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.
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Jab

H / 7
10F+1+8+8
One Two Punch

H,H / 7,10
 -1+5+5Combo from 1st hit.
Left Right Uppercut

H,H,M / 7,10,17
 -5+1+31GCombo 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+7Combo 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-14KDNKDN
Right High Kick

H / 20
13F-5+6LNC37
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
 -3KDNKDNCombo 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+8KDNCombo 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)
 ±0ThThConnect 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+2CForces an opponent to crouching on hit.
Meaty 9F in actualy.
TJ
Round Out Elbow

M,M / 14,25
 -18KDNKDNCombo from 1st hit.
Meaty 18F in actualy.
Moonsault Drop

UB(M) / 25
52FKDNKDNKDN
(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
 -9KDNKDNCombo 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+3Combo 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
 -7KDNKDNCombo 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+7CKDNForces an opponent to crouching on block or NH.
・Forces an opponent to crouching upon block..
Pw8F
Hammer Impact

M / 25
20F-13KDNKDN
・Remove Punch Aborbs.
(Ver.2.20)・Changed the opponent's behavior when hit.
Shoulder Impact

M / 28
13F
(2)
-20KDNKDN
・Changed Start-up from 13F to 14F.
・Changed Block from -17F to -20F.
(Ver.2.20)・Fixed an issue in which 【】 could be used to perform the move.
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 , certain aerial combos stopped working on counter hit, so the attack hit range was expanded downward.
HM
Concussion Hook

M / 21
15F-12+4KDN10 Hit Combo start.
When input , Not Knock Down upon CH.
(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-1-1Combo from 1st hit.
Advance Input is unavailable after moving.
Dark Knee Lift

M / 17
17F-5+5KDN47
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+735
23
HMTS
Spinning Lariat

M / 20
23F-4KDNKDN
– 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
or
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
Knee Lift Combination
or FC
SM,M / 5,13
 -10+6+6Combo from 1st CH.
Hammer Edge

M / 17
17F-5+5C+9Forces 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
 -11CKDNKDNForces 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±0CForces an opponent to crouching on hit.
TC6F
Taurus Cutter
or FC or FC
L / 12
17F-16-5-3
TS
Taurus Cutter Edge

L,H / 12,13
 -9+15SpKDNCombo from 1st CH.
Can be delayed 8F.
Combo can be delayed 8F from CH.
・New Move.
Taurus Cutter Trap

L,M / 12,13
 -16KDNKDNCombo from 1st CH.
Can be delayed 8F.
Combo can be delayed 8F from CH.
Shadow Step
or
Absorbs(L),SP / -
 27Returns to crouching.
Cost 20F.
Low Absorbs during 3F to 14F.
Shadow Step to Crouch Dash
or
Absorbs(L),SP / -
 Cost 21F.
Advance Input is unavailable for Crouch Dash.
Shadow Needle
Shadow Step
H / 13
11F+1+8KDN
(Ver.4.00) - New move.
TSTC
Shadow Sweep
Shadow Step
L / 20
19F-13+5CKDNForces 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-19CThThForces 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+21GCombo 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+13SpKDNCombo from 1st hit.
・New Move.
(Ver.4.00) - Increased the lower range of the attack.
HMTC8F
Foot Sweep

L / 23
23F
(2)
-26+5KDNReturns 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-20KDNKDN
Stomping Headbutt

M / 30
26F+5KDNLNC
(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 / -
-FCost 30F.
Dark Jab

H / 12
12F-7+5KDN42
30
Dark Jab to Hell Stab

H,M / 12,20
 -12+6KDN
・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+2CForces an opponent to crouching on hit.
Knife Edge Combo (2)

M,M / 10,8
 -12-1-1Combo 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)-7KDNKDNCan 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)
-10KDNKDN
・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
(must hit)
M,Th / 15,20
 ThInput 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+1645
27
・2F advantage.
Straight Arrow

M / 24
31F-13KDNKDN
Dark Destroyer

UB(M),SP / 50
63FLNCLNCLNCInput to Cancel and returns to crouching.
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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-14KDNKDN
Right High Kick

H / 20
13F-5+6LNC37
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
 -3KDNKDN
Dark Buzzsaw

M,M / 10,17
 -13+8KDN
TJ11F
Round Out Kick

M / 14
25F
(7)
-7+3+3
TJ
Round Out Body Press (close)

M,M,Th / 14,25(,5)
 ±0ThTh
TJ
Round Out Body Press

M,M / 14,25
 ±0+2C+2C
TJ
Round Out Elbow

M,M / 14,25
 -18KDNKDN
Moonsault Drop

UB(M) / 25
52FKDNKDNKDN
Dark Elbow Hook (1)

M / 12
15F-11+2+2
Dark Elbow Hook

M,H / 12,25
 -9KDNKDN
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
 -7KDNKDN
Switch-Kick Tornado to Cancel

