DETAIL:
ARMOR KING:DATA
MOVE LIST & FRAME DATA Ver.5.01
【ICONS】
HM Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
TC Tech. Crouching Status TJ Tech. Jumping Status
The suffix value of icons means the start-up frame of system status.
【INPUT】
The arrow shaped mark painted (
) means input over 2F.
The notation like 【

】 means "Slide Input". Input rapidly.
"just" means "Just Input". Match the timing Direction Input and Attack Input.
"hold" means "Hold Input". Hold the 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
【DAMAGE】
() means a conditional damage.
(XX) means a previous damage value changes to XX according to conditions.
(,XX) means the additional damage according to conditions. About conditions, read NOTES.
The values of "start-up", "block", "NH", "CH" or "total / rec." 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.
() means "Meaty" (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 it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total / rec.】 White Letters means Total Frame (start-up frame and recovery frame).
Gray Letters means Recovery Frame.
【reach】, 【block-back】, 【hit-back】 and 【forward length】 values read from the frame data display against Paul.
Not all characters have been researched.
【NOTES】
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【NOTES】.
The patch notes of Ver.5.00 are changed the letter color in 【NOTES】.
【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 540px, this page displays the simple datas for the mobile devices.
The tapping the lower right switch changes to the detail datas.
HM Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
TC Tech. Crouching Status TJ Tech. Jumping Status
The suffix value of icons means the start-up frame of system status.
【INPUT】
The arrow shaped mark painted (

The notation like 【



"just" means "Just Input". Match the timing Direction Input and Attack Input.
"hold" means "Hold Input". Hold the 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
【DAMAGE】
() means a conditional damage.
(XX) means a previous damage value changes to XX according to conditions.
(,XX) means the additional damage according to conditions. About conditions, read NOTES.
The values of "start-up", "block", "NH", "CH" or "total / rec." 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.
() means "Meaty" (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 it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total / rec.】 White Letters means Total Frame (start-up frame and recovery frame).
Gray Letters means Recovery Frame.
【reach】, 【block-back】, 【hit-back】 and 【forward length】 values read from the frame data display against Paul.
Not all characters have been researched.
【NOTES】
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【NOTES】.
The patch notes of Ver.5.00 are changed the letter color in 【NOTES】.
【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 540px, this page displays the simple datas for the mobile devices.
The tapping the lower right switch changes to the detail datas.
- Include ⇧ Command
- More Than One Command
- Full Crouch
- Others
- Crouch Dash
- Rage Art
- Rage Drive
- Throws
- 10 Hit Combo
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Jab![]() H / 7 | 10F | +1 | +8 | +8 | ||
![]() | One Two Punch![]() ![]() ![]() H,H / 7,10 | -1 | +5 | +5 | Combo from 1st hit. | ||
![]() | Left Right Uppercut![]() ![]() ![]() ![]() ![]() H,H,M / 7,10,17 | -5 | +1 | +31G | Combo from 2nd CH. Can be delayed. ・Changed CH effect. | ||
![]() | Right Jab![]() H / 10 | 10F | +1 | +7 | +7 | ||
![]() | Jab Uppercut![]() ![]() ![]() H,M / 10,15 | -1 | +7 | +7 | Combo from 1st hit. (S3)– Changed the frame advantage when blocked from -2F to -1F. – Changed the frame advantage upon hit from +5F to +7F. (Ver.4.00) - Changed the damage from 12 to 15. | ||
![]() | Side Kick![]() H / 25 | 17F | -14 | KDN | KDN | ||
![]() | Right High Kick![]() H / 20 | 13F | -5 | +6 | LNC | 37 24 | |
![]() | Dark Cyclone (1)![]() M / 10 | 17F | -10 | ±0 | ±0 | ||
![]() | Dark Cyclone (1) to BT![]() ![]() M,SP / 10 | -10 | ±0 | ±0 | |||
![]() | Dark Cyclone![]() ![]() ![]() M,H / 10,20 | -3 | KDN | KDN | Combo from 1st hit. Can be delayed 13F. Combo can be delayed 13F from hit. ・Changed Hit effect. ・Declease Can be delayed frame. | ||
![]() | Dark Buzzsaw![]() ![]() ![]() M,M / 10,17 | -13 | +8 | KDN | Combo from 1st hit. Can be delayed 13F. Combo can be delayed 13F from hit. | ||
![]() | TJ11F Round Out Kick ![]() M / 14 | 25F (7) | -7 | +3 | +3 | (Ver.4.00) - Changed the damage from 10 to 14. | |
![]() | TJ Round Out Body Press (close) ![]() ![]() ![]() M,M,Th / 14,25(,5) | ±0 | Th | Th | Connect to throw from close hit. Damage () is throw bonus. (Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art. ・Enabled the move to be parried using Jin's Parry. | ||
![]() | TJ Round Out Body Press ![]() ![]() ![]() M,M / 14,25 | ±0 | +2C | +2C | Forces an opponent to crouching on hit. Meaty 9F in actualy. | ||
![]() | TJ Round Out Elbow ![]() ![]() ![]() M,M / 14,25 | -18 | KDN | KDN* | Combo from 1st hit. Meaty 18F in actualy. | ||
![]() | Moonsault Drop![]() UB(M) / 25 | 52F | KDN | KDN | KDN | (Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art. ・Enabled the move to be parried using Jin's Parry. (Ver.4.00) - Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. | |
![]() | Dark Elbow Hook (1)![]() ![]() M / 12 | 15F | -11 | +2 | +2 | (S3)– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. | |
![]() | Dark Elbow Hook![]() ![]() ![]() ![]() M,H / 12,25 | -9 | KDN | KDN | Combo from 1st hit. Can be delayed 12F. Combo can be delayed 6F from hit. Combo can be delayed 12F from CH. (S3) – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. (Ver.4.00) - Changed the damage from 20 to 25. | ||
![]() | Switch-Kick Tornado (1)![]() ![]() M / 17 | 16F | -3 | +4 | +4 | (S3)– Changed the damage from 15 to 17. | |
![]() | Switch-Kick Tornado (2)![]() ![]() ![]() ![]() M,M / 17,10 | -7 | +3 | +3 | Combo from 1st CH. Can be delayed. (S3)– Changed the damage from 13 to 10. – Changed the input window from 18F to 24F. | ||
![]() | TS Switch-Kick Tornado ![]() ![]() ![]() ![]() ![]() ![]() M,M,H / 17,10,23 | -7 | KDN | KDN | Combo from 2nd hit. (S3)– Changed the damage from 22 to 23. | ||
![]() | Switch-Kick Tornado to Cancel![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SP / 17,10 | -15 | -5 | -5 | (S3)- New move. | ||
![]() | Wind-Up Stomp![]() ![]() M / 21 | 23F (5) | +2C | +7C | KDN | Forces an opponent to crouching on block or NH. ・Forces an opponent to crouching upon block.. | |
![]() | Pw8F Hammer Impact ![]() ![]() M / 25 | 20F | -13 | KDN | KDN | ・Remove Punch Aborbs. (Ver.2.20)・Changed the opponent's behavior when hit. | |
![]() | Shoulder Impact![]() ![]() M / 28 | 13F (2) | -20 | KDN | KDN | ・Changed Start-up from 13F to 14F. ・Changed Block from -17F to -20F. (Ver.2.20)・Fixed an issue in which 【 ![]() ![]() ![]() | |
![]() | Minced Liver![]() ![]() M / 12 | 13F | -1 | +7 | +7 | (Ver.4.00) - Decreased the distance between the character and the opponent when the move hits. (Ver.4.20)- Expanded the attack hit range downward. Due to reducing the recovery of ![]() ![]() ![]() | |
![]() | HM Concussion Hook ![]() ![]() M / 21 | 15F | -12 | +4 | KDN | 10 Hit Combo start. When input ![]() (Ver.4.00) - Changed the frame advantage upon hit from -1F to +4F. (Ver.4.20)- Changed to a homing attack. - Expanded the attack hit range. In order to make it function more as a move to counter sidestep, changed to a homing attack. Since it sometimes unnaturally missed the opponent under certaincircumstances, expanded the attack hit range. | |
![]() | 10 Hit Combo (2)![]() ![]() ![]() ![]() M,H / 21,8 | -12G | -1 | -1 | Combo from 1st hit. Advance Input is unavailable after moving. | ||
![]() | Dark Knee Lift![]() ![]() M / 17 | 17F | -5 | +5 | KDN | 47 30 | (Ver.4.20)- Distance to the opponent on hit closer. Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance to make it easier toattack. |
![]() | Front Kick![]() ![]() M / 15 | 12F | -4 | +7 | +7 | 35 23 | |
![]() | HMTS Spinning Lariat ![]() ![]() M / 20 | 23F | -4 | KDN | KDN | – Changed the attack startup from 25F to 23F. (Ver.4.20)- Changed the frame advantage when blocked from -7F to -4F. Reduced the frame disadvantage when blocked to make it easier to dodge the opponent's move with sidestep even when blocked. | |
![]() | TC13F Frankensteiner ![]() ![]() SM,Th(H) / 15(,30) | 28F (5) | -18 | -7 | -7 | ||
![]() | TC4F Crouch Jab ![]() ![]() ![]() SM / 5 | 10F | -5 | +6 | +6 | Returns to crouching. Returns to standing when input ![]() | |
![]() | Knee Lift Combination![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,M / 5,13 | -10 | +6 | +6 | Combo from 1st CH. | ||
![]() | Hammer Edge![]() ![]() M / 17 | 17F | -5 | +5C | +9 | Forces an opponent to crouching on NH. Returns to crouching. ・Remove force to crouching. | |
![]() | Blackjack Combination (2)![]() ![]() ![]() ![]() M,M / 17,17 | -14 | -3 | -3 | ・New Move. | ||
![]() | TJ Blackjack Combination ![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 17,17,20 | -11C | KDN | KDN | Forces an opponent to crouching on block. Combo from 2nd hit. ・New Move. (S3)– Changed the opponent’s behavior when hit while downed. – The character is now counted as jumping from frames 26 to 40. | ||
![]() | Stomp![]() ![]() L / 14 | 17F | -12 | +1 | +9 | (S3)– Changed the damage from 12 to 11. – Changed the opponent’s behavior when the move lands as a counter hit (from +1F to +9F). (Ver.4.20)- Changed the damage from 11 to 14. Since there was no crouching status, and the return was also low, the damage was increased. | |
![]() | TC4F Crouch Chin Kick ![]() ![]() L / 9 | 14F | -13 | -2 | -2 | ||
![]() | TJ21F Corporate Elbow ![]() ![]() M / 25 | 30F | -8 | ±0C | ±0C | Forces an opponent to crouching on hit. | |
![]() | TC6F Taurus Cutter ![]() ![]() ![]() ![]() ![]() L / 12 | 17F | -16 | -5 | -3 | ||
![]() | TS Taurus Cutter Edge ![]() ![]() ![]() ![]() L,H / 12,13 | -9 | +15Sp | KDN | Combo from 1st CH. Can be delayed 8F. Combo can be delayed 8F from CH. ・New Move. | ||
![]() | Taurus Cutter Trap![]() ![]() ![]() ![]() L,M / 12,13 | -16 | KDN | KDN | Combo from 1st CH. Can be delayed 8F. Combo can be delayed 8F from CH. | ||
![]() | Shadow Step![]() ![]() ![]() ![]() Absorbs(L),SP / - | 27 | Returns to crouching. Cost 20F. Low Absorbs during 3F to 14F. | ||||
![]() | Shadow Step to Crouch Dash![]() ![]() ![]() ![]() ![]() Absorbs(L),SP / - | Cost 21F. Advance Input is unavailable for Crouch Dash. | |||||
![]() | Shadow Needle Shadow Step ![]() H / 13 | 11F | +1 | +8 | KDN | (Ver.4.00) - New move. | |
![]() | TSTC Shadow Sweep Shadow Step ![]() L / 20 | 19F | -13 | +5C | KDN | Forces an opponent to crouching on NH. Returns to crouching. (S3)- New move. (Ver.4.00) - Changed the move to send the opponent spinning when it hits them midair. | |
![]() | TC Shadow Press Shadow Step ![]() M,Th / 18(,15) | 14F | -19C | Th | Th | Forces an opponent to crouching on block. Damage () is throw bonus. | |
![]() | Killer PK Combo (1)![]() ![]() M / 10 | 14F | -11 | ±0 | ±0 | ||
![]() | Killer PK Combo![]() ![]() ![]() ![]() M,M / 10,20 | -13 | +21G | +21G | Combo from 1st CH. (S3)– Changed the frame advantage when blocked from -16F to -13F. – Changed the opponent’s behavior when hit (from KDN to +21GF). – Shortened the recovery time after the move hits by 3 frames. – Decreased the distance between the character and the opponent when the move is blocked. | ||
![]() | TS Dark PK Combo ![]() ![]() ![]() ![]() M,H / 10,20 | -9 | +13Sp | KDN | Combo from 1st hit. ・New Move. (Ver.4.00) - Increased the lower range of the attack. | ||
![]() | HMTC8F Foot Sweep ![]() ![]() L / 23 | 23F (2) | -26 | +5 | KDN | Returns to crouching. (Ver.4.00) - Changed the damage from 20 to 23. - Changed the move to a homing attack. - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack. | |
![]() | TC6FTJ16F Low Drop Kick ![]() ![]() L / 20 | 29F | -20 | KDN | KDN* | ||
![]() | Stomping Headbutt![]() ![]() M / 30 | 26F | +5 | KDN | LNC | (Ver.2.20)・Reduced the frequency at which the character would switch places with the opponent when hitting them with this move during wall stun. (Ver.4.20)- Changed the frame advantage when blocked from +3F to +5F. - Distance to the opponent when blocked closer. - Changed the opponent's behavior on counter hit. Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance and increased theframe advantage to make it easier to attack. Furthermore, since its return was also low, we made changes to enable him to perform an aerial combo upon counterhit. | |
![]() | Stomping Headbutt Cancel to Shadow Step![]() ![]() ![]() SP / - | -F | Cost 30F. | ||||
![]() | Dark Jab![]() ![]() H / 12 | 12F | -7 | +5 | KDN | 42 30 | |
![]() | Dark Jab to Hell Stab![]() ![]() ![]() ![]() H,M / 12,20 | -12 | +6 | KDN | ・Changed CH effect. (Ver.4.00) - Changed the damage from 15 to 17. (Ver.4.20)- Distance to the opponent on the 1st/2nd hit closer. - Changed the damage of the 2nd attack from 17 to 20. Since its return was low when used as punishment, increased the damage and shortened the distance on hit to make it easier to attack.When the 1st attack was successful, the 2nd attack unnaturally missed the opponent. This is now fixed. | ||
![]() | Knife Edge Combo (1)![]() ![]() M / 10 | 15F | -9 | +2C | +2C | Forces an opponent to crouching on hit. | |
![]() | Knife Edge Combo (2)![]() ![]() ![]() ![]() M,M / 10,8 | -12 | -1 | -1 | Combo from 1st hit. (Ver.4.20)- When the 1st attack is blocked or successful, the 2nd attack unnaturally missed the opponent. This is now fixed. | ||
![]() | TS Knife Edge Combo ![]() ![]() ![]() ![]() ![]() ![]() M,M,H / 10,8,20 | (1) | -7 | KDN | KDN | Can be delayed 20F. Combo can be delayed 5F from CH. Combo from 1st CH or 2nd CH. ・Changed Hit effect. | |
![]() | Toll Kick![]() ![]() H / 23 | 16F (2) | -10 | KDN | KDN | ・Changed Hit effect. | |
![]() | Toe Kick![]() ![]() M / 15 | 15F | -9 | +2 | +2 | (Ver.4.00) - Changed the frame advantage when blocked from -11F to -9F. - Changed the frame advantage upon hit from ±0F to +2F. - Decreased the distance between the character and the opponent when the move is blocked. | |
![]() | Toe Kick to Stunner![]() ![]() ![]() M,Th / 15,20 | Th | Input timing 3F. (S3)– Fixed an issue in which the move would shift to a throw after hitting an opponent from behind. | ||||
![]() | Blindside![]() ![]() M / 0 | 18F | +1 | +5 | +16 | 45 27 | ・2F advantage. |
![]() | Straight Arrow![]() ![]() M / 24 | 31F | -13 | KDN | KDN | ||
![]() | Dark Destroyer![]() ![]() UB(M),SP / 50 | 63F | LNC | LNC | LNC | Input ![]() |
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Jab![]() H / 7 | 10F | +1 | +8 | +8 | |
![]() | One Two Punch![]() ![]() ![]() H,H / 7,10 | -1 | +5 | +5 | ||
![]() | Left Right Uppercut![]() ![]() ![]() ![]() ![]() H,H,M / 7,10,17 | -5 | +1 | +31G | ||
![]() | Right Jab![]() H / 10 | 10F | +1 | +7 | +7 | |
![]() | Jab Uppercut![]() ![]() ![]() H,M / 10,15 | -1 | +7 | +7 | ||
![]() | Side Kick![]() H / 25 | 17F | -14 | KDN | KDN | |
![]() | Right High Kick![]() H / 20 | 13F | -5 | +6 | LNC | 37 24 |
![]() | Dark Cyclone (1)![]() M / 10 | 17F | -10 | ±0 | ±0 | |
![]() | Dark Cyclone (1) to BT![]() ![]() M,SP / 10 | -10 | ±0 | ±0 | ||
![]() | Dark Cyclone![]() ![]() ![]() M,H / 10,20 | -3 | KDN | KDN | ||
![]() | Dark Buzzsaw![]() ![]() ![]() M,M / 10,17 | -13 | +8 | KDN | ||
![]() | TJ11F Round Out Kick ![]() M / 14 | 25F (7) | -7 | +3 | +3 | |
![]() | TJ Round Out Body Press (close) ![]() ![]() ![]() M,M,Th / 14,25(,5) | ±0 | Th | Th | ||
![]() | TJ Round Out Body Press ![]() ![]() ![]() M,M / 14,25 | ±0 | +2C | +2C | ||
![]() | TJ Round Out Elbow ![]() ![]() ![]() M,M / 14,25 | -18 | KDN | KDN* | ||
![]() | Moonsault Drop![]() UB(M) / 25 | 52F | KDN | KDN | KDN | |
![]() | Dark Elbow Hook (1)![]() ![]() M / 12 | 15F | -11 | +2 | +2 | |
![]() | Dark Elbow Hook![]() ![]() ![]() ![]() M,H / 12,25 | -9 | KDN | KDN | ||
![]() | Switch-Kick Tornado (1)![]() ![]() M / 17 | 16F | -3 | +4 | +4 | |
![]() | Switch-Kick Tornado (2)![]() ![]() ![]() ![]() M,M / 17,10 | -7 | +3 | +3 | ||
![]() | TS Switch-Kick Tornado ![]() ![]() ![]() ![]() ![]() ![]() M,M,H / 17,10,23 | -7 | KDN | KDN | ||
![]() | Switch-Kick Tornado to Cancel![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SP / 17,10 | -15 | -5 | -5 | ||
![]() | Wind-Up Stomp![]() ![]() M / 21 | 23F (5) | +2C | +7C | KDN | |
![]() | Pw8F Hammer Impact ![]() ![]() M / 25 | 20F | -13 | KDN | KDN | |
![]() | Shoulder Impact![]() ![]() M / 28 | 13F (2) | -20 | KDN | KDN | |
![]() | Minced Liver![]() ![]() M / 12 | 13F | -1 | +7 | +7 | |
![]() | HM Concussion Hook ![]() ![]() M / 21 | 15F | -12 | +4 | KDN | |
![]() | 10 Hit Combo (2)![]() ![]() ![]() ![]() M,H / 21,8 | -12G | -1 | -1 | ||
![]() | Dark Knee Lift![]() ![]() M / 17 | 17F | -5 | +5 | KDN | 47 30 |
![]() | Front Kick![]() ![]() M / 15 | 12F | -4 | +7 | +7 | 35 23 |
![]() | HMTS Spinning Lariat ![]() ![]() M / 20 | 23F | -4 | KDN | KDN | |
![]() | TC13F Frankensteiner ![]() ![]() SM,Th(H) / 15(,30) | 28F (5) | -18 | -7 | -7 | |
![]() | TC4F Crouch Jab ![]() ![]() ![]() SM / 5 | 10F | -5 | +6 | +6 | |
![]() | Knee Lift Combination![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,M / 5,13 | -10 | +6 | +6 | ||
![]() | Hammer Edge![]() ![]() M / 17 | 17F | -5 | +5C | +9 | |
![]() | Blackjack Combination (2)![]() ![]() ![]() ![]() M,M / 17,17 | -14 | -3 | -3 | ||
![]() | TJ Blackjack Combination ![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 17,17,20 | -11C | KDN | KDN | ||
![]() | Stomp![]() ![]() L / 14 | 17F | -12 | +1 | +9 | |
![]() | TC4F Crouch Chin Kick ![]() ![]() L / 9 | 14F | -13 | -2 | -2 | |
![]() | TJ21F Corporate Elbow ![]() ![]() M / 25 | 30F | -8 | ±0C | ±0C | |
![]() | TC6F Taurus Cutter ![]() ![]() ![]() ![]() ![]() L / 12 | 17F | -16 | -5 | -3 | |
![]() | TS Taurus Cutter Edge ![]() ![]() ![]() ![]() L,H / 12,13 | -9 | +15Sp | KDN | ||
![]() | Taurus Cutter Trap![]() ![]() ![]() ![]() L,M / 12,13 | -16 | KDN | KDN | ||
![]() | Shadow Step![]() ![]() ![]() ![]() Absorbs(L),SP / - | 27 | ||||
![]() | Shadow Step to Crouch Dash![]() ![]() ![]() ![]() ![]() Absorbs(L),SP / - | |||||
![]() | Shadow Needle Shadow Step ![]() H / 13 | 11F | +1 | +8 | KDN | |
![]() | TSTC Shadow Sweep Shadow Step ![]() L / 20 | 19F | -13 | +5C | KDN | |
![]() | TC Shadow Press Shadow Step ![]() M,Th / 18(,15) | 14F | -19C | Th | Th | |
![]() | Killer PK Combo (1)![]() ![]() M / 10 | 14F | -11 | ±0 | ±0 | |
![]() | Killer PK Combo![]() ![]() ![]() ![]() M,M / 10,20 | -13 | +21G | +21G | ||
![]() | TS Dark PK Combo ![]() ![]() ![]() ![]() M,H / 10,20 | -9 | +13Sp | KDN | ||
![]() | HMTC8F Foot Sweep ![]() ![]() L / 23 | 23F (2) | -26 | +5 | KDN | |
![]() | TC6FTJ16F Low Drop Kick ![]() ![]() L / 20 | 29F | -20 | KDN | KDN* | |
![]() | Stomping Headbutt![]() ![]() M / 30 | 26F | +5 | KDN | LNC | |
![]() | Stomping Headbutt Cancel to Shadow Step![]() ![]() ![]() SP / - | -F | ||||
![]() | Dark Jab![]() ![]() H / 12 | 12F | -7 | +5 | KDN | 42 30 |
![]() | Dark Jab to Hell Stab![]() ![]() ![]() ![]() H,M / 12,20 | -12 | +6 | KDN | ||
![]() | Knife Edge Combo (1)![]() ![]() M / 10 | 15F | -9 | +2C | +2C | |
![]() | Knife Edge Combo (2)![]() ![]() ![]() ![]() M,M / 10,8 | -12 | -1 | -1 | ||
![]() | TS Knife Edge Combo ![]() ![]() ![]() ![]() ![]() ![]() M,M,H / 10,8,20 | (1) | -7 | KDN | KDN | |
![]() | Toll Kick![]() ![]() H / 23 | 16F (2) | -10 | KDN | KDN | |
![]() | Toe Kick![]() ![]() M / 15 | 15F | -9 | +2 | +2 | |
![]() | Toe Kick to Stunner![]() ![]() ![]() M,Th / 15,20 | Th | ||||
![]() | Blindside![]() ![]() M / 0 | 18F | +1 | +5 | +16 | 45 27 |
![]() | Straight Arrow![]() ![]() M / 24 | 31F | -13 | KDN | KDN | |
![]() | Dark Destroyer![]() ![]() UB(M),SP / 50 | 63F | LNC | LNC | LNC |
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Jab![]() H / 7 | 10F | +1 | +8 | +8 | |
![]() | One Two Punch![]() ![]() ![]() H,H / 7,10 | -1 | +5 | +5 | ||
Combo from 1st hit. | ||||||
![]() | Left Right Uppercut![]() ![]() ![]() ![]() ![]() H,H,M / 7,10,17 | -5 | +1 | +31G | ||
Combo from 2nd CH. Can be delayed. ・Changed CH effect. | ||||||
![]() | Right Jab![]() H / 10 | 10F | +1 | +7 | +7 | |
![]() | Jab Uppercut![]() ![]() ![]() H,M / 10,15 | -1 | +7 | +7 | ||
Combo from 1st hit. (S3)– Changed the frame advantage when blocked from -2F to -1F. – Changed the frame advantage upon hit from +5F to +7F. (Ver.4.00) - Changed the damage from 12 to 15. | ||||||
![]() | Side Kick![]() H / 25 | 17F | -14 | KDN | KDN | |
![]() | Right High Kick![]() H / 20 | 13F | -5 | +6 | LNC | 37 24 |
![]() | Dark Cyclone (1)![]() M / 10 | 17F | -10 | ±0 | ±0 | |
![]() | Dark Cyclone (1) to BT![]() ![]() M,SP / 10 | -10 | ±0 | ±0 | ||
![]() | Dark Cyclone![]() ![]() ![]() M,H / 10,20 | -3 | KDN | KDN | ||
Combo from 1st hit. Can be delayed 13F. Combo can be delayed 13F from hit. ・Changed Hit effect. ・Declease Can be delayed frame. | ||||||
![]() | Dark Buzzsaw![]() ![]() ![]() M,M / 10,17 | -13 | +8 | KDN | ||
Combo from 1st hit. Can be delayed 13F. Combo can be delayed 13F from hit. | ||||||
![]() | TJ11F Round Out Kick ![]() M / 14 | 25F (7) | -7 | +3 | +3 | |
(Ver.4.00) - Changed the damage from 10 to 14. | ||||||
![]() | TJ Round Out Body Press (close) ![]() ![]() ![]() M,M,Th / 14,25(,5) | ±0 | Th | Th | ||
Connect to throw from close hit. Damage () is throw bonus. (Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art. ・Enabled the move to be parried using Jin's Parry. | ||||||
![]() | TJ Round Out Body Press ![]() ![]() ![]() M,M / 14,25 | ±0 | +2C | +2C | ||
Forces an opponent to crouching on hit. Meaty 9F in actualy. | ||||||
![]() | TJ Round Out Elbow ![]() ![]() ![]() M,M / 14,25 | -18 | KDN | KDN* | ||
Combo from 1st hit. Meaty 18F in actualy. | ||||||
![]() | Moonsault Drop![]() UB(M) / 25 | 52F | KDN | KDN | KDN | |
(Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art. ・Enabled the move to be parried using Jin's Parry. (Ver.4.00) - Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. | ||||||
![]() | Dark Elbow Hook (1)![]() ![]() M / 12 | 15F | -11 | +2 | +2 | |
(S3)– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. | ||||||
![]() | Dark Elbow Hook![]() ![]() ![]() ![]() M,H / 12,25 | -9 | KDN | KDN | ||
Combo from 1st hit. Can be delayed 12F. Combo can be delayed 6F from hit. Combo can be delayed 12F from CH. (S3) – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. (Ver.4.00) - Changed the damage from 20 to 25. | ||||||
![]() | Switch-Kick Tornado (1)![]() ![]() M / 17 | 16F | -3 | +4 | +4 | |
(S3)– Changed the damage from 15 to 17. | ||||||
![]() | Switch-Kick Tornado (2)![]() ![]() ![]() ![]() M,M / 17,10 | -7 | +3 | +3 | ||
Combo from 1st CH. Can be delayed. (S3)– Changed the damage from 13 to 10. – Changed the input window from 18F to 24F. | ||||||
![]() | TS Switch-Kick Tornado ![]() ![]() ![]() ![]() ![]() ![]() M,M,H / 17,10,23 | -7 | KDN | KDN | ||
Combo from 2nd hit. (S3)– Changed the damage from 22 to 23. | ||||||
![]() | Switch-Kick Tornado to Cancel![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SP / 17,10 | -15 | -5 | -5 | ||
(S3)- New move. | ||||||
![]() | Wind-Up Stomp![]() ![]() M / 21 | 23F (5) | +2C | +7C | KDN | |
Forces an opponent to crouching on block or NH. ・Forces an opponent to crouching upon block.. | ||||||
![]() | Pw8F Hammer Impact ![]() ![]() M / 25 | 20F | -13 | KDN | KDN | |
・Remove Punch Aborbs. (Ver.2.20)・Changed the opponent's behavior when hit. | ||||||
![]() | Shoulder Impact![]() ![]() M / 28 | 13F (2) | -20 | KDN | KDN | |
・Changed Start-up from 13F to 14F. ・Changed Block from -17F to -20F. (Ver.2.20)・Fixed an issue in which 【 ![]() ![]() ![]() | ||||||
![]() | Minced Liver![]() ![]() M / 12 | 13F | -1 | +7 | +7 | |
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits. (Ver.4.20)- Expanded the attack hit range downward. Due to reducing the recovery of ![]() ![]() ![]() | ||||||
![]() | HM Concussion Hook ![]() ![]() M / 21 | 15F | -12 | +4 | KDN | |
10 Hit Combo start. When input ![]() (Ver.4.00) - Changed the frame advantage upon hit from -1F to +4F. (Ver.4.20)- Changed to a homing attack. - Expanded the attack hit range. In order to make it function more as a move to counter sidestep, changed to a homing attack. Since it sometimes unnaturally missed the opponent under certaincircumstances, expanded the attack hit range. | ||||||
![]() | 10 Hit Combo (2)![]() ![]() ![]() ![]() M,H / 21,8 | -12G | -1 | -1 | ||
Combo from 1st hit. Advance Input is unavailable after moving. | ||||||
![]() | Dark Knee Lift![]() ![]() M / 17 | 17F | -5 | +5 | KDN | 47 30 |
(Ver.4.20)- Distance to the opponent on hit closer. Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance to make it easier toattack. | ||||||
![]() | Front Kick![]() ![]() M / 15 | 12F | -4 | +7 | +7 | 35 23 |
![]() | HMTS Spinning Lariat ![]() ![]() M / 20 | 23F | -4 | KDN | KDN | |
– Changed the attack startup from 25F to 23F. (Ver.4.20)- Changed the frame advantage when blocked from -7F to -4F. Reduced the frame disadvantage when blocked to make it easier to dodge the opponent's move with sidestep even when blocked. | ||||||
![]() | TC13F Frankensteiner ![]() ![]() SM,Th(H) / 15(,30) | 28F (5) | -18 | -7 | -7 | |
![]() | TC4F Crouch Jab ![]() ![]() ![]() SM / 5 | 10F | -5 | +6 | +6 | |
Returns to crouching. Returns to standing when input ![]() | ||||||
![]() | Knee Lift Combination![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,M / 5,13 | -10 | +6 | +6 | ||
Combo from 1st CH. | ||||||
![]() | Hammer Edge![]() ![]() M / 17 | 17F | -5 | +5C | +9 | |
Forces an opponent to crouching on NH. Returns to crouching. ・Remove force to crouching. | ||||||
![]() | Blackjack Combination (2)![]() ![]() ![]() ![]() M,M / 17,17 | -14 | -3 | -3 | ||
・New Move. | ||||||
![]() | TJ Blackjack Combination ![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 17,17,20 | -11C | KDN | KDN | ||
Forces an opponent to crouching on block. Combo from 2nd hit. ・New Move. (S3)– Changed the opponent’s behavior when hit while downed. – The character is now counted as jumping from frames 26 to 40. | ||||||
![]() | Stomp![]() ![]() L / 14 | 17F | -12 | +1 | +9 | |
(S3)– Changed the damage from 12 to 11. – Changed the opponent’s behavior when the move lands as a counter hit (from +1F to +9F). (Ver.4.20)- Changed the damage from 11 to 14. Since there was no crouching status, and the return was also low, the damage was increased. | ||||||
![]() | TC4F Crouch Chin Kick ![]() ![]() L / 9 | 14F | -13 | -2 | -2 | |
![]() | TJ21F Corporate Elbow ![]() ![]() M / 25 | 30F | -8 | ±0C | ±0C | |
Forces an opponent to crouching on hit. | ||||||
![]() | TC6F Taurus Cutter ![]() ![]() ![]() ![]() ![]() L / 12 | 17F | -16 | -5 | -3 | |
![]() | TS Taurus Cutter Edge ![]() ![]() ![]() ![]() L,H / 12,13 | -9 | +15Sp | KDN | ||
Combo from 1st CH. Can be delayed 8F. Combo can be delayed 8F from CH. ・New Move. | ||||||
![]() | Taurus Cutter Trap![]() ![]() ![]() ![]() L,M / 12,13 | -16 | KDN | KDN | ||
Combo from 1st CH. Can be delayed 8F. Combo can be delayed 8F from CH. | ||||||
![]() | Shadow Step![]() ![]() ![]() ![]() Absorbs(L),SP / - | 27 | ||||
Returns to crouching. Cost 20F. Low Absorbs during 3F to 14F. | ||||||
![]() | Shadow Step to Crouch Dash![]() ![]() ![]() ![]() ![]() Absorbs(L),SP / - | |||||
Cost 21F. Advance Input is unavailable for Crouch Dash. | ||||||
![]() | Shadow Needle Shadow Step ![]() H / 13 | 11F | +1 | +8 | KDN | |
(Ver.4.00) - New move. | ||||||
![]() | TSTC Shadow Sweep Shadow Step ![]() L / 20 | 19F | -13 | +5C | KDN | |
Forces an opponent to crouching on NH. Returns to crouching. (S3)- New move. (Ver.4.00) - Changed the move to send the opponent spinning when it hits them midair. | ||||||
![]() | TC Shadow Press Shadow Step ![]() M,Th / 18(,15) | 14F | -19C | Th | Th | |
Forces an opponent to crouching on block. Damage () is throw bonus. | ||||||
![]() | Killer PK Combo (1)![]() ![]() M / 10 | 14F | -11 | ±0 | ±0 | |
![]() | Killer PK Combo![]() ![]() ![]() ![]() M,M / 10,20 | -13 | +21G | +21G | ||
Combo from 1st CH. (S3)– Changed the frame advantage when blocked from -16F to -13F. – Changed the opponent’s behavior when hit (from KDN to +21GF). – Shortened the recovery time after the move hits by 3 frames. – Decreased the distance between the character and the opponent when the move is blocked. | ||||||
![]() | TS Dark PK Combo ![]() ![]() ![]() ![]() M,H / 10,20 | -9 | +13Sp | KDN | ||
Combo from 1st hit. ・New Move. (Ver.4.00) - Increased the lower range of the attack. | ||||||
![]() | HMTC8F Foot Sweep ![]() ![]() L / 23 | 23F (2) | -26 | +5 | KDN | |
Returns to crouching. (Ver.4.00) - Changed the damage from 20 to 23. - Changed the move to a homing attack. - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack. | ||||||
![]() | TC6FTJ16F Low Drop Kick ![]() ![]() L / 20 | 29F | -20 | KDN | KDN* | |
![]() | Stomping Headbutt![]() ![]() M / 30 | 26F | +5 | KDN | LNC | |
(Ver.2.20)・Reduced the frequency at which the character would switch places with the opponent when hitting them with this move during wall stun. (Ver.4.20)- Changed the frame advantage when blocked from +3F to +5F. - Distance to the opponent when blocked closer. - Changed the opponent's behavior on counter hit. Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance and increased theframe advantage to make it easier to attack. Furthermore, since its return was also low, we made changes to enable him to perform an aerial combo upon counterhit. | ||||||
![]() | Stomping Headbutt Cancel to Shadow Step![]() ![]() ![]() SP / - | -F | ||||
Cost 30F. | ||||||
![]() | Dark Jab![]() ![]() H / 12 | 12F | -7 | +5 | KDN | 42 30 |
![]() | Dark Jab to Hell Stab![]() ![]() ![]() ![]() H,M / 12,20 | -12 | +6 | KDN | ||
・Changed CH effect. (Ver.4.00) - Changed the damage from 15 to 17. (Ver.4.20)- Distance to the opponent on the 1st/2nd hit closer. - Changed the damage of the 2nd attack from 17 to 20. Since its return was low when used as punishment, increased the damage and shortened the distance on hit to make it easier to attack.When the 1st attack was successful, the 2nd attack unnaturally missed the opponent. This is now fixed. | ||||||
![]() | Knife Edge Combo (1)![]() ![]() M / 10 | 15F | -9 | +2C | +2C | |
Forces an opponent to crouching on hit. | ||||||
![]() | Knife Edge Combo (2)![]() ![]() ![]() ![]() M,M / 10,8 | -12 | -1 | -1 | ||
Combo from 1st hit. (Ver.4.20)- When the 1st attack is blocked or successful, the 2nd attack unnaturally missed the opponent. This is now fixed. | ||||||
![]() | TS Knife Edge Combo ![]() ![]() ![]() ![]() ![]() ![]() M,M,H / 10,8,20 | (1) | -7 | KDN | KDN | |
Can be delayed 20F. Combo can be delayed 5F from CH. Combo from 1st CH or 2nd CH. ・Changed Hit effect. | ||||||
![]() | Toll Kick![]() ![]() H / 23 | 16F (2) | -10 | KDN | KDN | |
・Changed Hit effect. | ||||||
![]() | Toe Kick![]() ![]() M / 15 | 15F | -9 | +2 | +2 | |
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -9F. - Changed the frame advantage upon hit from ±0F to +2F. - Decreased the distance between the character and the opponent when the move is blocked. | ||||||
![]() | Toe Kick to Stunner![]() ![]() ![]() M,Th / 15,20 | Th | ||||
Input timing 3F. (S3)– Fixed an issue in which the move would shift to a throw after hitting an opponent from behind. | ||||||
![]() | Blindside![]() ![]() M / 0 | 18F | +1 | +5 | +16 | 45 27 |
・2F advantage. | ||||||
![]() | Straight Arrow![]() ![]() M / 24 | 31F | -13 | KDN | KDN | |
![]() | Dark Destroyer![]() ![]() UB(M),SP / 50 | 63F | LNC | LNC | LNC | |
Input ![]() |
Include ⇧ Command | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | HM Water Parting Chop ![]() ![]() H / 21 | 20F | -6 | KDN | KDN | 50 30 | ・Horming. |
![]() | TJ9F Jumping Knuckle ![]() ![]() ![]() ![]() ![]() M / 12 | 18F | -12 | -1 | -1 | (Ver.4.00) - Fixed an issue in which the properties of the move were not the same as other characters. | |
![]() | TJ9F High Elbow Drop ![]() ![]() ![]() ![]() M / 35 | 48F | -18C | KDN | KDN | Forces an opponent to crouching on block. | |
![]() | TJ Sobat ![]() ![]() M / 25 | 23F | -19 | KDN | KDN | ||
![]() | TJ17F Switch Jumping Knee Attack ![]() ![]() ![]() M / 18 | 21F | -8 | +5 | LNC | – Changed the opponent’s behavior when the move lands as a counter hit (from KDN to LNC). (Ver.4.00) - Increased the lower range of the attack. | |
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 11 | 15F | -19 | -8 | -8 | ||
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 15 | 15F | -13 | KDN | LNC | ||
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 13 | 15F | -13 | LNC | LNC | (Ver.4.00) - Increased the range of the attack. | |
![]() | TJ9F Capital Punishment ![]() ![]() M / 25 | 35F | +2C | KDN | KDN | Forces an opponent to crouching on block. Disable Jump Cancel. | |
![]() | TJ Burning Knuckle ![]() ![]() UB(M) / 45 | 67F | KDN | KDN | KDN | ||
![]() | TJ8F Scissors Kick ![]() ![]() M / 23 | 32F (6) | -7 | KDN | KDN | (Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art. ・Enabled the move to be parried using Jin's Parry. | |
![]() | Scissors Kick to Ukemi![]() ![]() ![]() M,SP / 23 | -17G | KDN | KDN | Ukemi Input timing 3F. | ||
![]() | TJ9F Delay Rising Toekick ![]() ![]() M / 25 | 23F | -11 | LNC | LNC | ||
![]() | TJ Jump In Capital Punishment ![]() ![]() M / 25 | 70F | +2C | KDN | KDN | Forces an opponent to crouching on block. | |
![]() | TJ Jump In Burning Knuckle ![]() ![]() UB(M) / 45 | 102F | KDN | KDN | KDN | ||
![]() | TJ Jump In Taurus Cutter ![]() ![]() L / 12 | 52F | -16 | -5 | -3 | Equivalent to ![]() ![]() | |
![]() | TJ Jump In Moonsault Drop ![]() ![]() UB(M) / 25 | 87F | KDN | KDN | KDN |
Include ⇧ Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | HM Water Parting Chop ![]() ![]() H / 21 | 20F | -6 | KDN | KDN | 50 30 |
![]() | TJ9F Jumping Knuckle ![]() ![]() ![]() ![]() ![]() M / 12 | 18F | -12 | -1 | -1 | |
![]() | TJ9F High Elbow Drop ![]() ![]() ![]() ![]() M / 35 | 48F | -18C | KDN | KDN | |
![]() | TJ Sobat ![]() ![]() M / 25 | 23F | -19 | KDN | KDN | |
![]() | TJ17F Switch Jumping Knee Attack ![]() ![]() ![]() M / 18 | 21F | -8 | +5 | LNC | |
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 11 | 15F | -19 | -8 | -8 | |
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 15 | 15F | -13 | KDN | LNC | |
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 13 | 15F | -13 | LNC | LNC | |
![]() | TJ9F Capital Punishment ![]() ![]() M / 25 | 35F | +2C | KDN | KDN | |
![]() | TJ Burning Knuckle ![]() ![]() UB(M) / 45 | 67F | KDN | KDN | KDN | |
![]() | TJ8F Scissors Kick ![]() ![]() M / 23 | 32F (6) | -7 | KDN | KDN | |
![]() | Scissors Kick to Ukemi![]() ![]() ![]() M,SP / 23 | -17G | KDN | KDN | ||
![]() | TJ9F Delay Rising Toekick ![]() ![]() M / 25 | 23F | -11 | LNC | LNC | |
![]() | TJ Jump In Capital Punishment ![]() ![]() M / 25 | 70F | +2C | KDN | KDN | |
![]() | TJ Jump In Burning Knuckle ![]() ![]() UB(M) / 45 | 102F | KDN | KDN | KDN | |
![]() | TJ Jump In Taurus Cutter ![]() ![]() L / 12 | 52F | -16 | -5 | -3 | |
![]() | TJ Jump In Moonsault Drop ![]() ![]() UB(M) / 25 | 87F | KDN | KDN | KDN |
Include ⇧ Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | HM Water Parting Chop ![]() ![]() H / 21 | 20F | -6 | KDN | KDN | 50 30 |
・Horming. | ||||||
![]() | TJ9F Jumping Knuckle ![]() ![]() ![]() ![]() ![]() M / 12 | 18F | -12 | -1 | -1 | |
(Ver.4.00) - Fixed an issue in which the properties of the move were not the same as other characters. | ||||||
![]() | TJ9F High Elbow Drop ![]() ![]() ![]() ![]() M / 35 | 48F | -18C | KDN | KDN | |
Forces an opponent to crouching on block. | ||||||
![]() | TJ Sobat ![]() ![]() M / 25 | 23F | -19 | KDN | KDN | |
![]() | TJ17F Switch Jumping Knee Attack ![]() ![]() ![]() M / 18 | 21F | -8 | +5 | LNC | |
– Changed the opponent’s behavior when the move lands as a counter hit (from KDN to LNC). (Ver.4.00) - Increased the lower range of the attack. | ||||||
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 11 | 15F | -19 | -8 | -8 | |
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 15 | 15F | -13 | KDN | LNC | |
![]() | TJ9F Rising Toe Kick ![]() ![]() M / 13 | 15F | -13 | LNC | LNC | |
(Ver.4.00) - Increased the range of the attack. | ||||||
![]() | TJ9F Capital Punishment ![]() ![]() M / 25 | 35F | +2C | KDN | KDN | |
Forces an opponent to crouching on block. Disable Jump Cancel. | ||||||
![]() | TJ Burning Knuckle ![]() ![]() UB(M) / 45 | 67F | KDN | KDN | KDN | |
![]() | TJ8F Scissors Kick ![]() ![]() M / 23 | 32F (6) | -7 | KDN | KDN | |
(Ver.2.20)・Changed the move to not hit multiple times when stopped by a Power Crush or Rage Art. ・Enabled the move to be parried using Jin's Parry. | ||||||
![]() | Scissors Kick to Ukemi![]() ![]() ![]() M,SP / 23 | -17G | KDN | KDN | ||
Ukemi Input timing 3F. | ||||||
![]() | TJ9F Delay Rising Toekick ![]() ![]() M / 25 | 23F | -11 | LNC | LNC | |
![]() | TJ Jump In Capital Punishment ![]() ![]() M / 25 | 70F | +2C | KDN | KDN | |
Forces an opponent to crouching on block. | ||||||
![]() | TJ Jump In Burning Knuckle ![]() ![]() UB(M) / 45 | 102F | KDN | KDN | KDN | |
![]() | TJ Jump In Taurus Cutter ![]() ![]() L / 12 | 52F | -16 | -5 | -3 | |
Equivalent to ![]() ![]() | ||||||
![]() | TJ Jump In Moonsault Drop ![]() ![]() UB(M) / 25 | 87F | KDN | KDN | KDN | |
More Than One Command | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Solar Plexus Punch![]() ![]() ![]() M / 23 | 16F | -8 | KDN | KDN | Start-up 17F in actualy. (Ver.4.00) - Changed the frame advantage when blocked from -11F to -8F. | |
![]() | TC8F Underhanded ![]() ![]() ![]() L / 17 | 19F | -14 | +7 | KDN | Start-up 20F in actualy. (Ver.4.20)- Changed the frame advantage when blocked from -18F to -14F. - Distance to the opponent when blocked closer. - Reduced recovery on hit by 4F for both players. ※ There is no change in the frame advantage upon hit. - Changed the crouching status from 12-37F to 8-37F. Since it ws high risk and weak homing, reduced recovery to compensate the shortening of the distance when blocked. Since the move got easily interrupted by an opponent's high attack, made the crouching status to start faster. | |
![]() | HMTS Comeback Kick ![]() ![]() ![]() H / 23 | 17F | +2 | KDN | KDN | Start-up 18F in actualy. (Ver.4.00) - Changed the frame advantage when blocked from ±0F to +2F. | |
![]() | HMTS Comeback Kick to Shadow Step ![]() ![]() ![]() ![]() H,SP / 23 | +8 | KDN | KDN | Start-up 18F in actualy. ・New Move. | ||
![]() | WB Brawler Kick ![]() ![]() ![]() M / 30 | 15F | -14 | KDN | KDN | Start-up 16F in actualy. ・Wall Bounds. | |
![]() | TJ18F Flying Forearm ![]() ![]() ![]() M / 28 | 22F (20) | -18 | KDN | KDN* | Start-up 23F in actualy. | |
![]() | TJ14F Drop Kick ![]() ![]() ![]() H / 35 | 23F | -10 | KDN | KDN | Start-up 24F in actualy. | |
![]() | TJ3F Flying Brawler Kick ![]() ![]() ![]() ![]() M / 30 | 23F (2) | +10G | KDN | KDN | (Ver.4.00) - Increased the lower range of the attack. | |
![]() | TJ9F Satellite Drop Kick ![]() ![]() ![]() ![]() M / 40 | 28F (6) | +17G | KDN | KDN | ||
![]() | TJ7F Dashing Low Drop Kick Run ![]() L / 20 | 20F | -24 | KDN | KDN* |
More Than One Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Solar Plexus Punch![]() ![]() ![]() M / 23 | 16F | -8 | KDN | KDN | |
![]() | TC8F Underhanded ![]() ![]() ![]() L / 17 | 19F | -14 | +7 | KDN | |
![]() | HMTS Comeback Kick ![]() ![]() ![]() H / 23 | 17F | +2 | KDN | KDN | |
![]() | HMTS Comeback Kick to Shadow Step ![]() ![]() ![]() ![]() H,SP / 23 | +8 | KDN | KDN | ||
![]() | WB Brawler Kick ![]() ![]() ![]() M / 30 | 15F | -14 | KDN | KDN | |
![]() | TJ18F Flying Forearm ![]() ![]() ![]() M / 28 | 22F (20) | -18 | KDN | KDN* | |
![]() | TJ14F Drop Kick ![]() ![]() ![]() H / 35 | 23F | -10 | KDN | KDN | |
![]() | TJ3F Flying Brawler Kick ![]() ![]() ![]() ![]() M / 30 | 23F (2) | +10G | KDN | KDN | |
![]() | TJ9F Satellite Drop Kick ![]() ![]() ![]() ![]() M / 40 | 28F (6) | +17G | KDN | KDN | |
![]() | TJ7F Dashing Low Drop Kick Run ![]() L / 20 | 20F | -24 | KDN | KDN* |
More Than One Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Solar Plexus Punch![]() ![]() ![]() M / 23 | 16F | -8 | KDN | KDN | |
Start-up 17F in actualy. (Ver.4.00) - Changed the frame advantage when blocked from -11F to -8F. | ||||||
![]() | TC8F Underhanded ![]() ![]() ![]() L / 17 | 19F | -14 | +7 | KDN | |
Start-up 20F in actualy. (Ver.4.20)- Changed the frame advantage when blocked from -18F to -14F. - Distance to the opponent when blocked closer. - Reduced recovery on hit by 4F for both players. ※ There is no change in the frame advantage upon hit. - Changed the crouching status from 12-37F to 8-37F. Since it ws high risk and weak homing, reduced recovery to compensate the shortening of the distance when blocked. Since the move got easily interrupted by an opponent's high attack, made the crouching status to start faster. | ||||||
![]() | HMTS Comeback Kick ![]() ![]() ![]() H / 23 | 17F | +2 | KDN | KDN | |
Start-up 18F in actualy. (Ver.4.00) - Changed the frame advantage when blocked from ±0F to +2F. | ||||||
![]() | HMTS Comeback Kick to Shadow Step ![]() ![]() ![]() ![]() H,SP / 23 | +8 | KDN | KDN | ||
Start-up 18F in actualy. ・New Move. | ||||||
![]() | WB Brawler Kick ![]() ![]() ![]() M / 30 | 15F | -14 | KDN | KDN | |
Start-up 16F in actualy. ・Wall Bounds. | ||||||
![]() | TJ18F Flying Forearm ![]() ![]() ![]() M / 28 | 22F (20) | -18 | KDN | KDN* | |
Start-up 23F in actualy. | ||||||
![]() | TJ14F Drop Kick ![]() ![]() ![]() H / 35 | 23F | -10 | KDN | KDN | |
Start-up 24F in actualy. | ||||||
![]() | TJ3F Flying Brawler Kick ![]() ![]() ![]() ![]() M / 30 | 23F (2) | +10G | KDN | KDN | |
(Ver.4.00) - Increased the lower range of the attack. | ||||||
![]() | TJ9F Satellite Drop Kick ![]() ![]() ![]() ![]() M / 40 | 28F (6) | +17G | KDN | KDN | |
![]() | TJ7F Dashing Low Drop Kick Run ![]() L / 20 | 20F | -24 | KDN | KDN* | |
Full Crouch | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | TC Crouch Jab FC ![]() SM / 5 | 10F | -5 | +6 | +6 | Returns to crouching. Returns to standing when input ![]() | |
![]() | TC Crouch Straight FC ![]() SM / 8 | 11F | -4 | +7 | +7 | Returns to crouching. | |
![]() | TC Crouch Spin Low Kick FC ![]() L / 12 | 18F | -16 | -2 | -2 | Returns to crouching. | |
![]() | TC Crouch Chin Kick FC ![]() L / 12 | 14F | -15 | -4 | -4 | Returns to crouching. | |
![]() | Snap Uppercut WS ![]() M / 16 | 16F | -10 | LNC | LNC | (Ver.4.00) - Increased the move’s reach. (Ver.4.20)- The move unnaturally missed the opponent when performed after blocking certain low attacks. Expanded the attack hit range downward. | |
![]() | WH Jugular Thrust WS ![]() M / 17 | 12F | -9 | +6 +18W | KDN | Input ![]() (Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F. - Changed the frame advantage upon hit from +2F to +3F. (Ver.4.20)- The move unnaturally missed the opponent when it was performed in close proximity. Therefore, the inner hit range of the attack is now expanded. Wall crush inducing hit is implemented. | |
![]() | Head Kick WS ![]() H / 28 | 16F | ±0 | KDN | KDN | ||
![]() | Toe Smash WS ![]() M / 20 | 11F | -6 | +5 | +5 | (Ver.4.20)- Distance to the opponent on hit closer .Since the distance to the opponent upon hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance to make it easier to attack. | |
![]() | Backhand Chop FC ![]() ![]() M / 23 | 24F | +1 | KDN | KDN |
Full Crouch | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | TC Crouch Jab FC ![]() SM / 5 | 10F | -5 | +6 | +6 | |
![]() | TC Crouch Straight FC ![]() SM / 8 | 11F | -4 | +7 | +7 | |
![]() | TC Crouch Spin Low Kick FC ![]() L / 12 | 18F | -16 | -2 | -2 | |
![]() | TC Crouch Chin Kick FC ![]() L / 12 | 14F | -15 | -4 | -4 | |
![]() | Snap Uppercut WS ![]() M / 16 | 16F | -10 | LNC | LNC | |
![]() | WH Jugular Thrust WS ![]() M / 17 | 12F | -9 | +6 +18W | KDN | |
![]() | Head Kick WS ![]() H / 28 | 16F | ±0 | KDN | KDN | |
![]() | Toe Smash WS ![]() M / 20 | 11F | -6 | +5 | +5 | |
![]() | Backhand Chop FC ![]() ![]() M / 23 | 24F | +1 | KDN | KDN |
Full Crouch | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | TC Crouch Jab FC ![]() SM / 5 | 10F | -5 | +6 | +6 | |
Returns to crouching. Returns to standing when input ![]() | ||||||
![]() | TC Crouch Straight FC ![]() SM / 8 | 11F | -4 | +7 | +7 | |
Returns to crouching. | ||||||
![]() | TC Crouch Spin Low Kick FC ![]() L / 12 | 18F | -16 | -2 | -2 | |
Returns to crouching. | ||||||
![]() | TC Crouch Chin Kick FC ![]() L / 12 | 14F | -15 | -4 | -4 | |
Returns to crouching. | ||||||
![]() | Snap Uppercut WS ![]() M / 16 | 16F | -10 | LNC | LNC | |
(Ver.4.00) - Increased the move’s reach. (Ver.4.20)- The move unnaturally missed the opponent when performed after blocking certain low attacks. Expanded the attack hit range downward. | ||||||
![]() | WH Jugular Thrust WS ![]() M / 17 | 12F | -9 | +6 +18W | KDN | |
Input ![]() (Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F. - Changed the frame advantage upon hit from +2F to +3F. (Ver.4.20)- The move unnaturally missed the opponent when it was performed in close proximity. Therefore, the inner hit range of the attack is now expanded. Wall crush inducing hit is implemented. | ||||||
![]() | Head Kick WS ![]() H / 28 | 16F | ±0 | KDN | KDN | |
![]() | Toe Smash WS ![]() M / 20 | 11F | -6 | +5 | +5 | |
(Ver.4.20)- Distance to the opponent on hit closer .Since the distance to the opponent upon hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance to make it easier to attack. | ||||||
![]() | Backhand Chop FC ![]() ![]() M / 23 | 24F | +1 | KDN | KDN | |
Others | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Uppercut SS ![]() M / 10 | 15F | -12 | -1 | -1 | ・Remove Knock Down. | |
![]() | Death Sandwich SS ![]() ![]() ![]() M,M / 10,10 | -13C | LNC | LNC | Forces an opponent to crouching on block. Combo from 1st hit. ・Changed NH to Knock Down. | ||
![]() | Buzz Saw Kick SS ![]() M / 22 | 19F | -12 | KDN | KDN* | ・Changed NH to Knock Down. | |
![]() | TJ13F Neck Cutter Kick SS ![]() H / 28 | 24F | -6 | KDN | KDN | ||
![]() | TJ13F Neck Cutter Kick to Ukemi SS ![]() ![]() H,SP / 28 | -26G | KDN | KDN | |||
![]() | KI Power to Poison Mist![]() UB(H) / 30 | 33F | 65 32 | Charging. | |||
![]() | KI Power to Spark Upper Charge ![]() ![]() ![]() ![]() M / 24 | 63F | ±0 | LNC | LNC | ||
![]() | KI Power to Flame Breath Charge ![]() ![]() ![]() ![]() UB(H) / 30 | 73F (20) | ±0G | ±0G | ±0G | ||
![]() | Crazy Stomp (1) While enemy is down ![]() ![]() L / 20 | 19F | -16 | -5 | -5 | ||
![]() | Crazy Stomp (2) While enemy is down ![]() ![]() ![]() ![]() L,L / 20,8 | -16 | -5 | -5 | |||
![]() | Crazy Stomp While enemy is down ![]() ![]() ![]() ![]() ![]() ![]() L,L,L / 20,8,6 | -16 | -5 | -5 | |||
![]() | Spin Knuckle Jab BT ![]() ![]() H / 15 | 8F | -8 | +3 | +3 | ||
![]() | Blind Kick BT ![]() M / 20 | 13F | -20 | KDN | KDN | ||
![]() | Turn Sobat BT ![]() M / 20 | 18F | -10 | KDN | KDN | ||
![]() | Moonsault Drop BT ![]() UB(M) / 20 | 41F | KDN | KDN | KDN | ||
![]() | Crouch Spin Knuckle BT ![]() ![]() ![]() ![]() SM / 10 | 10F | -2 | +9 | +9 | Returns to crouching. | |
![]() | Crouch Spin Kick BT ![]() ![]() ![]() ![]() L / 12 | 10F | -11 | +3 | +3 | Returns to crouching. | |
![]() | Reverse Jump Kick BT ![]() ![]() ![]() ![]() M / - | LNC | LNC |
Others | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Uppercut SS ![]() M / 10 | 15F | -12 | -1 | -1 | |
![]() | Death Sandwich SS ![]() ![]() ![]() M,M / 10,10 | -13C | LNC | LNC | ||
![]() | Buzz Saw Kick SS ![]() M / 22 | 19F | -12 | KDN | KDN* | |
![]() | TJ13F Neck Cutter Kick SS ![]() H / 28 | 24F | -6 | KDN | KDN | |
![]() | TJ13F Neck Cutter Kick to Ukemi SS ![]() ![]() H,SP / 28 | -26G | KDN | KDN | ||
![]() | KI Power to Poison Mist![]() UB(H) / 30 | 33F | 65 32 | |||
![]() | KI Power to Spark Upper Charge ![]() ![]() ![]() ![]() M / 24 | 63F | ±0 | LNC | LNC | |
![]() | KI Power to Flame Breath Charge ![]() ![]() ![]() ![]() UB(H) / 30 | 73F (20) | ±0G | ±0G | ±0G | |
![]() | Crazy Stomp (1) While enemy is down ![]() ![]() L / 20 | 19F | -16 | -5 | -5 | |
![]() | Crazy Stomp (2) While enemy is down ![]() ![]() ![]() ![]() L,L / 20,8 | -16 | -5 | -5 | ||
![]() | Crazy Stomp While enemy is down ![]() ![]() ![]() ![]() ![]() ![]() L,L,L / 20,8,6 | -16 | -5 | -5 | ||
![]() | Spin Knuckle Jab BT ![]() ![]() H / 15 | 8F | -8 | +3 | +3 | |
![]() | Blind Kick BT ![]() M / 20 | 13F | -20 | KDN | KDN | |
![]() | Turn Sobat BT ![]() M / 20 | 18F | -10 | KDN | KDN | |
![]() | Moonsault Drop BT ![]() UB(M) / 20 | 41F | KDN | KDN | KDN | |
![]() | Crouch Spin Knuckle BT ![]() ![]() ![]() ![]() SM / 10 | 10F | -2 | +9 | +9 | |
![]() | Crouch Spin Kick BT ![]() ![]() ![]() ![]() L / 12 | 10F | -11 | +3 | +3 | |
![]() | Reverse Jump Kick BT ![]() ![]() ![]() ![]() M / - | LNC | LNC |
Others | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Uppercut SS ![]() M / 10 | 15F | -12 | -1 | -1 | |
・Remove Knock Down. | ||||||
![]() | Death Sandwich SS ![]() ![]() ![]() M,M / 10,10 | -13C | LNC | LNC | ||
Forces an opponent to crouching on block. Combo from 1st hit. ・Changed NH to Knock Down. | ||||||
![]() | Buzz Saw Kick SS ![]() M / 22 | 19F | -12 | KDN | KDN* | |
・Changed NH to Knock Down. | ||||||
![]() | TJ13F Neck Cutter Kick SS ![]() H / 28 | 24F | -6 | KDN | KDN | |
![]() | TJ13F Neck Cutter Kick to Ukemi SS ![]() ![]() H,SP / 28 | -26G | KDN | KDN | ||
![]() | KI Power to Poison Mist![]() UB(H) / 30 | 33F | 65 32 | |||
Charging. | ||||||
![]() | KI Power to Spark Upper Charge ![]() ![]() ![]() ![]() M / 24 | 63F | ±0 | LNC | LNC | |
![]() | KI Power to Flame Breath Charge ![]() ![]() ![]() ![]() UB(H) / 30 | 73F (20) | ±0G | ±0G | ±0G | |
![]() | Crazy Stomp (1) While enemy is down ![]() ![]() L / 20 | 19F | -16 | -5 | -5 | |
![]() | Crazy Stomp (2) While enemy is down ![]() ![]() ![]() ![]() L,L / 20,8 | -16 | -5 | -5 | ||
![]() | Crazy Stomp While enemy is down ![]() ![]() ![]() ![]() ![]() ![]() L,L,L / 20,8,6 | -16 | -5 | -5 | ||
![]() | Spin Knuckle Jab BT ![]() ![]() H / 15 | 8F | -8 | +3 | +3 | |
![]() | Blind Kick BT ![]() M / 20 | 13F | -20 | KDN | KDN | |
![]() | Turn Sobat BT ![]() M / 20 | 18F | -10 | KDN | KDN | |
![]() | Moonsault Drop BT ![]() UB(M) / 20 | 41F | KDN | KDN | KDN | |
![]() | Crouch Spin Knuckle BT ![]() ![]() ![]() ![]() SM / 10 | 10F | -2 | +9 | +9 | |
Returns to crouching. | ||||||
![]() | Crouch Spin Kick BT ![]() ![]() ![]() ![]() L / 12 | 10F | -11 | +3 | +3 | |
Returns to crouching. | ||||||
![]() | Reverse Jump Kick BT ![]() ![]() ![]() ![]() M / - | LNC | LNC | |||
Crouch Dash | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Crouch Dash![]() ![]() ![]() SP / - | Disable Advanced Input. Advance Input is unavailable. Cost 3F. | |||||
![]() | Shadow Lariat![]() ![]() ![]() ![]() H / 23 | 15F (4) | +6 | KDN | KDN | Start-up 18F in actualy. (S3)– Shortened the recovery animation by 1 frame when the move hits. | |
![]() | Dark Smash![]() ![]() ![]() ![]() H / 20 | 11F | -10 | LNC | LNC | Start-up 14F in actualy. | |
![]() | Dark Inferno![]() ![]() ![]() ![]() UB(H) / 23 | 31F | KDN | KDN | KDN | Start-up 35F in actualy. | |
![]() | Dark Inferno to Cancel![]() ![]() ![]() ![]() ![]() SP / - | 42 | (S3)- New move. | ||||
![]() | TJ11F Knee Vault ![]() ![]() ![]() ![]() M / 22 | 16F | -9 | KDN | KDN | Start-up 19F in actualy. | |
![]() | Poison Mist![]() ![]() ![]() ![]() UB(H) / 12 | 28F (10) | +7G | +7G | +7G | Start-up 31F in actualy. |
Crouch Dash | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Crouch Dash![]() ![]() ![]() SP / - | |||||
![]() | Shadow Lariat![]() ![]() ![]() ![]() H / 23 | 15F (4) | +6 | KDN | KDN | |
![]() | Dark Smash![]() ![]() ![]() ![]() H / 20 | 11F | -10 | LNC | LNC | |
![]() | Dark Inferno![]() ![]() ![]() ![]() UB(H) / 23 | 31F | KDN | KDN | KDN | |
![]() | Dark Inferno to Cancel![]() ![]() ![]() ![]() ![]() SP / - | 42 | ||||
![]() | TJ11F Knee Vault ![]() ![]() ![]() ![]() M / 22 | 16F | -9 | KDN | KDN | |
![]() | Poison Mist![]() ![]() ![]() ![]() UB(H) / 12 | 28F (10) | +7G | +7G | +7G |
Crouch Dash | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Crouch Dash![]() ![]() ![]() SP / - | |||||
Disable Advanced Input. Advance Input is unavailable. Cost 3F. | ||||||
![]() | Shadow Lariat![]() ![]() ![]() ![]() H / 23 | 15F (4) | +6 | KDN | KDN | |
Start-up 18F in actualy. (S3)– Shortened the recovery animation by 1 frame when the move hits. | ||||||
![]() | Dark Smash![]() ![]() ![]() ![]() H / 20 | 11F | -10 | LNC | LNC | |
Start-up 14F in actualy. | ||||||
![]() | Dark Inferno![]() ![]() ![]() ![]() UB(H) / 23 | 31F | KDN | KDN | KDN | |
Start-up 35F in actualy. | ||||||
![]() | Dark Inferno to Cancel![]() ![]() ![]() ![]() ![]() SP / - | 42 | ||||
(S3)- New move. | ||||||
![]() | TJ11F Knee Vault ![]() ![]() ![]() ![]() M / 22 | 16F | -9 | KDN | KDN | |
Start-up 19F in actualy. | ||||||
![]() | Poison Mist![]() ![]() ![]() ![]() UB(H) / 12 | 28F (10) | +7G | +7G | +7G | |
Start-up 31F in actualy. |
Rage Art | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | TJ Rage Art Rage ![]() ![]() M,Th / 55 | 20F | -22 | Th | Th | Guard point 8F. ・New Move. |
Rage Art | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | TJ Rage Art Rage ![]() ![]() M,Th / 55 | 20F | -22 | Th | Th |
Rage Art | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | TJ Rage Art Rage ![]() ![]() M,Th / 55 | 20F | -22 | Th | Th | |
Guard point 8F. ・New Move. |
Rage Drive | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Rage Drive Rage ![]() ![]() ![]() ![]() UB(H) / 0 | 20F | +24G | +24G | +24G | After Hit, disable break throw. ・New Move. |
Rage Drive | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Rage Drive Rage ![]() ![]() ![]() ![]() UB(H) / 0 | 20F | +24G | +24G | +24G |
Rage Drive | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Rage Drive Rage ![]() ![]() ![]() ![]() UB(H) / 0 | 20F | +24G | +24G | +24G | |
After Hit, disable break throw. ・New Move. |
10 Hit Combo 1 | ||||||||||
INPUT | ![]() ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
HIT LEVEL | M | H | L | M | M | M | H | H | M | UB(H) |
DAMAGE | 21 | 8 | 6 | 5 | 5 | 7 | 8 | 10 | 8 | 20 |
block | -12 | -12G | -21 | -11 | -11 | -13 | -15 | -11 | -10 | KDN |
NH | +4 | -1 | -3 | -5 | ±0 | -2 | -4 | +8 | -4 | KDN |
CH | ||||||||||
![]() | To crouching after 3rd. To BT after 9th. (Ver.4.00) - Changed the frame advantage upon 8th hit from +5F to +8F. | |||||||||
10 Hit Combo 2 | ||||||||||
INPUT | ![]() ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
HIT LEVEL | M | H | L | M | M | H | M | M | H | UB(H) |
DAMAGE | 21 | 8 | 6 | 5 | 5 | 10 | 8 | 7 | 10 | 15 |
block | -12 | -12G | -21 | -11 | -11 | -8 | -14 | -13 | -12 | +15G |
NH | +4 | -1 | -3 | -5 | ±0 | -2 | -3 | -1 | KDN | +15G |
CH | ||||||||||
![]() | 10th damage 20 after 9th hit. 10th meaty 23F. |
Throw Combos
Mexican Magma Drive
Total Damage Move Name:command | Break Throw |
|
20 | Cobra Clutch:![]() ![]() ![]() ![]() ![]() |
![]() ![]() |
50 | ├Flinging Half Nelson:![]() ![]() ![]() ![]() ![]() |
![]() |
35 | ├Sleeper:![]() ![]() ![]() ![]() ![]() |
![]() |
60 | │├Triple Trouble:![]() ![]() ![]() ![]() ![]() |
![]() |
63 | │└Human Necktie:![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
38 | └Neck Drop:![]() ![]() ![]() ![]() ![]() |
![]() |
65 | ├Choke Sleeper:![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
68 | └3-Count Pound:![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |