5F on hit and block.
(S3) – Changed the attack startup from 20F to 17F.
(Ver.4.00) - Increased the lower range of the attack.
Cradle Star

M,M / 15,30
  -14 KDN KDN  
TJ
Cradle Star to Boot

M,SP / 15
  -30 -3 -3  
TJ
Cradle Star to DB

M,SP / 15
  -30 -3 -3  
TJ
Jumping Side Kick

M / 10
17F -9 +7 +7  
TJ9F
Start of 10 hit combo
Inbound Kick(1)
or
M / 10
15F -15 -4 -4  
TJ9F
(S3)– Decreased the move’s forward movement.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
Inbound Kick

M,M / 10,10
  -13C LNC LNC  
TJ
Forced to crouching upon block.
(S3)– Decreased the move’s forward movement.
Docking Bay(1)
or BT
M / 25
37F +2C KDN KDN  
TJ5F
Forced to crouching upon block.
Docking Bay
or BT
M,M / 25,20
  -14 LNC LNC  
 
Downstream
or
M / 28
38F ±0 KDN KDN  
TJ9F
Forced to crouching upon block.
Delay Rising Toekick

M / 25
25F -9 KDN KDN  
TJ9F
Retro Rockets

SP / -
  41
TJ7F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jumper Switch(1)

M / 18
16F -18 KDN KDN  Advance Input is unavailable
Start-up 17F in actualy
Meaty 1F
Jumper Switch

M,M / 18,25
  -13 KDN KDN  Combo from 1st NH
Can be delayed
Double Cut(1)

M / 12
18F -18 -6 -6  TJ15F
Advance Input is unavailable
Start-up 19F in actualy
Double Cut

M,H / 12,15
  -9 KDN KDN  TJ
Combo from 1st NH
Double Cut to DF

M,H,SP / 12,15
  -9 KDN KDN  TJ
Cutover

M,H,M / 12,15,25
  -10 KDN KDN  TSTJ
Cutover to DF

M,H,M,SP / 12,15,25
  -10 KDN KDN  TSTJ
Sandbox(1)

M / 18
19F -11 +5B +5B  Side or behind hit is down
Advance Input is unavailable
Start-up 20F in actualy
Meaty 7F
Sandbox
during hit from front or
M,M / 18,22
  KDN KDN  
Worm Virus

MM / 5,18
17F -16 KDN KDN  
Killer Worm Virus
during hit
MM,M*6,SP / 5,18,2*6
  KDN KDN  
Overload

H / 26
16F -8 KDN KDN  PC8F
Meaty 8F
Double Rocket Punch

UB(H) / 50
63F KDN KDN KDN  TJ12F
Linear Punch

H / 30
13F +5 KDN KDN 49TJ3F
Meaty 2F
Linear Dropkick(1)

M / 15
18F -4 +6 +6  TJ3F
Linear Dropkick

M,M / 15,20
  -7 KDN KDN  TSTJ
Combo from 1st NH
・Opponent farther away on block.
Thruster Double Punch
While running
M / 24
18F -3 KDN KDN  TJ5F
Meaty 5F in actualy
More Than One Command
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Jumper Switch(1)

M / 18
16F -18 KDN KDN  
Jumper Switch

M,M / 18,25
  -13 KDN KDN  
JS
Double Cut(1)

M / 12
18F -18 -6 -6  
JS
Double Cut

M,H / 12,15
  -9 KDN KDN  
JS
Double Cut to DF

M,H,SP / 12,15
  -9 KDN KDN  
ScJS
Cutover

M,H,M / 12,15,25
  -10 KDN KDN  
ScJS
Cutover to DF

M,H,M,SP / 12,15,25
  -10 KDN KDN  
Sandbox(1)

M / 18
19F -11 +5B +5B  
Sandbox
during hit from front or
M,M / 18,22
  KDN KDN  
Worm Virus

MM / 5,18
17F -16 KDN KDN  
Killer Worm Virus
during hit
MM,M*6,SP / 5,18,2*6
  KDN KDN  
Pw
Overload

H / 26
16F -8 KDN KDN  
JS
Double Rocket Punch

UB(H) / 50
63F KDN KDN KDN  
JS
Linear Punch

H / 30
13F +5 KDN KDN 49
JS
Linear Dropkick(1)

M / 15
18F -4 +6 +6  
ScJS
Linear Dropkick

M,M / 15,20
  -7 KDN KDN  
JS
Thruster Double Punch
While running
M / 24
18F -3 KDN KDN  
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Jumper Switch(1)

M / 18
16F -18 KDN KDN  
Advance Input is unavailable
Start-up 17F in actualy
Meaty 1F
Jumper Switch

M,M / 18,25
  -13 KDN KDN  
Combo from 1st NH
Can be delayed
Double Cut(1)

M / 12
18F -18 -6 -6  
TJ15F
Advance Input is unavailable
Start-up 19F in actualy
Double Cut

M,H / 12,15
  -9 KDN KDN  
TJ
Combo from 1st NH
Double Cut to DF

M,H,SP / 12,15
  -9 KDN KDN  
TJ
Cutover

M,H,M / 12,15,25
  -10 KDN KDN  
TSTJ
Cutover to DF

M,H,M,SP / 12,15,25
  -10 KDN KDN  
TSTJ
Sandbox(1)

M / 18
19F -11 +5B +5B  
Side or behind hit is down
Advance Input is unavailable
Start-up 20F in actualy
Meaty 7F
Sandbox
during hit from front or
M,M / 18,22
  KDN KDN  
 
Worm Virus

MM / 5,18
17F -16 KDN KDN  
 
Killer Worm Virus
during hit
MM,M*6,SP / 5,18,2*6
  KDN KDN  
 
Overload

H / 26
16F -8 KDN KDN  
PC8F
Meaty 8F
Double Rocket Punch

UB(H) / 50
63F KDN KDN KDN  
TJ12F
Linear Punch

H / 30
13F +5 KDN KDN 49
TJ3F
Meaty 2F
Linear Dropkick(1)

M / 15
18F -4 +6 +6  
TJ3F
Linear Dropkick

M,M / 15,20
  -7 KDN KDN  
TSTJ
Combo from 1st NH
・Opponent farther away on block.
Thruster Double Punch
While running
M / 24
18F -3 KDN KDN  
TJ5F
Meaty 5F 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 Spin Kick
FC
L / 12
16F -17 -3 -3  TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  TC
Returns to crouching.
Spear Fishing(1)
WS
M / 12
13F -12 -1 -1  
Spear Fishing(2)
WS
M,H / 12,12
  -5 +6 +6  Combo from 1st NH
(Ver.2.20)・Increased the damage from 9 to 12.
・Increased the lower range of the attack.
・Sped up the 2nd attack's timing by 1F.
Spear Fishing(2)
WS
M,H,SP / 12,12
  -5 +6 +6  Combo from 1st NH
・New Move
Spear Fishing
WS
M,H,M / 12,12,23
  -10 LNC LNC  Combo from 2nd CH
Can be delayed 10F
Counter Combo can be delayed 5F
(Ver.2.20)・Changed the opponent's behavior when hit while downed.
・Increased the upper range of the attack.
・Reduced the strength of the pushback, and decreased the distance between the character and opponent when the move hits in midair.
Spear Fishing to DF
WS
M,H,M,SP / 12,12,23
  -10 LNC LNC  Combo from 2nd CH
Can be delayed 10F
Combo can be delayed 5F from 2nd CH
Digital Lift
WS
M / 24
17F -13 LNC LNC  
Digital Lift to Boot
WS
M,SP / 24
  -7 LNC LNC  TJ
Combo can be delayed
Digital Lift to DB
WS
M,SP / 24
  -5 LNC LNC  TJ
Combo can be delayed
Clockwork
WS
M,SP / 18
19F  
・Opponent recovery increased by 2F on block.
・Opponent closer on block.
Clockwork Stop
During Clockwork
M,SP / 18
  -14 -1 -1  
Clockwork Spring Middle
During Clockwork
M / 20
  -10 +11Sp KDN  TS
Combo from 1st NH
Combo can be delayed 20F from 1st NH
・Homing increased.
Clockwork Spring Middle(more than single turn)
During Clockwork
M / 22
  ±0 KDN KDN  TS
・Homing increased.
Clockwork Spring Low
During Clockwork
L / 20
  -12 KDN KDN  TC
Returns to crouching.
・Homing increased.
・When hit by opponent during startup, status changed from Aerial to Standing hit.
Toe Smash
WS
M / 15
11F -5 +6 +6  
Cute But Deadly
WS
M / 20
20F -8 KDN KDN  H
Returns to crouching.
Cute But Deadly(double)
WS Hold
M / 24
28F -4 KDN KDN  H
Returns to crouching.
Cute But Deadly(triple)
WS Hold
M / 28
39F ±0 KDN KDN  H
Returns to crouching.
Sad Hound
FC
LL / 10,16
21F -11 +5C +5C  Forced to crouching upon hit.
Sad Hound to DF
FC
LL,SP / 10,16
  -11 +5C +5C  Forced to crouching upon hit.
Full Crouch
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
CS
Crouch Jab
FC
SM / 5
10F -5 +6 +6  
CS
Crouch Straight
FC
SM / 8
11F -4 +7 +7  
CS
Crouch Spin Kick
FC
L / 12
16F -17 -3 -3  
CS
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  
Spear Fishing(1)
WS
M / 12
13F -12 -1 -1  
Spear Fishing(2)
WS
M,H / 12,12
  -5 +6 +6  
Spear Fishing(2)
WS
M,H,SP / 12,12
  -5 +6 +6  
Spear Fishing
WS
M,H,M / 12,12,23
  -10 LNC LNC  
Spear Fishing to DF
WS
M,H,M,SP / 12,12,23
  -10 LNC LNC  
Digital Lift
WS
M / 24
17F -13 LNC LNC  
JS
Digital Lift to Boot
WS
M,SP / 24
  -7 LNC LNC  
JS
Digital Lift to DB
WS
M,SP / 24
  -5 LNC LNC  
Clockwork
WS
M,SP / 18
19F  
Clockwork Stop
During Clockwork
M,SP / 18
  -14 -1 -1  
Sc
Clockwork Spring Middle
During Clockwork
M / 20
  -10 +11Sp KDN  
Sc
Clockwork Spring Middle(more than single turn)
During Clockwork
M / 22
  ±0 KDN KDN  
CS
Clockwork Spring Low
During Clockwork
L / 20
  -12 KDN KDN  
Toe Smash
WS
M / 15
11F -5 +6 +6  
H
Cute But Deadly
WS
M / 20
20F -8 KDN KDN  
H
Cute But Deadly(double)
WS Hold
M / 24
28F -4 KDN KDN  
H
Cute But Deadly(triple)
WS Hold
M / 28
39F ±0 KDN KDN  
Sad Hound
FC
LL / 10,16
21F -11 +5C +5C  
Sad Hound to DF
FC
LL,SP / 10,16
  -11 +5C +5C  
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
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 -17 -3 -3  
TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  
TC
Returns to crouching.
Spear Fishing(1)
WS
M / 12
13F -12 -1 -1  
 
Spear Fishing(2)
WS
M,H / 12,12
  -5 +6 +6  
Combo from 1st NH
(Ver.2.20)・Increased the damage from 9 to 12.
・Increased the lower range of the attack.
・Sped up the 2nd attack's timing by 1F.
Spear Fishing(2)
WS
M,H,SP / 12,12
  -5 +6 +6  
Combo from 1st NH
・New Move
Spear Fishing
WS
M,H,M / 12,12,23
  -10 LNC LNC  
Combo from 2nd CH
Can be delayed 10F
Counter Combo can be delayed 5F
(Ver.2.20)・Changed the opponent's behavior when hit while downed.
・Increased the upper range of the attack.
・Reduced the strength of the pushback, and decreased the distance between the character and opponent when the move hits in midair.
Spear Fishing to DF
WS
M,H,M,SP / 12,12,23
  -10 LNC LNC  
Combo from 2nd CH
Can be delayed 10F
Combo can be delayed 5F from 2nd CH
Digital Lift
WS
M / 24
17F -13 LNC LNC  
 
Digital Lift to Boot
WS
M,SP / 24
  -7 LNC LNC  
TJ
Combo can be delayed
Digital Lift to DB
WS
M,SP / 24
  -5 LNC LNC  
TJ
Combo can be delayed
Clockwork
WS
M,SP / 18
19F  
・Opponent recovery increased by 2F on block.
・Opponent closer on block.
Clockwork Stop
During Clockwork
M,SP / 18
  -14 -1 -1  
 
Clockwork Spring Middle
During Clockwork
M / 20
  -10 +11Sp KDN  
TS
Combo from 1st NH
Combo can be delayed 20F from 1st NH
・Homing increased.
Clockwork Spring Middle(more than single turn)
During Clockwork
M / 22
  ±0 KDN KDN  
TS
・Homing increased.
Clockwork Spring Low
During Clockwork
L / 20
  -12 KDN KDN  
TC
Returns to crouching.
・Homing increased.
・When hit by opponent during startup, status changed from Aerial to Standing hit.
Toe Smash
WS
M / 15
11F -5 +6 +6  
 
Cute But Deadly
WS
M / 20
20F -8 KDN KDN  
H
Returns to crouching.
Cute But Deadly(double)
WS Hold
M / 24
28F -4 KDN KDN  
H
Returns to crouching.
Cute But Deadly(triple)
WS Hold
M / 28
39F ±0 KDN KDN  
H
Returns to crouching.
Sad Hound
FC
LL / 10,16
21F -11 +5C +5C  
Forced to crouching upon hit.
Sad Hound to DF
FC
LL,SP / 10,16
  -11 +5C +5C  
Forced to crouching upon hit.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Happy Propeller(1)
SS
L / 15
24F -12 +2 +7  TC6F
・Opponent closer on block.
・Changed from -1F to +2F on hit.
・Opponent closer on hit.
Happy Propeller
SS
L,H*3,M / 15,5*4
  -10 +8 +8  TJ
Combo from 1st CH
・Opponent closer on hit
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3  
Spin Kick
BT
H / 18
10F -8 KDN KDN  
Goody Two Shoes
BT
M / 20
16F -3 KDN KDN  TJ5F
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.
Ground Rocket Punch
While enemy is down
L / 25
24F -14 KDN KDN  Meaty 2F
・Changed from -17F to -14F on block.
・Opponent closer on block.
Reboot
While down (facing up)
SP / -
  55TJ
Reboot Meteor Kick
While down (facing up)
SP,M / 35
42F -10 KDN KDN  TJ
Taunt 1

SP / -
   TJ25F
Input or to Cancel
Special Action: (Hold)
Taunt 2

SP / -
  80
Charging

SP / -
  60TJ11F
To charging
Charging to DF

SP,SP / -
  60TJ11F
Wall Jumping Action
with back against wall
SP / -
  75Invincibility during 8 to13F
Others
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
CS
Happy Propeller(1)
SS
L / 15
24F -12 +2 +7  
JS
Happy Propeller
SS
L,H*3,M / 15,5*4
  -10 +8 +8  
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3  
Spin Kick
BT
H / 18
10F -8 KDN KDN  
JS
Goody Two Shoes
BT
M / 20
16F -3 KDN KDN  
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9  
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3  
Ground Rocket Punch
While enemy is down
L / 25
24F -14 KDN KDN  
JS
Reboot
While down (facing up)
SP / -
  55
JS
Reboot Meteor Kick
While down (facing up)
SP,M / 35
42F -10 KDN KDN  
JS
Taunt 1

SP / -
   
Taunt 2

SP / -
  80
JS
Charging

SP / -
  60
JS
Charging to DF

SP,SP / -
  60
Wall Jumping Action
with back against wall
SP / -
  75
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Happy Propeller(1)
SS
L / 15
24F -12 +2 +7  
TC6F
・Opponent closer on block.
・Changed from -1F to +2F on hit.
・Opponent closer on hit.
Happy Propeller
SS
L,H*3,M / 15,5*4
  -10 +8 +8  
TJ
Combo from 1st CH
・Opponent closer on hit
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3  
 
Spin Kick
BT
H / 18
10F -8 KDN KDN  
 
Goody Two Shoes
BT
M / 20
16F -3 KDN KDN  
TJ5F
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.
Ground Rocket Punch
While enemy is down
L / 25
24F -14 KDN KDN  
Meaty 2F
・Changed from -17F to -14F on block.
・Opponent closer on block.
Reboot
While down (facing up)
SP / -
  55
TJ
Reboot Meteor Kick
While down (facing up)
SP,M / 35
42F -10 KDN KDN  
TJ
Taunt 1

SP / -
   
TJ25F
Input or to Cancel
Special Action: (Hold)
Taunt 2

SP / -
  80
 
Charging

SP / -
  60
TJ11F
To charging
Charging to DF

SP,SP / -
  60
TJ11F
Wall Jumping Action
with back against wall
SP / -
  75
Invincibility during 8 to13F
Backup
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Backup

SP / -
  24TC4F
Returns to crouching.
Cost 15F
Recovery Hook

H / 31
11F +4 KDN KDN  TS
Rocket Punch

UB(H) / 20(,3)
34F KDN LNC LNC  Damage () is on landing
(S3)– Sped up the timing at which the right hand is restored by 5 frames.
Meteor Kick

M / 30
24F -9 KDN KDN  TJ15F
Meaty 2F in actualy
・Recovery decreased by 11F.
・Opponent recovery decreased by 10F on block.
・Changed from -10F to -9F on block
Uplink Knee

M / 30
18F -9 LNC LNC  TJ17F
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Backup
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
CS
Backup

SP / -
  24
Sc
Recovery Hook

H / 31
11F +4 KDN KDN  
Rocket Punch

UB(H) / 20(,3)
34F KDN LNC LNC  
JS
Meteor Kick

M / 30
24F -9 KDN KDN  
JS
Uplink Knee

M / 30
18F -9 LNC LNC  
Backup
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Backup

SP / -
  24
TC4F
Returns to crouching.
Cost 15F
Recovery Hook

H / 31
11F +4 KDN KDN  
TS
Rocket Punch

UB(H) / 20(,3)
34F KDN LNC LNC  
Damage () is on landing
(S3)– Sped up the timing at which the right hand is restored by 5 frames.
Meteor Kick

M / 30
24F -9 KDN KDN  
TJ15F
Meaty 2F in actualy
・Recovery decreased by 11F.
・Opponent recovery decreased by 10F on block.
・Changed from -10F to -9F on block
Uplink Knee

M / 30
18F -9 LNC LNC  
TJ17F
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Boot
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Boot

SP / -
   TJ26F
Cost 25F
Abort(2~) to Backup
During Boot
SP / -
  28Waiting cost from Boot starting is 30F
Cost 21F
Returns to crouching.
Abort(4~) to Backup
During Boot
SP / -
  40Waiting cost from Boot starting is 30F
Cost 32F
Returns to crouching.
Hard Reset(1)
During Boot
M / 12
13F -15 ±0 ±0  
Hard Reset(2)
During Boot
M,M / 12,13
  -9 +2 +7C  Combo from 1st NH
Forced to crouching upon CH.
Hard Reset(3)
During Boot
M,M,M / 12,13,10
  -20 -12 -12  Combo from 2nd CH
(S3)– Changed the damage from 7 to 10.
Hard Reset
During Boot
M,M,M,MM / 12,13,10,10,30
  -18 KDN KDN  Combo from 3rd NH
(S3)– Changed the damage from 5,28 to 10,30.
Hard Reset to DF
During Boot
M,M,M,MM,SP / 12,13,10,10,30
  -18 KDN KDN  Combo from 3rd NH
Linear Elbow
During Boot
M / 25
16F -8 KDN KDN  Meaty 11F
Linear Elbow to DF
During Boot
M,SP / 25
  -8 KDN KDN  Meaty 11F
Eject Slider
During Boot or DB
L / 17
16F -14 +4C KDN  TC9F
Returns to crouching.
Forced to crouching upon NH.
Meaty 4F
(S3)– The move can now also be performed with “During Dual Boot ”.
(Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Upstream
During Boot or DB
M / 22(,5)
18F -27 LNC LNC  Damage () is on landing
(S3)– The move can now also be performed with “During Dual Boot ”.
Wire Clipper to DF
During Boot
UB(H) / 20
27F +8Sp +8Sp +8Sp  
(Ver.4.00) - New move.
Boot
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
JS
Boot

SP / -
   
Abort(2~) to Backup
During Boot
SP / -
  28
Abort(4~) to Backup
During Boot
SP / -
  40
Hard Reset(1)
During Boot
M / 12
13F -15 ±0 ±0  
Hard Reset(2)
During Boot
M,M / 12,13
  -9 +2 +7C  
Hard Reset(3)
During Boot
M,M,M / 12,13,10
  -20 -12 -12  
Hard Reset
During Boot
M,M,M,MM / 12,13,10,10,30
  -18 KDN KDN  
Hard Reset to DF
During Boot
M,M,M,MM,SP / 12,13,10,10,30
  -18 KDN KDN  
Linear Elbow
During Boot
M / 25
16F -8 KDN KDN  
Linear Elbow to DF
During Boot
M,SP / 25
  -8 KDN KDN  
CS
Eject Slider
During Boot or DB
L / 17
16F -14 +4C KDN  
Upstream
During Boot or DB
M / 22(,5)
18F -27 LNC LNC  
Wire Clipper to DF
During Boot
UB(H) / 20
27F +8Sp +8Sp +8Sp  
Boot
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Boot

SP / -
   
TJ26F
Cost 25F
Abort(2~) to Backup
During Boot
SP / -
  28
Waiting cost from Boot starting is 30F
Cost 21F
Returns to crouching.
Abort(4~) to Backup
During Boot
SP / -
  40
Waiting cost from Boot starting is 30F
Cost 32F
Returns to crouching.
Hard Reset(1)
During Boot
M / 12
13F -15 ±0 ±0  
 
Hard Reset(2)
During Boot
M,M / 12,13
  -9 +2 +7C  
Combo from 1st NH
Forced to crouching upon CH.
Hard Reset(3)
During Boot
M,M,M / 12,13,10
  -20 -12 -12  
Combo from 2nd CH
(S3)– Changed the damage from 7 to 10.
Hard Reset
During Boot
M,M,M,MM / 12,13,10,10,30
  -18 KDN KDN  
Combo from 3rd NH
(S3)– Changed the damage from 5,28 to 10,30.
Hard Reset to DF
During Boot
M,M,M,MM,SP / 12,13,10,10,30
  -18 KDN KDN  
Combo from 3rd NH
Linear Elbow
During Boot
M / 25
16F -8 KDN KDN  
Meaty 11F
Linear Elbow to DF
During Boot
M,SP / 25
  -8 KDN KDN  
Meaty 11F
Eject Slider
During Boot or DB
L / 17
16F -14 +4C KDN  
TC9F
Returns to crouching.
Forced to crouching upon NH.
Meaty 4F
(S3)– The move can now also be performed with “During Dual Boot ”.
(Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Upstream
During Boot or DB
M / 22(,5)
18F -27 LNC LNC  
Damage () is on landing
(S3)– The move can now also be performed with “During Dual Boot ”.
Wire Clipper to DF
During Boot
UB(H) / 20
27F +8Sp +8Sp +8Sp  
(Ver.4.00) - New move.
Destructive Form (DF)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Destructive Form

SP / -
  40Auto Block
Forward or Backward
During DF or
SP / -
   
DF Cancel
During DF or
SP / -
  35Auto Block
Shredder
During DF
MMHHHM / 3*5,20
14F -9 KDN KDN  
Shredding Uppercut
During DF
MMM / 5*3
20F -8 LNC LNC  
Shredding Sky Punch
During DF during hit
M*3,UB(H) / 5*3,20
   
Idling
During DF or
SP / -
   
・Move can no longer be performed consecutively.
Death Marionette
During DF
HHH / 7,7,20
16F ±0 +15Sp +15Sp  HTS
(S3)– Changed the opponent’s behavior when hit (from KDN to +15SpF).
Hertz Blade
During DF
H*7 / 3*7
12F +3 +11 +11  
・Opponent closer on hit.
(S3)– Changed the frame advantage when blocked from ±0F to +2F.
(Ver.4.00) - Changed the frame advantage when blocked from +2F to +3F.
Hertz Blade Aegis
During DF
Air / ?*4
10F  
Hertz Blade Diablo(1)
During DF
M*8 / 3*7,13
23F +8 KDN KDN  
(Ver.4.00) - Changed the frame advantage when blocked from +7F to +8F.
Hertz Blade Diablo
During DF
M*5,M / 3*5,20(,3)
  -53 LNC LNC  Damage in () is on landing
Hertz Blade Scud
During DF
L*5 / 4*4,8
20F -12 +3C +3C  TC2F
・Changed from -2F to +3F on hit.
Clock Setting
During DF
LLLL / 3,3,3,20
26F -12 +4 +4  
(S3)– Changed the attack startup from 30F to 26F.
– Changed the frame advantage when blocked from -14F to -12F.
– Changed the frame advantage upon hit from +2F to +4F.
(Ver.4.00) - Changed the damage from 5,5,5,5 to 3,3,3,20.
Clock Setting (Hold)
During DF Hold
L*5 or 6 / 3*5,20
  -14 +2 +2  
(Ver.4.00) - Changed the damage from 5,5,5,5,5,5 to 3,3,3,3,3,20.
Hertz Blade - Tomahawk(1)
During DF
M / 17
18F -12 ±0 KDN  
Hertz Blade - Tomahawk
During DF
M,M,SM*4 / 17,8,5*4
  -3C KDN KDN  Forced to crouching upon block.
・Opponent closer on hit.
・Changed from -8F to -3F on block.
Retro Rockets
During DF or or
SP / -
  41TJ7F
Evasive Action
During DF or
SP / -
  45TJ5F
Evasive Slash
During DF or
SP,M / 25
20F -13 KDN KDN  WB
Start-up 45F on Advance Input from Evasive Action
・Recovery decreased by 10F.
・Changed from -20F to -10F on block.
(S3)– Changed the frame advantage when blocked from -10F to -13F.
– Decreased the distance between the character and the opponent when the move is blocked.
– Enabled the move to cause a wall bound if it hits.
– Changed the opponent’s behavior when hit in midair.
Spindle Slash
During DF or or
MMM / 9*3
29F -9C KDN KDN  TJ5F
Forced to crouching upon block.
Spindle Slash to DF Cancel
During DF
M*3,SP / 9*3
  -9C KDN KDN  TJ5F
Forced to crouching upon block.
Hertz Blade - Flare
BT&During DF or
M*6 / 4*6
19F -9 KDN KDN  
Destructive Form (DF)
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Destructive Form

SP / -
  40
Forward or Backward
During DF or
SP / -
   
DF Cancel
During DF or
SP / -
  35
Shredder
During DF
MMHHHM / 3*5,20
14F -9 KDN KDN  
Shredding Uppercut
During DF
MMM / 5*3
20F -8 LNC LNC  
Shredding Sky Punch
During DF during hit
M*3,UB(H) / 5*3,20
   
Idling
During DF or
SP / -
   
HSc
Death Marionette
During DF
HHH / 7,7,20
16F ±0 +15Sp +15Sp  
Hertz Blade
During DF
H*7 / 3*7
12F +3 +11 +11  
Hertz Blade Aegis
During DF
Air / ?*4
10F  
Hertz Blade Diablo(1)
During DF
M*8 / 3*7,13
23F +8 KDN KDN  
Hertz Blade Diablo
During DF
M*5,M / 3*5,20(,3)
  -53 LNC LNC  
CS
Hertz Blade Scud
During DF
L*5 / 4*4,8
20F -12 +3C +3C  
Clock Setting
During DF
LLLL / 3,3,3,20
26F -12 +4 +4  
Clock Setting (Hold)
During DF Hold
L*5 or 6 / 3*5,20
  -14 +2 +2  
Hertz Blade - Tomahawk(1)
During DF
M / 17
18F -12 ±0 KDN  
Hertz Blade - Tomahawk
During DF
M,M,SM*4 / 17,8,5*4
  -3C KDN KDN  
JS
Retro Rockets
During DF or or
SP / -
  41
JS
Evasive Action
During DF or
SP / -
  45
WB
Evasive Slash
During DF or
SP,M / 25
20F -13 KDN KDN  
JS
Spindle Slash
During DF or or
MMM / 9*3
29F -9C KDN KDN  
JS
Spindle Slash to DF Cancel
During DF
M*3,SP / 9*3
  -9C KDN KDN  
Hertz Blade - Flare
BT&During DF or
M*6 / 4*6
19F -9 KDN KDN  
Destructive Form (DF)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Destructive Form

SP / -
  40
Auto Block
Forward or Backward
During DF or
SP / -
   
 
DF Cancel
During DF or
SP / -
  35
Auto Block
Shredder
During DF
MMHHHM / 3*5,20
14F -9 KDN KDN  
 
Shredding Uppercut
During DF
MMM / 5*3
20F -8 LNC LNC  
 
Shredding Sky Punch
During DF during hit
M*3,UB(H) / 5*3,20
   
 
Idling
During DF or
SP / -
   
・Move can no longer be performed consecutively.
Death Marionette
During DF
HHH / 7,7,20
16F ±0 +15Sp +15Sp  
HTS
(S3)– Changed the opponent’s behavior when hit (from KDN to +15SpF).
Hertz Blade
During DF
H*7 / 3*7
12F +3 +11 +11  
・Opponent closer on hit.
(S3)– Changed the frame advantage when blocked from ±0F to +2F.
(Ver.4.00) - Changed the frame advantage when blocked from +2F to +3F.
Hertz Blade Aegis
During DF
Air / ?*4
10F  
 
Hertz Blade Diablo(1)
During DF
M*8 / 3*7,13
23F +8 KDN KDN  
(Ver.4.00) - Changed the frame advantage when blocked from +7F to +8F.
Hertz Blade Diablo
During DF
M*5,M / 3*5,20(,3)
  -53 LNC LNC  
Damage in () is on landing
Hertz Blade Scud
During DF
L*5 / 4*4,8
20F -12 +3C +3C  
TC2F
・Changed from -2F to +3F on hit.
Clock Setting
During DF
LLLL / 3,3,3,20
26F -12 +4 +4  
(S3)– Changed the attack startup from 30F to 26F.
– Changed the frame advantage when blocked from -14F to -12F.
– Changed the frame advantage upon hit from +2F to +4F.
(Ver.4.00) - Changed the damage from 5,5,5,5 to 3,3,3,20.
Clock Setting (Hold)
During DF Hold
L*5 or 6 / 3*5,20
  -14 +2 +2  
(Ver.4.00) - Changed the damage from 5,5,5,5,5,5 to 3,3,3,3,3,20.
Hertz Blade - Tomahawk(1)
During DF
M / 17
18F -12 ±0 KDN  
 
Hertz Blade - Tomahawk
During DF
M,M,SM*4 / 17,8,5*4
  -3C KDN KDN  
Forced to crouching upon block.
・Opponent closer on hit.
・Changed from -8F to -3F on block.
Retro Rockets
During DF or or
SP / -
  41
TJ7F
Evasive Action
During DF or
SP / -
  45
TJ5F
Evasive Slash
During DF or
SP,M / 25
20F -13 KDN KDN  
WB
Start-up 45F on Advance Input from Evasive Action
・Recovery decreased by 10F.
・Changed from -20F to -10F on block.
(S3)– Changed the frame advantage when blocked from -10F to -13F.
– Decreased the distance between the character and the opponent when the move is blocked.
– Enabled the move to cause a wall bound if it hits.
– Changed the opponent’s behavior when hit in midair.
Spindle Slash
During DF or or
MMM / 9*3
29F -9C KDN KDN  
TJ5F
Forced to crouching upon block.
Spindle Slash to DF Cancel
During DF
M*3,SP / 9*3
  -9C KDN KDN  
TJ5F
Forced to crouching upon block.
Hertz Blade - Flare
BT&During DF or
M*6 / 4*6
19F -9 KDN KDN  
 
Dual Boot (DB)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Dual Boot
During DF or
SP / -
   Cost 17F
Dual Boot Cancel
During DB
SP / -
  33
Evasive Action
During DB or
SP / -
  50TJ
Waiting cost from DB starting is 25F
Thruster Left
During DB
H*6 / 5*6
24F +9 +11 +11  
・Opponent closer on block or hit.
Thruster Right
During DB
MMHHH / 8,?,?,?,?
16F -14 LNC LNC  
Thruster Right to DF Cancel
During DB
MMHHH,SP / 8,?,?,?,?
  -14 LNC LNC  
Thruster Right - Burst
During DB
MMHH,H / 8,?,?,?,?,45
  -11C KDN KDN  TJ
Forced to crouching upon block.
Thruster Right - Burst to DF Cancel
During DB
MMHH,H,SP / 8,?,?,?,?,45
  -11C KDN KDN  TJ
Forced to crouching upon block.
Thruster Drill
During DB
MMMM / 5*3,20
12F ±0 KDN KDN  
・Changed from -5F to ±0F on block.
Dual Boot (DB)
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Dual Boot
During DF or
SP / -
   
Dual Boot Cancel
During DB
SP / -
  33
JS
Evasive Action
During DB or
SP / -
  50
Thruster Left
During DB
H*6 / 5*6
24F +9 +11 +11  
Thruster Right
During DB
MMHHH / 8,?,?,?,?
16F -14 LNC LNC  
Thruster Right to DF Cancel
During DB
MMHHH,SP / 8,?,?,?,?
  -14 LNC LNC  
JS
Thruster Right - Burst
During DB
MMHH,H / 8,?,?,?,?,45
  -11C KDN KDN  
JS
Thruster Right - Burst to DF Cancel
During DB
MMHH,H,SP / 8,?,?,?,?,45
  -11C KDN KDN  
Thruster Drill
During DB
MMMM / 5*3,20
12F ±0 KDN KDN  
Dual Boot (DB)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Dual Boot
During DF or
SP / -
   
Cost 17F
Dual Boot Cancel
During DB
SP / -
  33
 
Evasive Action
During DB or
SP / -
  50
TJ
Waiting cost from DB starting is 25F
Thruster Left
During DB
H*6 / 5*6
24F +9 +11 +11  
・Opponent closer on block or hit.
Thruster Right
During DB
MMHHH / 8,?,?,?,?
16F -14 LNC LNC  
 
Thruster Right to DF Cancel
During DB
MMHHH,SP / 8,?,?,?,?
  -14 LNC LNC  
 
Thruster Right - Burst
During DB
MMHH,H / 8,?,?,?,?,45
  -11C KDN KDN  
TJ
Forced to crouching upon block.
Thruster Right - Burst to DF Cancel
During DB
MMHH,H,SP / 8,?,?,?,?,45
  -11C KDN KDN  
TJ
Forced to crouching upon block.
Thruster Drill
During DB
MMMM / 5*3,20
12F ±0 KDN KDN  
・Changed from -5F to ±0F on block.
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage or During Rage & DF
H,Th / 55
13F +5 Th Th  Guard Point 8F
DF Cancel after hit
・Distance traveled backward during animation decreased
(S3)– Fixed an issue in which advance input was unavailable after missing or being blocked.(Changed from +1F to +5F on block.)
(Ver.3.10)- Fixed an issue in which the opponent's attack would be counted as a counter hit if it landed before the Rage Art start-up animation began.
Rage Art
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Rage Art
During Rage or During Rage & DF
H,Th / 55
13F +5 Th Th  
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Rage Art
During Rage or During Rage & DF
H,Th / 55
13F +5 Th Th  
Guard Point 8F
DF Cancel after hit
・Distance traveled backward during animation decreased
(S3)– Fixed an issue in which advance input was unavailable after missing or being blocked.(Changed from +1F to +5F on block.)
(Ver.3.10)- Fixed an issue in which the opponent's attack would be counted as a counter hit if it landed before the Rage Art start-up animation began.
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive
During Rage
M,M / 12,25
16F +1 KDN KDN  TS
Not Tail Spin
(S3)– Fixed an issue in which the move could not be input while running.
(Ver.3.10)- Fixed an issue in which the second half of the move could not be performed while rising.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +1F.
- Shortened the recovery time after the move hits by 1F.
Rage Drive to Boot
During Rage
M,M,SP / 12,25
  +5 KDN KDN  TS
Not Tail Spin
Rage Drive to DB
During Rage
M,M,SP / 12,25
  +5 KDN KDN  TS
Not Tail Spin
Rage Drive
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Sc
Rage Drive
During Rage
M,M / 12,25
16F +1 KDN KDN  
Sc
Rage Drive to Boot
During Rage
M,M,SP / 12,25
  +5 KDN KDN  
Sc
Rage Drive to DB
During Rage
M,M,SP / 12,25
  +5 KDN KDN  
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Rage Drive
During Rage
M,M / 12,25
16F +1 KDN KDN  
TS
Not Tail Spin
(S3)– Fixed an issue in which the move could not be input while running.
(Ver.3.10)- Fixed an issue in which the second half of the move could not be performed while rising.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +1F.
- Shortened the recovery time after the move hits by 1F.
Rage Drive to Boot
During Rage
M,M,SP / 12,25
  +5 KDN KDN  
TS
Not Tail Spin
Rage Drive to DB
During Rage
M,M,SP / 12,25
  +5 KDN KDN  
TS
Not Tail Spin


Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Trigger Shuffle

Th(H) / 35
12F CCW
Foot-sd
Fac-Dwn
or
-7F
CCW
39 Long range throw
Back Door

Th(H) / 35
12F RP
Foot-sd
Fac-Dwn
or
-5F
RP
  Long range throw
Input to DF
Floor Break
Compression
Approach from left side
Th(H) / 40
  Head-sd
Fac-Dwn

-3F
 
Hat Trick
Approach from right side
Th(H) / 40
  Head-sd
Fac-Up

-3F
  Floor Break
Random Typing
Approach from behind
Th(H) / 55
  Head-sd
Fac-Dwn
disable   Floor Break
Spam Bomb

Th(H) / 40
15F Foot-sd
Fac-Up

-4F
47 +1 damage bonus when approach against side
Double Bull Shoot
FC
Th(H) / 45
11F RP
Head-sd
Fac-Up

-4F
RP
 
Model Change
or
Reversal(H) / 25
  disable 45 Reversal(H) during 2 to 10F
Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk Thrwtotal
Trigger Shuffle

Th(H) / 35
12F CCW
Foot-sd
Fac-Dwn
or
-7F
CCW
39
Back Door

Th(H) / 35
12F RP
Foot-sd
Fac-Dwn
or
-5F
RP
 
Compression
Approach from left side
Th(H) / 40
  Head-sd
Fac-Dwn

-3F
 
Hat Trick
Approach from right side
Th(H) / 40
  Head-sd
Fac-Up

-3F
 
Random Typing
Approach from behind
Th(H) / 55
  Head-sd
Fac-Dwn
disable  
Spam Bomb

Th(H) / 40
15F Foot-sd
Fac-Up

-4F
47
Double Bull Shoot
FC
Th(H) / 45
11F RP
Head-sd
Fac-Up

-4F
RP
 
Model Change
or
Reversal(H) / 25
  disable 45
Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk Thrwtotal
Notes
Trigger Shuffle

Th(H) / 35
12F CCW
Foot-sd
Fac-Dwn
or
-7F
CCW
39
Long range throw
Back Door

Th(H) / 35
12F RP
Foot-sd
Fac-Dwn
or
-5F
RP
 
Long range throw
Input to DF
Floor Break
Compression
Approach from left side
Th(H) / 40
  Head-sd
Fac-Dwn

-3F
 
 
Hat Trick
Approach from right side
Th(H) / 40
  Head-sd
Fac-Up

-3F
 
Floor Break
Random Typing
Approach from behind
Th(H) / 55
  Head-sd
Fac-Dwn
disable  
Floor Break
Spam Bomb

Th(H) / 40
15F Foot-sd
Fac-Up

-4F
47
+1 damage bonus when approach against side
Double Bull Shoot
FC
Th(H) / 45
11F RP
Head-sd
Fac-Up

-4F
RP
 
 
Model Change
or
Reversal(H) / 25
  disable 45
Reversal(H) during 2 to 10F
10 Hit Combo
CommandStart-up 17F
To crouching after 2nd
To DF after 6th
Down after 7th hit
When hit and enemy input , to go down after 8th hit
Down after 9th hit
Hit LevelMMMHHMMMLMMMMHH
Damage10129593,3,3715202,2,2,20?
hit+7-8-9+1+7-3KDNKDNKDNKDN
block-9-21-20-10-9-14-29-65-29-23
10 Hit Combo
Command
Hit LevelMMMHHMMMLMMMMHH
Damage10129593,3,3715202,2,2,20?
hit+7-8-9+1+7-3KDNKDNKDNKDN
block-9-21-20-10-9-14-29-65-29-23
Start-up 17F
To crouching after 2nd
To DF after 6th
Down after 7th hit
When hit and enemy input , to go down after 8th hit
Down after 9th hit