DETAIL:

BRYAN FURY:DATA

MOVE LIST & FRAME DATA Ver.5.00

【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 / 7,8
 -2+5+5Combo from 1st hit.
・Is now +5F on second hit after 1st hit is normal or counter hit.
One Two Body Blow
H,H,M / 7,8,18
 -6+6KDNCombo from 1st or 2nd CH.
Can be delayed 10F.
Combo can be delayed 7F from CH.
One Two Low Kick
H,H,L / 7,8,15
 -12+2KDNCombo from 1st CH.
Can be delayed.
TS
One Two High Kick
H,H,H / 7,8,24
 -3KDNKDNCombo from 1st or 2nd CH.
Can be delayed.
・3rd hit is now guaranteed after 2nd attack counter hits.
Lair's Dance (2)
H,H / 7,14
 -7+4+4Combo from 1st hit.
Lair's Dance (3)
H,H,H / 7,14,18
 -7+4KDNCombo from 2nd CH.
Can be delayed.
Lair's Dance (4)
H,H,H,H / 7,14,18,17
 ±0KDNKDNCan be delayed.
】 to cancel 3rd.
Lair's Dance
H,H,H,H,H / 7,14,18,17,22
 -9KDNKDN
Lair's Dance (4) Cancel to SS
or
H,H,H,SP / 7,14,18
 -10+1KDN
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
TSTJ
Whipping Fury
H,H,H,M / 7,14,18,21
 -5KDNKDN
TSTJ
Cremation
H,H,H,H,M / 7,14,18,17,21
 -5KDNKDN
Jab to Double Spin Kick
H,H,M / 7,14,15
 -10+1+1Combo from 2nd CH.
Running Blind
H,H,M,H / 7,14,15,18
 -7+7KDNCombo from 3rd CH.
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
Right Jab
H / 10
10F+1+7+7
(S3)– Decreased the distance between the character and the opponent when the move hits.
– Increased the lower range of the attack.
PK Combination
H,M / 10,14
 -10+6+6Combo from 1st hit.
Down from 1st CH.
・Opponent closer on hit.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Back Spin Middle Kick
M / 14
16F-4+7+7
Mid Kick to Rush (2)
M,M / 14,11
 -10+1+1Combo from 1st CH.
Mid Kick to Rush (3)
M,M,M / 14,11,10
 -9+2+2Combo from 2nd hit.
Mid Kick to Rush
M,M,M,M / 14,11,10,14
 -10KDNKDNCombo from 3rd CH.
Gatling Combination
M,M,M,L / 14,11,10,12
 -11±0±0Combo from 3rd CH.
Anaconda
M,H / 14,13
 -6+6+6Combo from 1st CH.
Anaconda Bite
M,H,H / 14,13,20
 -7LNCLNCCombo from 2nd CH.
Anaconda Rage
M,H,M / 14,13,25
 -12KDNKDN
High Kick
H / 15
12F-7+6LNC38
26
(Ver.4.00) - Increased the range of the attack.
Double Spin Tomahawk (2)
H,M / 15,12
 -10+2+2Combo from 1st hit.
(S3)– The move will now chain together.
– Changed the frame advantage upon hit from +4F to +2F.
TS
Double Spin Tomahawk
H,M,M / 15,12,16
 -12KDNKDN
・Recovery for both players decreased by 3F for faster game play.
・Recovery decreased by 3F.
(S3)– Shortened the recovery time after the move hits by 3 frames.
TS
Double Spin Tomahawk(Hold)
hold
H,M,M / 15,12,25
 -9KDNKDN
Triple Spin Kick
H,M,H / 15,12,18
 -5+6LNC
HM
Snake Pit (1)
M / 16
17F-7+6+6
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
- Increased the range of the attack.
Snake Bite
M,H / 16,16
 -1+6+6Combo from 1st hit.
(Ver.4.00) - New move
Snake Pit
M,M / 16,20
 -14KDNKDNCombo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Down after hit from behind.
・Opponent reaction on normal and counter hit was changed.
・from +3F to KND on hit
・from KND to Crumble Stun on CH
Middle Side Kick
M / 20
18F-13KDNKDN50
32
Right Left to Spin Kick (1)
M / 10
15F-10+1+1
Right Left to Spin Kick (2)
M,M / 10,12
 -10+1+1Combo from 1st hit.
Right Left to Spin Kick
M,M,M / 10,12,20
 -13KDNKDNCombo from 1st hit.
Knee Strike
M / 18
16F
(2)
±0+4KDN45
29
(Ver.4.00) - Changed the frame advantage upon hit from +1F to +4F.
Boa Crusher (1)
M / 10
18F-9±0±0
Boa Crusher
M,M / 10,10
 -13CLNCLNCForces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 6F.
Combo can be delayed 6F from hit.
Sidestep Elbow
H / 22
22F+8KDNKDN50
28
Gravity Blow
UB(M) / 21
28F-12-12-12
Left Body Blow
M / 8
15F-5+1+1
Vulcan Cannon (2)
M,M / 8,2
 -10-4-4Combo from 1st hit.
Can be delayed.
Vulcan Cannon (3)
M,M,M / 8,2,2
 -10-4-4Combo from 1st hit.
Can be delayed.
Vulcan Cannon
M,M,M,M / 8,2,2,2
 -10-4-4Combo from 1st hit.
Can be delayed.
・Opponent closer on block.
Double Body Blow
M,M / 8,20
 -15+1KDNCombo from 1st hit.
Connect from Vulcan Cannon (2-4).
Blackout Combo (1)
M / 12
13F-6+5+5
Blackout Combo
M,H / 12,11
 -4+8+8Combo from 1st hit.
(Ver.4.00) - Changed the frame advantage upon hit from +4F to +8F.
Blackout Trap
M,M / 12,20
 -13KDNKDNCombo from 1st CH.
Can be delayed 5F.
HMTC6F
Snake Edge
L / 20
29F-26KDNKDNReturns to crouching.
HMTS
Wolf's Tail
M / 23
23F-5KDNKDNStart-up 22F on the Left side.
Start-up 24F on the Right side.
・Tail Spin
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
Elbow Smash
M / 17
14F-2+8C+8CForces an opponent to crouching on hit.
(S3)– Changed the damage from 14 to 17.
– Changed the frame advantage upon hit from +1F to +8F.
– Decreased the distance between the character and the opponent when the move hits.
(Ver.3.10) - Increased the distance between the character and the opponent when the move hits the opponent while they're down.
Python Crush
M,M / 17,21
 -10KDNLNCCombo from 1st CH.
Can be delayed 12F.
Combo can be delayed 12F from CH.
(Ver.4.00) - Increased the range of the attack.
Quick Left Low Kick
L / 10
16F-11±0±0
Quick Low Screw Punch
L,H / 10,22
 -7KDNKDNCombo from 1st CH.
Low Kick
L / 13
15F-11±0±0
(S3)– Changed the damage from 11 to 13.
TC6F
Hammer Drive
or FC
MM / 10,15
17F-10+3+3
・Opponent closer after blocking first hit.
(S3)– Increased the move’s reach.
Hammer Driver Hatchet
MM,L / 10,15,20
 -13+5KDN
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
Hammer Driver (1) to Slither Step
M,SP / 10
 -1+10G+10GReturns to crouching.
Hammer Driver (1) to Sway
M,SP / 10
 -3+8+8Can now side step from During Swaying .
・During Sway, input window for moves 5F faster
・Changed from -8F to -3F on block.
・Changed from +3F to +8F on hit.
(Ver.4.00) - Can now side step from During Swaying .
Snake Bomb
M / 24
45F+7LNCLNC
(S3)– Increased the move’s reach.
(Ver.4.00) - Changed the frame advantage when blocked from +2F to +7F.
Side Low
L / 16
19F-12-1+4Special effect CH.
(Ver.4.00) - Changed the damage from 15 to 16.
Side Low Knuckle Whip
L,M / 16,25
 -12KDNKDNCombo from 1st CH.
(Ver.4.00) - Changed the damage from 23 to 25.
- Changed the opponent’s behavior when hit in midair.
Side Low Knuckle Whip Cancel to Crouching
L,SP / 16
 -23-12-7Returns to crouching.
Input 27F after 1st hit.
Stomach Blow
M / 13
15F-6+8+8
TC6F
Sweeper Kick
L / 11
16F-12-1+4Returns to crouching.
Crash Impact
MH / 14,25
15F-13KDNKDN
Chopping Elbow
M / 21
20F+4+7CLNCForces an opponent to crouching on NH.
・Changed from +5F to +7F on hit.
(S3)– Changed the frame advantage when blocked from +3F to +4F.
Right Back Knuckle
H / 18
17F-7+4KDN43
26
Double Back Knuckle
H,H / 18,17
 ±0KDNKDNCan be delayed.
Double Back Knuckle (1st cancel)
H / 17
29F±0KDNKDN54
25
Hands of Doom
H,H,H / 18,17,22
 -9KDNKDN
Double Back Knuckle Cancel to SS
or
H,SP / 18
 -9+2KDN
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
TSTJ
Wolf Call
H,M / 18,21
 -5KDNKDN
・Both players recovery decreased by 3F to speed up game play.
・Recovery decreased by 3F on hit.
(Ver.2.10)・Hitbox expanded.
TSTJ
Wolf Bite
H,H,M / 18,17,21
 -5KDNKDN
・Both players recovery decreased by 3F to speed up game play.
・Recovery decreased by 3F on hit.
(Ver.2.10)・Hitbox expanded.
Front Kick
M / 12
19F-7+4+4
Front Kick to Slither Step
or
M,SP / 12
 +1+12G+12
Front Kick to Rush (2)
M,H / 12,12
 -4+7+7Combo from 1st CH.
Front Kick to Rush (3)
M,H,M / 12,12,10
 -9+2+2Combo from 2nd hit.
Front Kick to Rush
M,H,M,M / 12,12,10,14
 -10KDNKDNCombo from 2nd or 3rd CH.
Run for Cover
M,H,M,L / 12,12,10,12
 -11±0±0Combo from 2nd or 3rd CH.
Front Kick to Feint Knee
M,M / 12,18
 -12-1-1Combo from 1st CH.
Can be delayed 12F.
Combo can be delayed 9F from CH.
Front Kick to Double Hammer
M,M / 12,25
 -6+4CKDNForces an opponent to crouching on NH.
Can be delayed 12F.
Combo can be delayed 8F from CH.
Front Kick to Double Hammer to Crouching
M,M / 12,25
 -6+4CKDNForces an opponent to crouching on NH.
Returns to crouching.
Knee Break
M / 18
16F-10+15+1545
29
Meteor Smash
UB(M) / 45
53FKDNKDNKDN
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Jab
H / 7
10F+1+8+8
One Two Punch
H,H / 7,8
 -2+5+5
One Two Body Blow
H,H,M / 7,8,18
 -6+6KDN
One Two Low Kick
H,H,L / 7,8,15
 -12+2KDN
TS
One Two High Kick
H,H,H / 7,8,24
 -3KDNKDN
Lair's Dance (2)
H,H / 7,14
 -7+4+4
Lair's Dance (3)
H,H,H / 7,14,18
 -7+4KDN
Lair's Dance (4)
H,H,H,H / 7,14,18,17
 ±0KDNKDN
Lair's Dance
H,H,H,H,H / 7,14,18,17,22
 -9KDNKDN
Lair's Dance (4) Cancel to SS
or
H,H,H,SP / 7,14,18
 -10+1KDN
TSTJ
Whipping Fury
H,H,H,M / 7,14,18,21
 -5KDNKDN
TSTJ
Cremation
H,H,H,H,M / 7,14,18,17,21
 -5KDNKDN
Jab to Double Spin Kick
H,H,M / 7,14,15
 -10+1+1
Running Blind
H,H,M,H / 7,14,15,18
 -7+7KDN
Right Jab
H / 10
10F+1+7+7
PK Combination
H,M / 10,14
 -10+6+6
Back Spin Middle Kick
M / 14
16F-4+7+7
Mid Kick to Rush (2)
M,M / 14,11
 -10+1+1
Mid Kick to Rush (3)
M,M,M / 14,11,10
 -9+2+2
Mid Kick to Rush
M,M,M,M / 14,11,10,14
 -10KDNKDN
Gatling Combination
M,M,M,L / 14,11,10,12
 -11±0±0
Anaconda
M,H / 14,13
 -6+6+6
Anaconda Bite
M,H,H / 14,13,20
 -7LNCLNC
Anaconda Rage
M,H,M / 14,13,25
 -12KDNKDN
High Kick
H / 15
12F-7+6LNC38
26
Double Spin Tomahawk (2)
H,M / 15,12
 -10+2+2
TS
Double Spin Tomahawk
H,M,M / 15,12,16
 -12KDNKDN
TS
Double Spin Tomahawk(Hold)
hold
H,M,M / 15,12,25
 -9KDNKDN
Triple Spin Kick
H,M,H / 15,12,18
 -5+6LNC
HM
Snake Pit (1)
M / 16
17F-7+6+6
Snake Bite
M,H / 16,16
 -1+6+6
Snake Pit
M,M / 16,20
 -14KDNKDN
Middle Side Kick
M / 20
18F-13KDNKDN50
32
Right Left to Spin Kick (1)
M / 10
15F-10+1+1
Right Left to Spin Kick (2)
M,M / 10,12
 -10+1+1
Right Left to Spin Kick
M,M,M / 10,12,20
 -13KDNKDN
Knee Strike
M / 18
16F
(2)
±0+4KDN45
29
Boa Crusher (1)
M / 10
18F-9±0±0
Boa Crusher
M,M / 10,10
 -13CLNCLNC
Sidestep Elbow
H / 22
22F+8KDNKDN50
28
Gravity Blow
UB(M) / 21
28F-12-12-12
Left Body Blow
M / 8
15F-5+1+1
Vulcan Cannon (2)
M,M / 8,2
 -10-4-4
Vulcan Cannon (3)
M,M,M / 8,2,2
 -10-4-4
Vulcan Cannon
M,M,M,M / 8,2,2,2
 -10-4-4
Double Body Blow
M,M / 8,20
 -15+1KDN
Blackout Combo (1)
M / 12
13F-6+5+5
Blackout Combo
M,H / 12,11
 -4+8+8
Blackout Trap
M,M / 12,20
 -13KDNKDN
HMTC6F
Snake Edge
L / 20
29F-26KDNKDN
HMTS
Wolf's Tail
M / 23
23F-5KDNKDN
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6
Elbow Smash
M / 17
14F-2+8C+8C
Python Crush
M,M / 17,21
 -10KDNLNC
Quick Left Low Kick
L / 10
16F-11±0±0
Quick Low Screw Punch
L,H / 10,22
 -7KDNKDN
Low Kick
L / 13
15F-11±0±0
TC6F
Hammer Drive
or FC
MM / 10,15
17F-10+3+3
Hammer Driver Hatchet
MM,L / 10,15,20
 -13+5KDN
Hammer Driver (1) to Slither Step
M,SP / 10
 -1+10G+10G
Hammer Driver (1) to Sway
M,SP / 10
 -3+8+8
Snake Bomb
M / 24
45F+7LNCLNC
Side Low
L / 16
19F-12-1+4
Side Low Knuckle Whip
L,M / 16,25
 -12KDNKDN
Side Low Knuckle Whip Cancel to Crouching
L,SP / 16
 -23-12-7
Stomach Blow
M / 13
15F-6+8+8
TC6F
Sweeper Kick
L / 11
16F-12-1+4
Crash Impact
MH / 14,25
15F-13KDNKDN
Chopping Elbow
M / 21
20F+4+7CLNC
Right Back Knuckle
H / 18
17F-7+4KDN43
26
Double Back Knuckle
H,H / 18,17
 ±0KDNKDN
Double Back Knuckle (1st cancel)
H / 17
29F±0KDNKDN54
25
Hands of Doom
H,H,H / 18,17,22
 -9KDNKDN
Double Back Knuckle Cancel to SS
or
H,SP / 18
 -9+2KDN
TSTJ
Wolf Call
H,M / 18,21
 -5KDNKDN
TSTJ
Wolf Bite
H,H,M / 18,17,21
 -5KDNKDN
Front Kick
M / 12
19F-7+4+4
Front Kick to Slither Step
or
M,SP / 12
 +1+12G+12
Front Kick to Rush (2)
M,H / 12,12
 -4+7+7
Front Kick to Rush (3)
M,H,M / 12,12,10
 -9+2+2
Front Kick to Rush
M,H,M,M / 12,12,10,14
 -10KDNKDN
Run for Cover
M,H,M,L / 12,12,10,12
 -11±0±0
Front Kick to Feint Knee
M,M / 12,18
 -12-1-1
Front Kick to Double Hammer
M,M / 12,25
 -6+4CKDN
Front Kick to Double Hammer to Crouching
M,M / 12,25
 -6+4CKDN
Knee Break
M / 18
16F-10+15+1545
29
Meteor Smash
UB(M) / 45
53FKDNKDNKDN
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 / 7,8
 -2+5+5
Combo from 1st hit.
・Is now +5F on second hit after 1st hit is normal or counter hit.
One Two Body Blow
H,H,M / 7,8,18
 -6+6KDN
Combo from 1st or 2nd CH.
Can be delayed 10F.
Combo can be delayed 7F from CH.
One Two Low Kick
H,H,L / 7,8,15
 -12+2KDN
Combo from 1st CH.
Can be delayed.
TS
One Two High Kick
H,H,H / 7,8,24
 -3KDNKDN
Combo from 1st or 2nd CH.
Can be delayed.
・3rd hit is now guaranteed after 2nd attack counter hits.
Lair's Dance (2)
H,H / 7,14
 -7+4+4
Combo from 1st hit.
Lair's Dance (3)
H,H,H / 7,14,18
 -7+4KDN
Combo from 2nd CH.
Can be delayed.
Lair's Dance (4)
H,H,H,H / 7,14,18,17
 ±0KDNKDN
Can be delayed.
】 to cancel 3rd.
Lair's Dance
H,H,H,H,H / 7,14,18,17,22
 -9KDNKDN
 
Lair's Dance (4) Cancel to SS
or
H,H,H,SP / 7,14,18
 -10+1KDN
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
TSTJ
Whipping Fury
H,H,H,M / 7,14,18,21
 -5KDNKDN
 
TSTJ
Cremation
H,H,H,H,M / 7,14,18,17,21
 -5KDNKDN
 
Jab to Double Spin Kick
H,H,M / 7,14,15
 -10+1+1
Combo from 2nd CH.
Running Blind
H,H,M,H / 7,14,15,18
 -7+7KDN
Combo from 3rd CH.
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
Right Jab
H / 10
10F+1+7+7
(S3)– Decreased the distance between the character and the opponent when the move hits.
– Increased the lower range of the attack.
PK Combination
H,M / 10,14
 -10+6+6
Combo from 1st hit.
Down from 1st CH.
・Opponent closer on hit.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Back Spin Middle Kick
M / 14
16F-4+7+7
 
Mid Kick to Rush (2)
M,M / 14,11
 -10+1+1
Combo from 1st CH.
Mid Kick to Rush (3)
M,M,M / 14,11,10
 -9+2+2
Combo from 2nd hit.
Mid Kick to Rush
M,M,M,M / 14,11,10,14
 -10KDNKDN
Combo from 3rd CH.
Gatling Combination
M,M,M,L / 14,11,10,12
 -11±0±0
Combo from 3rd CH.
Anaconda
M,H / 14,13
 -6+6+6
Combo from 1st CH.
Anaconda Bite
M,H,H / 14,13,20
 -7LNCLNC
Combo from 2nd CH.
Anaconda Rage
M,H,M / 14,13,25
 -12KDNKDN
 
High Kick
H / 15
12F-7+6LNC38
26
(Ver.4.00) - Increased the range of the attack.
Double Spin Tomahawk (2)
H,M / 15,12
 -10+2+2
Combo from 1st hit.
(S3)– The move will now chain together.
– Changed the frame advantage upon hit from +4F to +2F.
TS
Double Spin Tomahawk
H,M,M / 15,12,16
 -12KDNKDN
・Recovery for both players decreased by 3F for faster game play.
・Recovery decreased by 3F.
(S3)– Shortened the recovery time after the move hits by 3 frames.
TS
Double Spin Tomahawk(Hold)
hold
H,M,M / 15,12,25
 -9KDNKDN
 
Triple Spin Kick
H,M,H / 15,12,18
 -5+6LNC
 
HM
Snake Pit (1)
M / 16
17F-7+6+6
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
- Increased the range of the attack.
Snake Bite
M,H / 16,16
 -1+6+6
Combo from 1st hit.
(Ver.4.00) - New move
Snake Pit
M,M / 16,20
 -14KDNKDN
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Down after hit from behind.
・Opponent reaction on normal and counter hit was changed.
・from +3F to KND on hit
・from KND to Crumble Stun on CH
Middle Side Kick
M / 20
18F-13KDNKDN50
32
 
Right Left to Spin Kick (1)
M / 10
15F-10+1+1
 
Right Left to Spin Kick (2)
M,M / 10,12
 -10+1+1
Combo from 1st hit.
Right Left to Spin Kick
M,M,M / 10,12,20
 -13KDNKDN
Combo from 1st hit.
Knee Strike
M / 18
16F
(2)
±0+4KDN45
29
(Ver.4.00) - Changed the frame advantage upon hit from +1F to +4F.
Boa Crusher (1)
M / 10
18F-9±0±0
 
Boa Crusher
M,M / 10,10
 -13CLNCLNC
Forces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 6F.
Combo can be delayed 6F from hit.
Sidestep Elbow
H / 22
22F+8KDNKDN50
28
 
Gravity Blow
UB(M) / 21
28F-12-12-12
 
Left Body Blow
M / 8
15F-5+1+1
 
Vulcan Cannon (2)
M,M / 8,2
 -10-4-4
Combo from 1st hit.
Can be delayed.
Vulcan Cannon (3)
M,M,M / 8,2,2
 -10-4-4
Combo from 1st hit.
Can be delayed.
Vulcan Cannon
M,M,M,M / 8,2,2,2
 -10-4-4
Combo from 1st hit.
Can be delayed.
・Opponent closer on block.
Double Body Blow
M,M / 8,20
 -15+1KDN
Combo from 1st hit.
Connect from Vulcan Cannon (2-4).
Blackout Combo (1)
M / 12
13F-6+5+5
 
Blackout Combo
M,H / 12,11
 -4+8+8
Combo from 1st hit.
(Ver.4.00) - Changed the frame advantage upon hit from +4F to +8F.
Blackout Trap
M,M / 12,20
 -13KDNKDN
Combo from 1st CH.
Can be delayed 5F.
HMTC6F
Snake Edge
L / 20
29F-26KDNKDN
Returns to crouching.
HMTS
Wolf's Tail
M / 23
23F-5KDNKDN
Start-up 22F on the Left side.
Start-up 24F on the Right side.
・Tail Spin
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
Elbow Smash
M / 17
14F-2+8C+8C
Forces an opponent to crouching on hit.
(S3)– Changed the damage from 14 to 17.
– Changed the frame advantage upon hit from +1F to +8F.
– Decreased the distance between the character and the opponent when the move hits.
(Ver.3.10) - Increased the distance between the character and the opponent when the move hits the opponent while they're down.
Python Crush
M,M / 17,21
 -10KDNLNC
Combo from 1st CH.
Can be delayed 12F.
Combo can be delayed 12F from CH.
(Ver.4.00) - Increased the range of the attack.
Quick Left Low Kick
L / 10
16F-11±0±0
 
Quick Low Screw Punch
L,H / 10,22
 -7KDNKDN
Combo from 1st CH.
Low Kick
L / 13
15F-11±0±0
(S3)– Changed the damage from 11 to 13.
TC6F
Hammer Drive
or FC
MM / 10,15
17F-10+3+3
・Opponent closer after blocking first hit.
(S3)– Increased the move’s reach.
Hammer Driver Hatchet
MM,L / 10,15,20
 -13+5KDN
(Ver.4.00) - Changed the opponent's behavior when the move lands as a counter hit.
Hammer Driver (1) to Slither Step
M,SP / 10
 -1+10G+10G
Returns to crouching.
Hammer Driver (1) to Sway
M,SP / 10
 -3+8+8
Can now side step from During Swaying .
・During Sway, input window for moves 5F faster
・Changed from -8F to -3F on block.
・Changed from +3F to +8F on hit.
(Ver.4.00) - Can now side step from During Swaying .
Snake Bomb
M / 24
45F+7LNCLNC
(S3)– Increased the move’s reach.
(Ver.4.00) - Changed the frame advantage when blocked from +2F to +7F.
Side Low
L / 16
19F-12-1+4
Special effect CH.
(Ver.4.00) - Changed the damage from 15 to 16.
Side Low Knuckle Whip
L,M / 16,25
 -12KDNKDN
Combo from 1st CH.
(Ver.4.00) - Changed the damage from 23 to 25.
- Changed the opponent’s behavior when hit in midair.
Side Low Knuckle Whip Cancel to Crouching
L,SP / 16
 -23-12-7
Returns to crouching.
Input 27F after 1st hit.
Stomach Blow
M / 13
15F-6+8+8
 
TC6F
Sweeper Kick
L / 11
16F-12-1+4
Returns to crouching.
Crash Impact
MH / 14,25
15F-13KDNKDN
 
Chopping Elbow
M / 21
20F+4+7CLNC
Forces an opponent to crouching on NH.
・Changed from +5F to +7F on hit.
(S3)– Changed the frame advantage when blocked from +3F to +4F.
Right Back Knuckle
H / 18
17F-7+4KDN43
26
 
Double Back Knuckle
H,H / 18,17
 ±0KDNKDN
Can be delayed.
Double Back Knuckle (1st cancel)
H / 17
29F±0KDNKDN54
25
 
Hands of Doom
H,H,H / 18,17,22
 -9KDNKDN
 
Double Back Knuckle Cancel to SS
or
H,SP / 18
 -9+2KDN
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
TSTJ
Wolf Call
H,M / 18,21
 -5KDNKDN
・Both players recovery decreased by 3F to speed up game play.
・Recovery decreased by 3F on hit.
(Ver.2.10)・Hitbox expanded.
TSTJ
Wolf Bite
H,H,M / 18,17,21
 -5KDNKDN
・Both players recovery decreased by 3F to speed up game play.
・Recovery decreased by 3F on hit.
(Ver.2.10)・Hitbox expanded.
Front Kick
M / 12
19F-7+4+4
 
Front Kick to Slither Step
or
M,SP / 12
 +1+12G+12
 
Front Kick to Rush (2)
M,H / 12,12
 -4+7+7
Combo from 1st CH.
Front Kick to Rush (3)
M,H,M / 12,12,10
 -9+2+2
Combo from 2nd hit.
Front Kick to Rush
M,H,M,M / 12,12,10,14
 -10KDNKDN
Combo from 2nd or 3rd CH.
Run for Cover
M,H,M,L / 12,12,10,12
 -11±0±0
Combo from 2nd or 3rd CH.
Front Kick to Feint Knee
M,M / 12,18
 -12-1-1
Combo from 1st CH.
Can be delayed 12F.
Combo can be delayed 9F from CH.
Front Kick to Double Hammer
M,M / 12,25
 -6+4CKDN
Forces an opponent to crouching on NH.
Can be delayed 12F.
Combo can be delayed 8F from CH.
Front Kick to Double Hammer to Crouching
M,M / 12,25
 -6+4CKDN
Forces an opponent to crouching on NH.
Returns to crouching.
Knee Break
M / 18
16F-10+15+1545
29
 
Meteor Smash
UB(M) / 45
53FKDNKDNKDN
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Jumping Knuckle
or or
M / 12
18F-12-1-1
Hook
or or
H / 17
15F-12+9+9
TJ9F
Jumping Kick
M / 18
18F-13-2KDN
TJ9F
Rolling Driver
or
M / 15
27F±0KDNKDN
TJ9F
Rising Toekick
M / 11
15F-19-8-8
TJ9F
Orbital Heel Kick
M / 21
24F-5KDNKDN48
24
TJ9F
Orbital Heel Kick
M / 22
24F-5KDNKDN48
24
Gatling Rush (2)
MM / 5,2
15F-16-6-6
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (3)
M*3 / 5,2*2
 -13-3-3Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (4)
M*4 / 5,2*3
 -16-6-6Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (5)
M*5 / 5,2*4
 -13-3-3Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (6)
M*6 / 5,2*5
 -16-6-6Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (7)
M*7 / 5,2*6
 -13-3-3Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (8)
M*8 / 5,2*7
 -16-6-6Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (9)
M*9 / 5,2*8
 -13-3-3Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (10)
M*10 / 5,2*9
 -16-6-6Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (11)
M*11 / 5,2*10
 -26-15-15Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush
M*12 / 5,2*10,14
 -35KDNKDNCombo from 1st hit.
TJ9F
Jumping Side Kick
or
M / 25
21F-17KDNKDN
TJ9F
Delay Rising Toekick
M / 25
23F-11LNCLNC
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ9F
Jumping Knuckle
or or
M / 12
18F-12-1-1
Hook
or or
H / 17
15F-12+9+9
TJ9F
Jumping Kick
M / 18
18F-13-2KDN
TJ9F
Rolling Driver
or
M / 15
27F±0KDNKDN
TJ9F
Rising Toekick
M / 11
15F-19-8-8
TJ9F
Orbital Heel Kick
M / 21
24F-5KDNKDN48
24
TJ9F
Orbital Heel Kick
M / 22
24F-5KDNKDN48
24
Gatling Rush (2)
MM / 5,2
15F-16-6-6
Gatling Rush (3)
M*3 / 5,2*2
 -13-3-3
Gatling Rush (4)
M*4 / 5,2*3
 -16-6-6
Gatling Rush (5)
M*5 / 5,2*4
 -13-3-3
Gatling Rush (6)
M*6 / 5,2*5
 -16-6-6
Gatling Rush (7)
M*7 / 5,2*6
 -13-3-3
Gatling Rush (8)
M*8 / 5,2*7
 -16-6-6
Gatling Rush (9)
M*9 / 5,2*8
 -13-3-3
Gatling Rush (10)
M*10 / 5,2*9
 -16-6-6
Gatling Rush (11)
M*11 / 5,2*10
 -26-15-15
Gatling Rush
M*12 / 5,2*10,14
 -35KDNKDN
TJ9F
Jumping Side Kick
or
M / 25
21F-17KDNKDN
TJ9F
Delay Rising Toekick
M / 25
23F-11LNCLNC
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Jumping Knuckle
or or
M / 12
18F-12-1-1
 
Hook
or or
H / 17
15F-12+9+9
 
TJ9F
Jumping Kick
M / 18
18F-13-2KDN
 
TJ9F
Rolling Driver
or
M / 15
27F±0KDNKDN
 
TJ9F
Rising Toekick
M / 11
15F-19-8-8
 
TJ9F
Orbital Heel Kick
M / 21
24F-5KDNKDN48
24
 
TJ9F
Orbital Heel Kick
M / 22
24F-5KDNKDN48
24
 
Gatling Rush (2)
MM / 5,2
15F-16-6-6
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (3)
M*3 / 5,2*2
 -13-3-3
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (4)
M*4 / 5,2*3
 -16-6-6
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (5)
M*5 / 5,2*4
 -13-3-3
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (6)
M*6 / 5,2*5
 -16-6-6
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (7)
M*7 / 5,2*6
 -13-3-3
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (8)
M*8 / 5,2*7
 -16-6-6
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (9)
M*9 / 5,2*8
 -13-3-3
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (10)
M*10 / 5,2*9
 -16-6-6
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush (11)
M*11 / 5,2*10
 -26-15-15
Combo from 1st hit.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Gatling Rush
M*12 / 5,2*10,14
 -35KDNKDN
Combo from 1st hit.
TJ9F
Jumping Side Kick
or
M / 25
21F-17KDNKDN
 
TJ9F
Delay Rising Toekick
M / 25
23F-11LNCLNC
 
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Pw6F
Mach Breaker
H / 32
13F-9KDNKDNStart-up 14F in actualy.
(S3)– Changed the frame advantage when blocked from -10F to -9F.
– Shortened the recovery animation by 1 frame when the move hits.
TS
Slash Kick
M / 25
23F-12KDNKDNStart-up 24F in actualy.
TSWG
Slash Kick (Hold)
hold
M / 33
34F+11G
+13W
KDNKDNStart-up 35F in actualy.
Shifts to Taunt after hit.
(Ver.5.00)・Changed the opponent's behavior on block (+8F to +11GF).
 Wall crush inducing guard is implemented.
HMTS
Mach Kick
H / 32
16F
(3)
-9CKDNKDNForces an opponent to crouching on block.
Start-up 17F in actualy.
・Wasn't registered as a counter hit when hit by opponent during first half of attack. This was fixed.
(S3)– Decreased the distance between the character and the opponent when the move hits.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
Jet Uppercut
H / 20
14F-7LNCLNC45
31
Wedge Driver
L / 25
29F-13+14GKDN
Wedge Driver to Cancel
SP / -
 26
(S3)– Shortened the recovery time by 4 frames.
TJ18F
Flying Knee Kick
M / 24
24F-16KDNKDNStart-up 25F in actualy.
Not hit crouching close to.
Down after moving.
Meaty 6F in actualy.
Start-up 21F (very short).
TJ3F
Snake Slash
M / 30
22F+9GKDNKDNMeaty 2F in actualy.
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Pw6F
Mach Breaker
H / 32
13F-9KDNKDN
TS
Slash Kick
M / 25
23F-12KDNKDN
TSWG
Slash Kick (Hold)
hold
M / 33
34F+11G
+13W
KDNKDN
HMTS
Mach Kick
H / 32
16F
(3)
-9CKDNKDN
Jet Uppercut
H / 20
14F-7LNCLNC45
31
Wedge Driver
L / 25
29F-13+14GKDN
Wedge Driver to Cancel
SP / -
 26
TJ18F
Flying Knee Kick
M / 24
24F-16KDNKDN
TJ3F
Snake Slash
M / 30
22F+9GKDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Pw6F
Mach Breaker
H / 32
13F-9KDNKDN
Start-up 14F in actualy.
(S3)– Changed the frame advantage when blocked from -10F to -9F.
– Shortened the recovery animation by 1 frame when the move hits.
TS
Slash Kick
M / 25
23F-12KDNKDN
Start-up 24F in actualy.
TSWG
Slash Kick (Hold)
hold
M / 33
34F+11G
+13W
KDNKDN
Start-up 35F in actualy.
Shifts to Taunt after hit.
(Ver.5.00)・Changed the opponent's behavior on block (+8F to +11GF).
 Wall crush inducing guard is implemented.
HMTS
Mach Kick
H / 32
16F
(3)
-9CKDNKDN
Forces an opponent to crouching on block.
Start-up 17F in actualy.
・Wasn't registered as a counter hit when hit by opponent during first half of attack. This was fixed.
(S3)– Decreased the distance between the character and the opponent when the move hits.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
Jet Uppercut
H / 20
14F-7LNCLNC45
31
 
Wedge Driver
L / 25
29F-13+14GKDN
 
Wedge Driver to Cancel
SP / -
 26
(S3)– Shortened the recovery time by 4 frames.
TJ18F
Flying Knee Kick
M / 24
24F-16KDNKDN
Start-up 25F in actualy.
Not hit crouching close to.
Down after moving.
Meaty 6F in actualy.
Start-up 21F (very short).
TJ3F
Snake Slash
M / 30
22F+9GKDNKDN
Meaty 2F in actualy.
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 Side Kick
FC or
L / 12
16F-17-3-3Returns to crouching.
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3Returns to crouching.
TC
Crouch Chin Kick
FC or
L / 10
12F-15-4-4Returns to crouching.
Left Upper
WS
M / 20
15F-16LNCLNC
・Opponent closer on block.
Right Upper
WS
M / 18
19F-10+1+1
・Changed from -8F to -10F on block.
・Changed from +3F to +1F on hit.
Fisherman's Slam
During hit with Right Upper or
M,Th / 18,25
 -10ThThFront only.
High Knee Kick
WS
M / 18
12F-10+4KDN
Double High Knee Kick
WS
M,M / 18,25
 -10+4+29GCan be delayed.
・Opponent reaction on counter hit was changed
・Changed from KND to +29GF.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move lands as a counter hit.
Toe Smash
WS
M / 16
11F-6+5+5
Short Upper
WS
M / 12
11F-4+7+7Start-up 10F (very short).
Rise Spin Kick
WS
H / 28
16F-16KDNKDN
Snake Rampage (1)
FC
M / 12
13F-9+4+4
(S3)- New move.
TS
Snake Rampage
FC
M,H / 12,25
 -8KDNKDNCombo from 1st hit.
Can be delayed 11F.
(S3)- New move.
TSTC
Northern Cross
FC
M / 21
15F-10+13SpKDN
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 Side Kick
FC or
L / 12
16F-17-3-3
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3
TC
Crouch Chin Kick
FC or
L / 10
12F-15-4-4
Left Upper
WS
M / 20
15F-16LNCLNC
Right Upper
WS
M / 18
19F-10+1+1
Fisherman's Slam
During hit with Right Upper or
M,Th / 18,25
 -10ThTh
High Knee Kick
WS
M / 18
12F-10+4KDN
Double High Knee Kick
WS
M,M / 18,25
 -10+4+29G
Toe Smash
WS
M / 16
11F-6+5+5
Short Upper
WS
M / 12
11F-4+7+7
Rise Spin Kick
WS
H / 28
16F-16KDNKDN
Snake Rampage (1)
FC
M / 12
13F-9+4+4
TS
Snake Rampage
FC
M,H / 12,25
 -8KDNKDN
TSTC
Northern Cross
FC
M / 21
15F-10+13SpKDN
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 Side Kick
FC or
L / 12
16F-17-3-3
Returns to crouching.
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3
Returns to crouching.
TC
Crouch Chin Kick
FC or
L / 10
12F-15-4-4
Returns to crouching.
Left Upper
WS
M / 20
15F-16LNCLNC
・Opponent closer on block.
Right Upper
WS
M / 18
19F-10+1+1
・Changed from -8F to -10F on block.
・Changed from +3F to +1F on hit.
Fisherman's Slam
During hit with Right Upper or
M,Th / 18,25
 -10ThTh
Front only.
High Knee Kick
WS
M / 18
12F-10+4KDN
 
Double High Knee Kick
WS
M,M / 18,25
 -10+4+29G
Can be delayed.
・Opponent reaction on counter hit was changed
・Changed from KND to +29GF.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move lands as a counter hit.
Toe Smash
WS
M / 16
11F-6+5+5
 
Short Upper
WS
M / 12
11F-4+7+7
Start-up 10F (very short).
Rise Spin Kick
WS
H / 28
16F-16KDNKDN
 
Snake Rampage (1)
FC
M / 12
13F-9+4+4
(S3)- New move.
TS
Snake Rampage
FC
M,H / 12,25
 -8KDNKDN
Combo from 1st hit.
Can be delayed 11F.
(S3)- New move.
TSTC
Northern Cross
FC
M / 21
15F-10+13SpKDN
 
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TS
Hellraiser
SS
H / 23
17F-5KDNKDN47
30
Shell Shock
SS
M / 20
20F-6KDNKDN
Shock & Awe
SS
M,L / 20,20
 -13+5KDN
Charging
SP / -
 55Shift to charging.
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDNAir Status 5F.
Invinciblity during 8 to 13F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Spin Kick
BT or
H / 18
10F-8KDNKDN
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 Left Kick
BT
M / -
 KDNKDN
Reverse Jump Right Kick
BT
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TS
Hellraiser
SS
H / 23
17F-5KDNKDN47
30
Shell Shock
SS
M / 20
20F-6KDNKDN
Shock & Awe
SS
M,L / 20,20
 -13+5KDN
Charging
SP / -
 55
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDN
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Spin Kick
BT or
H / 18
10F-8KDNKDN
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
Reverse Jump Left Kick
BT
M / -
 KDNKDN
Reverse Jump Right Kick
BT
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TS
Hellraiser
SS
H / 23
17F-5KDNKDN47
30
 
Shell Shock
SS
M / 20
20F-6KDNKDN
 
Shock & Awe
SS
M,L / 20,20
 -13+5KDN
 
Charging
SP / -
 55
Shift to charging.
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDN
Air Status 5F.
Invinciblity during 8 to 13F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
 
Spin Kick
BT or
H / 18
10F-8KDNKDN
 
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 Left Kick
BT
M / -
 KDNKDN
 
Reverse Jump Right Kick
BT
M / -
 LNCLNC
 
Slither Step
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Slither Step
or From other combination
SP / -
 Returns to crouching.
Cost 2F.
Another Command ☆.
Left Upper
M / 20
15F-16LNCLNCStart-up 17F in actualy.
Equivalent to WS .
・Opponent closer on block.
Cross Bazooka (1)
H / 18
15F-6+2+2Start-up 17F in actualy.
Cross Bazooka
H,M / 18,26
 -11KDNKDN
High Knee Kick
M / 18
12F-10+4KDNStart-up 14F in actualy.
Equivalent to WS .
Double High Knee Kick
M,M / 18,25
 -10+4+29G
・Opponent reaction on counter hit was changed
・Changed from KND to +29GF
Snake Spin Mach Breaker (1)
M / 13
18F-5+1+3Start-up 20F in actualy.
Snake Spin Mach Breaker (2)
M,H / 13,14
 ±0KDNKDNCombo from 1st CH.
Snake Spin Mach Breaker (2) Cancel to SS
or
M,SP / 13
 -11-5-3
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
Snake Spin Mach Breaker
M,H,H / 13,14,22
 -9KDNKDN
TSTJ
Snake Spin Middle Kick
M,H,M / 13,14,21
 -5KDNKDN
WB
Requiem
M / 28
15F-12KDNKDNStart-up 17F in actualy.
・Causes Wall Bounce on hit.
Slither Step
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Slither Step
or From other combination
SP / -
 
Left Upper
M / 20
15F-16LNCLNC
Cross Bazooka (1)
H / 18
15F-6+2+2
Cross Bazooka
H,M / 18,26
 -11KDNKDN
High Knee Kick
M / 18
12F-10+4KDN
Double High Knee Kick
M,M / 18,25
 -10+4+29G
Snake Spin Mach Breaker (1)
M / 13
18F-5+1+3
Snake Spin Mach Breaker (2)
M,H / 13,14
 ±0KDNKDN
Snake Spin Mach Breaker (2) Cancel to SS
or
M,SP / 13
 -11-5-3
Snake Spin Mach Breaker
M,H,H / 13,14,22
 -9KDNKDN
TSTJ
Snake Spin Middle Kick
M,H,M / 13,14,21
 -5KDNKDN
WB
Requiem
M / 28
15F-12KDNKDN
Slither Step
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Slither Step
or From other combination
SP / -
 
Returns to crouching.
Cost 2F.
Another Command ☆.
Left Upper
M / 20
15F-16LNCLNC
Start-up 17F in actualy.
Equivalent to WS .
・Opponent closer on block.
Cross Bazooka (1)
H / 18
15F-6+2+2
Start-up 17F in actualy.
Cross Bazooka
H,M / 18,26
 -11KDNKDN
 
High Knee Kick
M / 18
12F-10+4KDN
Start-up 14F in actualy.
Equivalent to WS .
Double High Knee Kick
M,M / 18,25
 -10+4+29G
・Opponent reaction on counter hit was changed
・Changed from KND to +29GF
Snake Spin Mach Breaker (1)
M / 13
18F-5+1+3
Start-up 20F in actualy.
Snake Spin Mach Breaker (2)
M,H / 13,14
 ±0KDNKDN
Combo from 1st CH.
Snake Spin Mach Breaker (2) Cancel to SS
or
M,SP / 13
 -11-5-3
(S3)– Fixed an issue in which the timing at which “During sidestep ” and “During sidestep ” could be performed was faster.
Snake Spin Mach Breaker
M,H,H / 13,14,22
 -9KDNKDN
 
TSTJ
Snake Spin Middle Kick
M,H,M / 13,14,21
 -5KDNKDN
 
WB
Requiem
M / 28
15F-12KDNKDN
Start-up 17F in actualy.
・Causes Wall Bounce on hit.
Sway
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Sway
SP / -
 
Smash
M / 16
15F-9+6+6
TS
Smash and Mach Kick
M,H / 16,25
 -9CKDNKDNForces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 11F.
Combo can be delayed 11F from hit.
(S3)– Decreased the distance between the character and the opponent when the move hits.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
Hatchet Kick
L / 23
19F-13+5KDN
(Ver.3.30)・Changed the damage from 21 to 23.
・Changed the frame advantage upon hit from +4F to +5F.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Kickoff
M / 23
17F-12LNCLNC
(S3)– Changed the damage from 21 to 23.
(Ver.4.00) - Increased the range of the attack.
Sway
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Sway
SP / -
 
Smash
M / 16
15F-9+6+6
TS
Smash and Mach Kick
M,H / 16,25
 -9CKDNKDN
Hatchet Kick
L / 23
19F-13+5KDN
Kickoff
M / 23
17F-12LNCLNC
Sway
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Sway
SP / -
 
 
Smash
M / 16
15F-9+6+6
 
TS
Smash and Mach Kick
M,H / 16,25
 -9CKDNKDN
Forces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 11F.
Combo can be delayed 11F from hit.
(S3)– Decreased the distance between the character and the opponent when the move hits.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
Hatchet Kick
L / 23
19F-13+5KDN
(Ver.3.30)・Changed the damage from 21 to 23.
・Changed the frame advantage upon hit from +4F to +5F.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Kickoff
M / 23
17F-12LNCLNC
(S3)– Changed the damage from 21 to 23.
(Ver.4.00) - Increased the range of the attack.
Taunt
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Taunt
UB(M) / 0
28F+16+16+16Always enable cancel.
Frame value is max advantage.
・Homing increased. (Removed Ver.2.01)
Neo Stomach Combination (1)
After Taunt
M / 10
15F-10+1+1
Neo Stomach Combination (2)
After Taunt
M,M / 10,12
 -10+1+1Combo from 1st hit.
Neo Stomach Combination (3)
After Taunt
M,M,M / 10,12,16
 -161KDNKDNCombo from 1st hit.
Shifts to Taunt after moving (disable cancel).
Neo Stomach Combination (4)
After Taunt
M,M,M,H / 10,12,16,5
 -160KDNKDNShifts to Taunt after moving (disable cancel).
Neo Stomach Combination (5)
After Taunt
M,M,M,H,H / 10,12,16,5,5
 -153KDNKDNShifts to Taunt after moving (disable cancel).
Neo Stomach Combination (6)
After Taunt
M,M,M,H,H,M / 10,12,16,5,5,10
 -155KDNKDNShifts to Taunt after moving (disable cancel).
Neo Stomach Combination
After Taunt
M,M,M,H,H,M,H / 10,12,16,5,5,10,28
 +4KDNKDN
Neo Mach Breaker
After Taunt
H / 44
13F+4KDNKDNStart-up 14F in actualy.
Neo Gatling Rush
After Taunt ..
M*22 / 5,2*20,21
15F+4KDNKDNCombo from 1st hit.
Taunt
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Taunt
UB(M) / 0
28F+16+16+16
Neo Stomach Combination (1)
After Taunt
M / 10
15F-10+1+1
Neo Stomach Combination (2)
After Taunt
M,M / 10,12
 -10+1+1
Neo Stomach Combination (3)
After Taunt
M,M,M / 10,12,16
 -161KDNKDN
Neo Stomach Combination (4)
After Taunt
M,M,M,H / 10,12,16,5
 -160KDNKDN
Neo Stomach Combination (5)
After Taunt
M,M,M,H,H / 10,12,16,5,5
 -153KDNKDN
Neo Stomach Combination (6)
After Taunt
M,M,M,H,H,M / 10,12,16,5,5,10
 -155KDNKDN
Neo Stomach Combination
After Taunt
M,M,M,H,H,M,H / 10,12,16,5,5,10,28
 +4KDNKDN
Neo Mach Breaker
After Taunt
H / 44
13F+4KDNKDN
Neo Gatling Rush
After Taunt ..
M*22 / 5,2*20,21
15F+4KDNKDN
Taunt
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Taunt
UB(M) / 0
28F+16+16+16
Always enable cancel.
Frame value is max advantage.
・Homing increased. (Removed Ver.2.01)
Neo Stomach Combination (1)
After Taunt
M / 10
15F-10+1+1
 
Neo Stomach Combination (2)
After Taunt
M,M / 10,12
 -10+1+1
Combo from 1st hit.
Neo Stomach Combination (3)
After Taunt
M,M,M / 10,12,16
 -161KDNKDN
Combo from 1st hit.
Shifts to Taunt after moving (disable cancel).
Neo Stomach Combination (4)
After Taunt
M,M,M,H / 10,12,16,5
 -160KDNKDN
Shifts to Taunt after moving (disable cancel).
Neo Stomach Combination (5)
After Taunt
M,M,M,H,H / 10,12,16,5,5
 -153KDNKDN
Shifts to Taunt after moving (disable cancel).
Neo Stomach Combination (6)
After Taunt
M,M,M,H,H,M / 10,12,16,5,5,10
 -155KDNKDN
Shifts to Taunt after moving (disable cancel).
Neo Stomach Combination
After Taunt
M,M,M,H,H,M,H / 10,12,16,5,5,10,28
 +4KDNKDN
 
Neo Mach Breaker
After Taunt
H / 44
13F+4KDNKDN
Start-up 14F in actualy.
Neo Gatling Rush
After Taunt ..
M*22 / 5,2*20,21
15F+4KDNKDN
Combo from 1st hit.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage or FC
M,Th / 55
20F-22ThThGuard point 8F.
Shifts to Taunt after hit.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage or FC
M,Th / 55
20F-22ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage or FC
M,Th / 55
20F-22ThTh
Guard point 8F.
Shifts to Taunt after hit.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive
Rage
M / 30
18F+6CLNCLNCForces an opponent to crouching on block.
Shifts to Taunt after hit.
Special effect when approach mid-air enemy.
(Ver.2.20)・Fixed an issue in which an airborne opponent getting slammed against the ground or wall would be facing a different direction than when they were hit.
(S3)– Fixed an issue in which the move could not be performed when input as “During Rage ” or while running.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Drive
Rage
M / 30
18F+6CLNCLNC
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive
Rage
M / 30
18F+6CLNCLNC
Forces an opponent to crouching on block.
Shifts to Taunt after hit.
Special effect when approach mid-air enemy.
(Ver.2.20)・Fixed an issue in which an airborne opponent getting slammed against the ground or wall would be facing a different direction than when they were hit.
(S3)– Fixed an issue in which the move could not be performed when input as “During Rage ” or while running.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Gravity Brain Buster

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

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-down
or
-6F
Long Range Throw when input (start-up 15F).
Floor break.
Gravity Throw
Approach from left side
Th(H) / 40
 Foot-sd.
Face-up

-3F
Floor break.
Knee Blast
Approach from right side
Th(H) / 40
 Foot-sd.
Face-up

-3F
Neck Throw
Approach from behind
Th(H) / 60(40)
 Head-sd.
Face-down
disableDamage () is upon wall hit.
Wall Stun.
Anaconda Assasin

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

-6F
Reverse Pos.
Floor break.
Chains of Misery
FC
Th(H) / 45
11FClockwise
Head-sd.
Face-up

-6F
First Advance Input is available.
Parry
or
Parry Punch(H/M) / -
 +6F35Absorbs Punch (H/M) during 2 to 10F.
Parry to Mach Breaker
after absorbs
H / 30
13FBlock -10F.
Shifts to Taunt after hit.
Steve can evade by input .
Parry to Right Body Blow
after absorbs
M / 22
15F+7YFBlock -5F.
・Changed from +2F to +7F on hit.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Gravity Brain Buster

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

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-down
or
-6F
Gravity Throw
Approach from left side
Th(H) / 40
 Foot-sd.
Face-up

-3F
Knee Blast
Approach from right side
Th(H) / 40
 Foot-sd.
Face-up

-3F
Neck Throw
Approach from behind
Th(H) / 60(40)
 Head-sd.
Face-down
disable
Anaconda Assasin

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

-6F
Reverse Pos.
Chains of Misery
FC
Th(H) / 45
11FClockwise
Head-sd.
Face-up

-6F
Parry
or
Parry Punch(H/M) / -
 +6F35
Parry to Mach Breaker
after absorbs
H / 30
13F
Parry to Right Body Blow
after absorbs
M / 22
15F+7YF
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Gravity Brain Buster

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

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-down
or
-6F
Long Range Throw when input (start-up 15F).
Floor break.
Gravity Throw
Approach from left side
Th(H) / 40
 Foot-sd.
Face-up

-3F
Floor break.
Knee Blast
Approach from right side
Th(H) / 40
 Foot-sd.
Face-up

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

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

-6F
Reverse Pos.
Floor break.
Chains of Misery
FC
Th(H) / 45
11FClockwise
Head-sd.
Face-up

-6F
First Advance Input is available.
Parry
or
Parry Punch(H/M) / -
 +6F35
Absorbs Punch (H/M) during 2 to 10F.
Parry to Mach Breaker
after absorbs
H / 30
13F
Block -10F.
Shifts to Taunt after hit.
Steve can evade by input .
Parry to Right Body Blow
after absorbs
M / 22
15F+7YF
Block -5F.
・Changed from +2F to +7F on hit.
10 Hit Combo 1
INPUT
HIT LEVELMMMMHHHHMH
DAMAGE12185738551021
block-7-12-12-19-16-9-14-19-14-15
NH+4-1-1-8-10+2KDNKDNKDNKDN
CH
start-up 19F
Down enable recovery after 9th hit.
10 Hit Combo 2
INPUT
HIT LEVELMMMMHHMHH
DAMAGE12185738151821
block-7-12-12-19-16-9-5-6-7
NH+4-1-1-8-10+2KDNKDNLNC
CH
start-up 19F