M,M,SP / 17,10
 -15-5-5
Wind-Up Stomp

M / 21
23F
(5)
+2C+7CKDN
Pw8F
Hammer Impact

M / 25
20F-13KDNKDN
Shoulder Impact

M / 28
13F
(2)
-20KDNKDN
Minced Liver

M / 12
13F-1+7+7
HM
Concussion Hook

M / 21
15F-12+4KDN
10 Hit Combo (2)

M,H / 21,8
 -12G-1-1
Dark Knee Lift

M / 17
17F-5+5KDN47
30
Front Kick

M / 15
12F-4+7+735
23
HMTS
Spinning Lariat

M / 20
23F-4KDNKDN
TC13F
Frankensteiner

SM,Th(H) / 15(,30)
28F
(5)
-18-7-7
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6
Knee Lift Combination
or FC
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
 -11CKDNKDN
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
or FC or FC
L / 12
17F-16-5-3
TS
Taurus Cutter Edge

L,H / 12,13
 -9+15SpKDN
Taurus Cutter Trap

L,M / 12,13
 -16KDNKDN
Shadow Step
or
Absorbs(L),SP / -
 27
Shadow Step to Crouch Dash
or
Absorbs(L),SP / -
 
Shadow Needle
Shadow Step
H / 13
11F+1+8KDN
TSTC
Shadow Sweep
Shadow Step
L / 20
19F-13+5CKDN
TC
Shadow Press
Shadow Step
M,Th / 18(,15)
14F-19CThTh
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+13SpKDN
HMTC8F
Foot Sweep

L / 23
23F
(2)
-26+5KDN
TC6FTJ16F
Low Drop Kick

L / 20
29F-20KDNKDN
Stomping Headbutt

M / 30
26F+5KDNLNC
Stomping Headbutt Cancel to Shadow Step

SP / -
-F
Dark Jab

H / 12
12F-7+5KDN42
30
Dark Jab to Hell Stab

H,M / 12,20
 -12+6KDN
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)-7KDNKDN
Toll Kick

H / 23
16F
(2)
-10KDNKDN
Toe Kick

M / 15
15F-9+2+2
Toe Kick to Stunner
(must hit)
M,Th / 15,20
 Th
Blindside

M / 0
18F+1+5+1645
27
Straight Arrow

M / 24
31F-13KDNKDN
Dark Destroyer

UB(M),SP / 50
63FLNCLNCLNC
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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-14KDNKDN
 
Right High Kick

H / 20
13F-5+6LNC37
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
 -3KDNKDN
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+8KDN
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)
 ±0ThTh
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
 -18KDNKDN
Combo from 1st hit.
Meaty 18F in actualy.
Moonsault Drop

UB(M) / 25
52FKDNKDNKDN
(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
 -9KDNKDN
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
 -7KDNKDN
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+7CKDN
Forces an opponent to crouching on block or NH.
・Forces an opponent to crouching upon block..
Pw8F
Hammer Impact

M / 25
20F-13KDNKDN
・Remove Punch Aborbs.
(Ver.2.20)・Changed the opponent's behavior when hit.
Shoulder Impact

M / 28
13F
(2)
-20KDNKDN
・Changed Start-up from 13F to 14F.
・Changed Block from -17F to -20F.
(Ver.2.20)・Fixed an issue in which 【】 could be used to perform the move.
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 , certain aerial combos stopped working on counter hit, so the attack hit range was expanded downward.
HM
Concussion Hook

M / 21
15F-12+4KDN
10 Hit Combo start.
When input , Not Knock Down upon CH.
(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+5KDN47
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+735
23
 
HMTS
Spinning Lariat

M / 20
23F-4KDNKDN
– 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
or
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
Knee Lift Combination
or FC
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
 -11CKDNKDN
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
or FC or FC
L / 12
17F-16-5-3
 
TS
Taurus Cutter Edge

L,H / 12,13
 -9+15SpKDN
Combo from 1st CH.
Can be delayed 8F.
Combo can be delayed 8F from CH.
・New Move.
Taurus Cutter Trap

L,M / 12,13
 -16KDNKDN
Combo from 1st CH.
Can be delayed 8F.
Combo can be delayed 8F from CH.
Shadow Step
or
Absorbs(L),SP / -
 27
Returns to crouching.
Cost 20F.
Low Absorbs during 3F to 14F.
Shadow Step to Crouch Dash
or
Absorbs(L),SP / -
 
Cost 21F.
Advance Input is unavailable for Crouch Dash.
Shadow Needle
Shadow Step
H / 13
11F+1+8KDN
(Ver.4.00) - New move.
TSTC
Shadow Sweep
Shadow Step
L / 20
19F-13+5CKDN
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-19CThTh
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+13SpKDN
Combo from 1st hit.
・New Move.
(Ver.4.00) - Increased the lower range of the attack.
HMTC8F
Foot Sweep

L / 23
23F
(2)
-26+5KDN
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-20KDNKDN
 
Stomping Headbutt

M / 30
26F+5KDNLNC
(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+5KDN42
30
 
Dark Jab to Hell Stab

H,M / 12,20
 -12+6KDN
・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)-7KDNKDN
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)
-10KDNKDN
・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
(must hit)
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+1645
27
・2F advantage.
Straight Arrow

M / 24
31F-13KDNKDN
 
Dark Destroyer

UB(M),SP / 50
63FLNCLNCLNC
Input to Cancel and returns to crouching.
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
HM
Water Parting Chop

H / 21
20F-6KDNKDN50
30
・Horming.
TJ9F
Jumping Knuckle
or or
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
or or
M / 35
48F-18CKDNKDNForces an opponent to crouching on block.
TJ
Sobat

M / 25
23F-19KDNKDN
TJ17F
Switch Jumping Knee Attack
or
M / 18
21F-8+5LNC
– 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-13KDNLNC
TJ9F
Rising Toe Kick

M / 13
15F-13LNCLNC
(Ver.4.00) - Increased the range of the attack.
TJ9F
Capital Punishment

M / 25
35F+2CKDNKDNForces an opponent to crouching on block.
Disable Jump Cancel.
TJ
Burning Knuckle
hold
UB(M) / 45
67FKDNKDNKDN
TJ8F
Scissors Kick

M / 23
32F
(6)
-7KDNKDN
(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
any input
M,SP / 23
 -17GKDNKDNUkemi Input timing 3F.
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
TJ
Jump In Capital Punishment

M / 25
70F+2CKDNKDNForces an opponent to crouching on block.
TJ
Jump In Burning Knuckle
hold
UB(M) / 45
102FKDNKDNKDN
TJ
Jump In Taurus Cutter

L / 12
52F-16-5-3Equivalent to .
TJ
Jump In Moonsault Drop

UB(M) / 25
87FKDNKDNKDN
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
HM
Water Parting Chop

H / 21
20F-6KDNKDN50
30
TJ9F
Jumping Knuckle
or or
M / 12
18F-12-1-1
TJ9F
High Elbow Drop
or or
M / 35
48F-18CKDNKDN
TJ
Sobat

M / 25
23F-19KDNKDN
TJ17F
Switch Jumping Knee Attack
or
M / 18
21F-8+5LNC
TJ9F
Rising Toe Kick

M / 11
15F-19-8-8
TJ9F
Rising Toe Kick

M / 15
15F-13KDNLNC
TJ9F
Rising Toe Kick

M / 13
15F-13LNCLNC
TJ9F
Capital Punishment

M / 25
35F+2CKDNKDN
TJ
Burning Knuckle
hold
UB(M) / 45
67FKDNKDNKDN
TJ8F
Scissors Kick

M / 23
32F
(6)
-7KDNKDN
Scissors Kick to Ukemi
any input
M,SP / 23
 -17GKDNKDN
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
TJ
Jump In Capital Punishment

M / 25
70F+2CKDNKDN
TJ
Jump In Burning Knuckle
hold
UB(M) / 45
102FKDNKDNKDN
TJ
Jump In Taurus Cutter

L / 12
52F-16-5-3
TJ
Jump In Moonsault Drop

UB(M) / 25
87FKDNKDNKDN
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
HM
Water Parting Chop

H / 21
20F-6KDNKDN50
30
・Horming.
TJ9F
Jumping Knuckle
or or
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
or or
M / 35
48F-18CKDNKDN
Forces an opponent to crouching on block.
TJ
Sobat

M / 25
23F-19KDNKDN
 
TJ17F
Switch Jumping Knee Attack
or
M / 18
21F-8+5LNC
– 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-13KDNLNC
 
TJ9F
Rising Toe Kick

M / 13
15F-13LNCLNC
(Ver.4.00) - Increased the range of the attack.
TJ9F
Capital Punishment

M / 25
35F+2CKDNKDN
Forces an opponent to crouching on block.
Disable Jump Cancel.
TJ
Burning Knuckle
hold
UB(M) / 45
67FKDNKDNKDN
 
TJ8F
Scissors Kick

M / 23
32F
(6)
-7KDNKDN
(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
any input
M,SP / 23
 -17GKDNKDN
Ukemi Input timing 3F.
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
 
TJ
Jump In Capital Punishment

M / 25
70F+2CKDNKDN
Forces an opponent to crouching on block.
TJ
Jump In Burning Knuckle
hold
UB(M) / 45
102FKDNKDNKDN
 
TJ
Jump In Taurus Cutter

L / 12
52F-16-5-3
Equivalent to .
TJ
Jump In Moonsault Drop

UB(M) / 25
87FKDNKDNKDN
 
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Solar Plexus Punch

M / 23
16F-8KDNKDNStart-up 17F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -8F.
TC8F
Underhanded

L / 17
19F-14+7KDNStart-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+2KDNKDNStart-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
 +8KDNKDNStart-up 18F in actualy.
・New Move.
WB
Brawler Kick

M / 30
15F-14KDNKDNStart-up 16F in actualy.
・Wall Bounds.
TJ18F
Flying Forearm

M / 28
22F
(20)
-18KDNKDNStart-up 23F in actualy.
TJ14F
Drop Kick

H / 35
23F-10KDNKDNStart-up 24F in actualy.
TJ3F
Flying Brawler Kick

M / 30
23F
(2)
+10GKDNKDN
(Ver.4.00) - Increased the lower range of the attack.
TJ9F
Satellite Drop Kick

M / 40
28F
(6)
+17GKDNKDN
TJ7F
Dashing Low Drop Kick
Run
L / 20
20F-24KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Solar Plexus Punch

M / 23
16F-8KDNKDN
TC8F
Underhanded

L / 17
19F-14+7KDN
HMTS
Comeback Kick

H / 23
17F+2KDNKDN
HMTS
Comeback Kick to Shadow Step

H,SP / 23
 +8KDNKDN
WB
Brawler Kick

M / 30
15F-14KDNKDN
TJ18F
Flying Forearm

M / 28
22F
(20)
-18KDNKDN
TJ14F
Drop Kick

H / 35
23F-10KDNKDN
TJ3F
Flying Brawler Kick

M / 30
23F
(2)
+10GKDNKDN
TJ9F
Satellite Drop Kick

M / 40
28F
(6)
+17GKDNKDN
TJ7F
Dashing Low Drop Kick
Run
L / 20
20F-24KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Solar Plexus Punch

M / 23
16F-8KDNKDN
Start-up 17F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -8F.
TC8F
Underhanded

L / 17
19F-14+7KDN
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+2KDNKDN
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
 +8KDNKDN
Start-up 18F in actualy.
・New Move.
WB
Brawler Kick

M / 30
15F-14KDNKDN
Start-up 16F in actualy.
・Wall Bounds.
TJ18F
Flying Forearm

M / 28
22F
(20)
-18KDNKDN
Start-up 23F in actualy.
TJ14F
Drop Kick

H / 35
23F-10KDNKDN
Start-up 24F in actualy.
TJ3F
Flying Brawler Kick

M / 30
23F
(2)
+10GKDNKDN
(Ver.4.00) - Increased the lower range of the attack.
TJ9F
Satellite Drop Kick

M / 40
28F
(6)
+17GKDNKDN
 
TJ7F
Dashing Low Drop Kick
Run
L / 20
20F-24KDNKDN
 
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
11F-4+7+7Returns to crouching.
TC
Crouch Spin Low Kick
FC
L / 12
18F-16-2-2Returns to crouching.
TC
Crouch Chin Kick
FC
L / 12
14F-15-4-4Returns to crouching.
Snap Uppercut
WS
M / 16
16F-10LNCLNC
(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
KDNInput upon CH to Charging.
(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.
(Ver.5.00)・Changed the opponent's behavior on NH (+3F to +6F).
 Wall crush inducing hit is implemented.
Head Kick
WS
H / 28
16F±0KDNKDN
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+1KDNKDN
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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-10LNCLNC
WH
Jugular Thrust
WS
M / 17
12F-9+6
+18W
KDN
Head Kick
WS
H / 28
16F±0KDNKDN
Toe Smash
WS
M / 20
11F-6+5+5
Backhand Chop
FC
M / 23
24F+1KDNKDN
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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-10LNCLNC
(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 upon CH to Charging.
(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.
(Ver.5.00)・Changed the opponent's behavior on NH (+3F to +6F).
 Wall crush inducing hit is implemented.
Head Kick
WS
H / 28
16F±0KDNKDN
 
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+1KDNKDN
 
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Uppercut
SS
M / 10
15F-12-1-1
・Remove Knock Down.
Death Sandwich
SS
M,M / 10,10
 -13CLNCLNCForces an opponent to crouching on block.
Combo from 1st hit.
・Changed NH to Knock Down.
Buzz Saw Kick
SS
M / 22
19F-12KDNKDN
・Changed NH to Knock Down.
TJ13F
Neck Cutter Kick
SS
H / 28
24F-6KDNKDN
TJ13F
Neck Cutter Kick to Ukemi
SS any input
H,SP / 28
 -26GKDNKDN
KI Power to Poison Mist

UB(H) / 30
33F65
32
Charging.
KI Power to Spark Upper
Charge
M / 24
63F±0LNCLNC
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 or
H / 15
8F-8+3+3
Blind Kick
BT
M / 20
13F-20KDNKDN
Turn Sobat
BT
M / 20
18F-10KDNKDN
Moonsault Drop
BT
UB(M) / 20
41FKDNKDNKDN
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F-11+3+3Returns to crouching.
Reverse Jump Kick
BT or
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Uppercut
SS
M / 10
15F-12-1-1
Death Sandwich
SS
M,M / 10,10
 -13CLNCLNC
Buzz Saw Kick
SS
M / 22
19F-12KDNKDN
TJ13F
Neck Cutter Kick
SS
H / 28
24F-6KDNKDN
TJ13F
Neck Cutter Kick to Ukemi
SS any input
H,SP / 28
 -26GKDNKDN
KI Power to Poison Mist

UB(H) / 30
33F65
32
KI Power to Spark Upper
Charge
M / 24
63F±0LNCLNC
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 or
H / 15
8F-8+3+3
Blind Kick
BT
M / 20
13F-20KDNKDN
Turn Sobat
BT
M / 20
18F-10KDNKDN
Moonsault Drop
BT
UB(M) / 20
41FKDNKDNKDN
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
Reverse Jump Kick
BT or
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Uppercut
SS
M / 10
15F-12-1-1
・Remove Knock Down.
Death Sandwich
SS
M,M / 10,10
 -13CLNCLNC
Forces an opponent to crouching on block.
Combo from 1st hit.
・Changed NH to Knock Down.
Buzz Saw Kick
SS
M / 22
19F-12KDNKDN
・Changed NH to Knock Down.
TJ13F
Neck Cutter Kick
SS
H / 28
24F-6KDNKDN
 
TJ13F
Neck Cutter Kick to Ukemi
SS any input
H,SP / 28
 -26GKDNKDN
 
KI Power to Poison Mist

UB(H) / 30
33F65
32
Charging.
KI Power to Spark Upper
Charge
M / 24
63F±0LNCLNC
 
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 or
H / 15
8F-8+3+3
 
Blind Kick
BT
M / 20
13F-20KDNKDN
 
Turn Sobat
BT
M / 20
18F-10KDNKDN
 
Moonsault Drop
BT
UB(M) / 20
41FKDNKDNKDN
 
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.
Reverse Jump Kick
BT or
M / -
 LNCLNC
 
Crouch Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Crouch Dash

SP / -
 Disable Advanced Input.
Advance Input is unavailable.
Cost 3F.
Shadow Lariat

H / 23
15F
(4)
+6KDNKDNStart-up 18F in actualy.
(S3)– Shortened the recovery animation by 1 frame when the move hits.
Dark Smash

H / 20
11F-10LNCLNCStart-up 14F in actualy.
Dark Inferno

UB(H) / 23
31FKDNKDNKDNStart-up 35F in actualy.
Dark Inferno to Cancel

SP / -
 42
(S3)- New move.
TJ11F
Knee Vault

M / 22
16F-9KDNKDNStart-up 19F in actualy.
Poison Mist

UB(H) / 12
28F
(10)
+7G+7G+7GStart-up 31F in actualy.
Crouch Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Crouch Dash

SP / -
 
Shadow Lariat

H / 23
15F
(4)
+6KDNKDN
Dark Smash

H / 20
11F-10LNCLNC
Dark Inferno

UB(H) / 23
31FKDNKDNKDN
Dark Inferno to Cancel

SP / -
 42
TJ11F
Knee Vault

M / 22
16F-9KDNKDN
Poison Mist

UB(H) / 12
28F
(10)
+7G+7G+7G
Crouch Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Crouch Dash

SP / -
 
Disable Advanced Input.
Advance Input is unavailable.
Cost 3F.
Shadow Lariat

H / 23
15F
(4)
+6KDNKDN
Start-up 18F in actualy.
(S3)– Shortened the recovery animation by 1 frame when the move hits.
Dark Smash

H / 20
11F-10LNCLNC
Start-up 14F in actualy.
Dark Inferno

UB(H) / 23
31FKDNKDNKDN
Start-up 35F in actualy.
Dark Inferno to Cancel

SP / -
 42
(S3)- New move.
TJ11F
Knee Vault

M / 22
16F-9KDNKDN
Start-up 19F in actualy.
Poison Mist

UB(H) / 12
28F
(10)
+7G+7G+7G
Start-up 31F in actualy.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ
Rage Art
Rage
M,Th / 55
20F-22ThThGuard point 8F.
・New Move.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ
Rage Art
Rage
M,Th / 55
20F-22ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ
Rage Art
Rage
M,Th / 55
20F-22ThTh
Guard point 8F.
・New Move.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive
Rage hold
UB(H) / 0
20F+24G+24G+24GAfter Hit, disable break throw.
・New Move.
(Ver.5.01)・The distance from the opponent on hit has been made closer.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Drive
Rage hold
UB(H) / 0
20F+24G+24G+24G
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive
Rage hold
UB(H) / 0
20F+24G+24G+24G
After Hit, disable break throw.
・New Move.
(Ver.5.01)・The distance from the opponent on hit has been made closer.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Knee Bash

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-6F
Clockwise
Long Range Throw when input (start-up 15F).
After Break throw, Armor King shifts to BT.
Suplex

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-3F
Long Range Throw when input (start-up 15F).
Jaguar Screwdriver

/ 38
12FHead-sd.
Face-up
-3FFloor break.
Reverse Death Valley Bomb
Approach from left side
Th(H) / 40
 Head-sd.
Face-down

-3F
Floor break.
Heavy Fall Reverse DDT
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
Reverse DDT
Approach from behind
Th(H) / 60
 Right-sd.
Face-up
disable
Driving Headbutt

Th(H) / 40
12FFoot-sd.
Face-up

-3F
Floor break.
Tombstone Piledriver

Th(H) / 58
11FHead-sd.
Face-up

-2F
Floor break.
(Ver.4.00) - Increased the move’s tracking.
DDT

Th(H) / 45
11FReverse Pos.
Head-sd.
Face-up

-6F
After throw, Armor King shifts to down.
Hades

Th(H) / 45
11FHead-sd.
Face-up

-3F
(Ver.4.00) - Input buffering can now be performed.
- Fixed an issue in which the move could not be performed when the input of was delayed.
Double Arm Swing

Th(H) / 45(,20)
10FReverse Pos.
Foot-sd.
Face-down

-7F
CCW.
Easy Command
Ukemi Input 3F.
Damage () is bonus after fail Ukemi.,
Wall Damage 70.
(Ver.4.00) - Increased the move’s tracking.
Brilliant Brawler Kick

Th(H) / 45
10FFoot-sd.
Face-up

-5F
Disable Advanced Input.
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 40 to 45. Since it was difficult to continue attacking after the hit, the damage was increased.
Armor King Driver
FC
Th(H) / 45
12FFoot-sd.
Face-up

-6F
Floor break.
Demon Bomb
Approach crouching enemy
Th(L) / 45
12FHead-sd.
Face-up

-2F
Floor break.
Spinning Leg Lock
Approach crouching enemy
Th(L) / 45
12FFoot-sd.
Face-up

-2F
Catch (
or
Reversal Punch(H/M) / 25+α
 Reverse Pos.
Head-sd.
Face-up
disable44Punch Absorbs (H/M) during 2F to 10F.
Damage 25 + enemy attack 50%.
Catch (
or
Reversal Punch(H/M) / 25+α
 Right-sd.
Face-down
disable44Punch Absorbs (H/M) during 2F to 10F.
Damage 25 + enemy attack 50%.
Jugular Thrust Trap
During Catch
SP,M / 17
38FBlock -9F.
NH +3F.
CH Knock Down.
Input upon CH to Charging.
・New Move.
(Ver.4.20)- The performance was different from "WS ". This is now fixed.
Ultimate Tackle
FC
Th(M) / 5
26F or
-5F
Break Throw 4F.
After throw, Armor King shifts to BT.
Before Takedown break throw 2F.
Phenomenon Shadow DDT
hold
M,Th(H) / 10,40
25FLeft-sd.
Face-up
disable
・New Move.
Wall Jump Attack
With back against wall
Th(H) / 40
40FLeft-sd.
Face-up
disableAir Status 5F.
Disable Advanced Input.
・New Move.
Down Throw
Stand Up
While enemy is down
Th(Down) / 0
18F
±0F
Throw break 7F
+8F or +9F to BT after throw.
Seesaw Whip
Enemy on back by the feet
Th(Down) / 30
18FReverse Pos.
Foot-sd.
Face-down

±0F
Throw break 7F.
Wall Damage 45.
(Ver.2.20)・Shortened the recovery animation by 7F.
Enzui Knee
Enemy on back by the head
Th(Down) / 30
18FFoot-sd.
Face-down

1F
Throw break 7F.
Wall Damage bonus +5.
Turn Over
Enemy face up by the side or
Th(Down) / 0
18FSide
Face-down
or
1F
Throw break 7F.
Standing Heel Hold
Enemy face down by the feet
Th(Down) / 35
18FFoot-sd.
Face-up
or
±0F
Throw break 7F.
Wake-Up Lariat
Enemy face down by the head
Th(Down) / 40
18FHead-sd.
Face-up
or
1F
Throw break 7F.
Back Mount
Enemy face down by the side or
Th(Down) / 0
18F10FThrow break 7F.
Mid-Air Throw
Muscle Driver
Approach mid-air enemy
Th(Air) / 45
10FReverse Pos.
Head-sd.
Face-down
disableFloor break.
Running Cross Driver
Approach mid-air enemy
Th(Air) / 65
10FFoot-sd.
Face-up
disableFloor break.
Mexican Magma Drive
Cobra Clutch
or
Th(H) / 20
12F or
-2F
Start-up 16F in actualy.
Disable Advanced Input.
Flinging Half Nelson
During Cobra Clutch
Combination / 30
 Head-sd.
Face-down

-3F
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
Sleeper
During Cobra Clutch
Combination / 15
 Foot-sd.
Face-down

-3F
Triple Trouble
During Sleeper
Combination / 25
 Foot-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
Human Necktie
During Sleeper
Combination / 28
 Left-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 23 to 28. Since the return of the throw combo was low, the damage was increased.
Neck Drop
During Cobra Clutch
Combination / 18
 Head-sd.
Face-down

-3F
Choke Sleeper
During Neck Drop
Combination / 27
 Left-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 22 to 27. Since the return of the throw combo was low, the damage was increased.
3-Count Pound
During Neck Drop
Combination / 30
 Right-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Knee Bash

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-6F
Clockwise
Suplex

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-3F
Jaguar Screwdriver

/ 38
12FHead-sd.
Face-up
-3F
Reverse Death Valley Bomb
Approach from left side
Th(H) / 40
 Head-sd.
Face-down

-3F
Heavy Fall Reverse DDT
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
Reverse DDT
Approach from behind
Th(H) / 60
 Right-sd.
Face-up
disable
Driving Headbutt

Th(H) / 40
12FFoot-sd.
Face-up

-3F
Tombstone Piledriver

Th(H) / 58
11FHead-sd.
Face-up

-2F
DDT

Th(H) / 45
11FReverse Pos.
Head-sd.
Face-up

-6F
Hades

Th(H) / 45
11FHead-sd.
Face-up

-3F
Double Arm Swing

Th(H) / 45(,20)
10FReverse Pos.
Foot-sd.
Face-down

-7F
CCW.
Brilliant Brawler Kick

Th(H) / 45
10FFoot-sd.
Face-up

-5F
Armor King Driver
FC
Th(H) / 45
12FFoot-sd.
Face-up

-6F
Demon Bomb
Approach crouching enemy
Th(L) / 45
12FHead-sd.
Face-up

-2F
Spinning Leg Lock
Approach crouching enemy
Th(L) / 45
12FFoot-sd.
Face-up

-2F
Catch (
or
Reversal Punch(H/M) / 25+α
 Reverse Pos.
Head-sd.
Face-up
disable44
Catch (
or
Reversal Punch(H/M) / 25+α
 Right-sd.
Face-down
disable44
Jugular Thrust Trap
During Catch
SP,M / 17
38F
Ultimate Tackle
FC
Th(M) / 5
26F or
-5F
Phenomenon Shadow DDT
hold
M,Th(H) / 10,40
25FLeft-sd.
Face-up
disable
Wall Jump Attack
With back against wall
Th(H) / 40
40FLeft-sd.
Face-up
disable
Down Throw
Stand Up
While enemy is down
Th(Down) / 0
18F
±0F
Seesaw Whip
Enemy on back by the feet
Th(Down) / 30
18FReverse Pos.
Foot-sd.
Face-down

±0F
Enzui Knee
Enemy on back by the head
Th(Down) / 30
18FFoot-sd.
Face-down

1F
Turn Over
Enemy face up by the side or
Th(Down) / 0
18FSide
Face-down
or
1F
Standing Heel Hold
Enemy face down by the feet
Th(Down) / 35
18FFoot-sd.
Face-up
or
±0F
Wake-Up Lariat
Enemy face down by the head
Th(Down) / 40
18FHead-sd.
Face-up
or
1F
Back Mount
Enemy face down by the side or
Th(Down) / 0
18F10F
Mid-Air Throw
Muscle Driver
Approach mid-air enemy
Th(Air) / 45
10FReverse Pos.
Head-sd.
Face-down
disable
Running Cross Driver
Approach mid-air enemy
Th(Air) / 65
10FFoot-sd.
Face-up
disable
Mexican Magma Drive
Cobra Clutch
or
Th(H) / 20
12F or
-2F
Flinging Half Nelson
During Cobra Clutch
Combination / 30
 Head-sd.
Face-down

-3F
Sleeper
During Cobra Clutch
Combination / 15
 Foot-sd.
Face-down

-3F
Triple Trouble
During Sleeper
Combination / 25
 Foot-sd.
Face-down

-3F
Human Necktie
During Sleeper
Combination / 28
 Left-sd.
Face-down

-3F
Neck Drop
During Cobra Clutch
Combination / 18
 Head-sd.
Face-down

-3F
Choke Sleeper
During Neck Drop
Combination / 27
 Left-sd.
Face-down

-3F
3-Count Pound
During Neck Drop
Combination / 30
 Right-sd.
Face-down

-3F
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Knee Bash

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-6F
Clockwise
Long Range Throw when input (start-up 15F).
After Break throw, Armor King shifts to BT.
Suplex

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-3F
Long Range Throw when input (start-up 15F).
Jaguar Screwdriver

/ 38
12FHead-sd.
Face-up
-3F
Floor break.
Reverse Death Valley Bomb
Approach from left side
Th(H) / 40
 Head-sd.
Face-down

-3F
Floor break.
Heavy Fall Reverse DDT
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
 
Reverse DDT
Approach from behind
Th(H) / 60
 Right-sd.
Face-up
disable
 
Driving Headbutt

Th(H) / 40
12FFoot-sd.
Face-up

-3F
Floor break.
Tombstone Piledriver

Th(H) / 58
11FHead-sd.
Face-up

-2F
Floor break.
(Ver.4.00) - Increased the move’s tracking.
DDT

Th(H) / 45
11FReverse Pos.
Head-sd.
Face-up

-6F
After throw, Armor King shifts to down.
Hades

Th(H) / 45
11FHead-sd.
Face-up

-3F
(Ver.4.00) - Input buffering can now be performed.
- Fixed an issue in which the move could not be performed when the input of was delayed.
Double Arm Swing

Th(H) / 45(,20)
10FReverse Pos.
Foot-sd.
Face-down

-7F
CCW.
Easy Command
Ukemi Input 3F.
Damage () is bonus after fail Ukemi.,
Wall Damage 70.
(Ver.4.00) - Increased the move’s tracking.
Brilliant Brawler Kick

Th(H) / 45
10FFoot-sd.
Face-up

-5F
Disable Advanced Input.
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 40 to 45. Since it was difficult to continue attacking after the hit, the damage was increased.
Armor King Driver
FC
Th(H) / 45
12FFoot-sd.
Face-up

-6F
Floor break.
Demon Bomb
Approach crouching enemy
Th(L) / 45
12FHead-sd.
Face-up

-2F
Floor break.
Spinning Leg Lock
Approach crouching enemy
Th(L) / 45
12FFoot-sd.
Face-up

-2F
 
Catch (
or
Reversal Punch(H/M) / 25+α
 Reverse Pos.
Head-sd.
Face-up
disable44
Punch Absorbs (H/M) during 2F to 10F.
Damage 25 + enemy attack 50%.
Catch (
or
Reversal Punch(H/M) / 25+α
 Right-sd.
Face-down
disable44
Punch Absorbs (H/M) during 2F to 10F.
Damage 25 + enemy attack 50%.
Jugular Thrust Trap
During Catch
SP,M / 17
38F
Block -9F.
NH +3F.
CH Knock Down.
Input upon CH to Charging.
・New Move.
(Ver.4.20)- The performance was different from "WS ". This is now fixed.
Ultimate Tackle
FC
Th(M) / 5
26F or
-5F
Break Throw 4F.
After throw, Armor King shifts to BT.
Before Takedown break throw 2F.
Phenomenon Shadow DDT
hold
M,Th(H) / 10,40
25FLeft-sd.
Face-up
disable
・New Move.
Wall Jump Attack
With back against wall
Th(H) / 40
40FLeft-sd.
Face-up
disable
Air Status 5F.
Disable Advanced Input.
・New Move.
Down Throw
Stand Up
While enemy is down
Th(Down) / 0
18F
±0F
Throw break 7F
+8F or +9F to BT after throw.
Seesaw Whip
Enemy on back by the feet
Th(Down) / 30
18FReverse Pos.
Foot-sd.
Face-down

±0F
Throw break 7F.
Wall Damage 45.
(Ver.2.20)・Shortened the recovery animation by 7F.
Enzui Knee
Enemy on back by the head
Th(Down) / 30
18FFoot-sd.
Face-down

1F
Throw break 7F.
Wall Damage bonus +5.
Turn Over
Enemy face up by the side or
Th(Down) / 0
18FSide
Face-down
or
1F
Throw break 7F.
Standing Heel Hold
Enemy face down by the feet
Th(Down) / 35
18FFoot-sd.
Face-up
or
±0F
Throw break 7F.
Wake-Up Lariat
Enemy face down by the head
Th(Down) / 40
18FHead-sd.
Face-up
or
1F
Throw break 7F.
Back Mount
Enemy face down by the side or
Th(Down) / 0
18F10F
Throw break 7F.
Mid-Air Throw
Muscle Driver
Approach mid-air enemy
Th(Air) / 45
10FReverse Pos.
Head-sd.
Face-down
disable
Floor break.
Running Cross Driver
Approach mid-air enemy
Th(Air) / 65
10FFoot-sd.
Face-up
disable
Floor break.
Mexican Magma Drive
Cobra Clutch
or
Th(H) / 20
12F or
-2F
Start-up 16F in actualy.
Disable Advanced Input.
Flinging Half Nelson
During Cobra Clutch
Combination / 30
 Head-sd.
Face-down

-3F
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
Sleeper
During Cobra Clutch
Combination / 15
 Foot-sd.
Face-down

-3F
 
Triple Trouble
During Sleeper
Combination / 25
 Foot-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
Human Necktie
During Sleeper
Combination / 28
 Left-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 23 to 28. Since the return of the throw combo was low, the damage was increased.
Neck Drop
During Cobra Clutch
Combination / 18
 Head-sd.
Face-down

-3F
 
Choke Sleeper
During Neck Drop
Combination / 27
 Left-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 22 to 27. Since the return of the throw combo was low, the damage was increased.
3-Count Pound
During Neck Drop
Combination / 30
 Right-sd.
Face-down

-3F
After throw, Armor King shifts to down.
(Ver.4.20)- Changed the damage from 25 to 30. Since the return of the throw combo was low, the damage was increased.
10 Hit Combo 1
INPUT
HIT LEVELMHLMMMHHMUB(H)
DAMAGE2186557810820
block-12-12G-21-11-11-13-15-11-10KDN
NH+4-1-3-5±0-2-4+8-4KDN
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 LEVELMHLMMHMMHUB(H)
DAMAGE21865510871015
block-12-12G-21-11-11-8-14-13-12+15G
NH+4-1-3-5±0-2-3-1KDN+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: or /Th(H) or
50 ├Flinging Half Nelson:
35 ├Sleeper:
60 │├Triple Trouble:
63 │└Human Necktie:
38 └Neck Drop:
65  ├Choke Sleeper:
68  └3-Count Pound: