BRYAN FURY:DATA
MOVE LIST & FRAME DATA Ver.5.00
【Icons】
H 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.
【Command】
The arrow shaped mark painted (
) means input over 2F.
The notation like 【

】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
"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
The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means 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】 It means Total Frame (start-up frame and recovery frame).
【Notes】
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
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 480px, this page displays the simple datas for the mobile devices.
The tapping "〉〉" changes to the detail datas.
The tapping "〈〈" on the detail datas changes to the simple datas.
H 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.
【Command】
The arrow shaped mark painted (

The notation like 【



"J" 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
The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means 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】 It means Total Frame (start-up frame and recovery frame).
【Notes】
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
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 480px, this page displays the simple datas for the mobile devices.
The tapping "〉〉" changes to the detail datas.
The tapping "〈〈" on the detail datas changes to the simple datas.
- Include ⇧ Command
- More Than One Command
- Full Crouch
- Others
- Slither Step
- Sway
- Taunt
- Rage Art
- Rage Drive
- Throws
- 10 Hit Combo
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Jab![]() H / 7 |
10F | +1 | +8 | +8 | ||
One Two Punch![]() ![]() ![]() H,H / 7,8 |
-2 | +5 | +5 | Combo from 1st NH ・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 | +6 | KDN | Combo from 1st or 2nd CH Can be delayed 10F Combo can be delayed 7F from 2nd CH | ||
One Two Low Kick![]() ![]() ![]() ![]() ![]() H,H,L / 7,8,15 |
-12 | +2 | KDN | Combo from 1st CH Can be delayed | ||
TS One Two High Kick ![]() ![]() ![]() ![]() ![]() H,H,H / 7,8,24 |
-3 | KDN | KDN | 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 NH | ||
Lair's Dance (3)![]() ![]() ![]() ![]() ![]() H,H,H / 7,14,18 |
-7 | +4 | KDN | Combo from 2nd CH Can be delayed | ||
Lair's Dance (4)![]() ![]() ![]() ![]() ![]() ![]() ![]() H,H,H,H / 7,14,18,17 |
±0 | KDN | KDN | Can be delayed![]() ![]() ![]() ![]() ![]() ![]() | ||
Lair's Dance![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() H,H,H,H,H / 7,14,18,17,22 |
-9 | KDN | KDN | |||
Lair's Dance (4) Cancel to SS![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() H,H,H,SP / 7,14,18 |
-10 | +1 | KDN | (S3)– Fixed an issue in which the timing at which “During sidestep ![]() ![]() | ||
TS Whipping Fury ![]() ![]() ![]() ![]() ![]() ![]() ![]() H,H,H,M / 7,14,18,21 |
-5 | KDN | KDN | TJ | ||
TS Cremation ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() H,H,H,H,M / 7,14,18,17,21 |
-5 | KDN | KDN | TJ | ||
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 | +7 | KDN | 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 NH 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 NH | ||
Mid Kick to Rush![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,M,M / 14,11,10,14 |
-10 | KDN | KDN | 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 |
-7 | LNC | LNC | Combo from 2nd CH | ||
Anaconda Rage![]() ![]() ![]() ![]() ![]() M,H,M / 14,13,25 |
-12 | KDN | KDN | |||
High Kick![]() H / 15 |
12F | -7 | +6 | LNC | 38 | (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 |
-12 | KDN | KDN | ・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) ![]() ![]() ![]() ![]() ![]() H,M,M / 15,12,25 |
-9 | KDN | KDN* | |||
Triple Spin Kick![]() ![]() ![]() ![]() ![]() H,M,H / 15,12,18 |
-5 | +6 | LNC | |||
H 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 |
-14 | KDN | KDN* | Down after hit from behind Combo from 1st NH Can be delayed 10F Combo can be delayed 10F from 1st CH ・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 | -13 | KDN | KDN* | 50 | |
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 NH | ||
Right Left to Spin Kick![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 10,12,20 |
-13 | KDN | KDN | Combo from 1st NH | ||
Knee Strike![]() ![]() M / 18 |
16F | ±0 | +4 | KDN | 45 | Meaty 2F (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 |
-13C | LNC | LNC | Forces an opponent to crouching upon block. Combo from 1st NH Can be delayed 6F Combo can be delayed 6F from 1st NH | ||
Sidestep Elbow![]() ![]() H / 22 |
22F | +8 | KDN | KDN | 50 | |
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 NH Can be delayed | ||
Vulcan Cannon (3)![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 8,2,2 |
-10 | -4 | -4 | Combo from 1st NH Can be delayed | ||
Vulcan Cannon![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,M,M / 8,2,2,2 |
-10 | -4 | -4 | Combo from 1st NH Can be delayed ・Opponent closer on block. | ||
Double Body Blow![]() ![]() ![]() ![]() M,M / 8,20 |
-15 | +1 | KDN | Connect from Vulcan Cannon (2-4) Combo from 1st NH Disable delay | ||
Blackout Combo (1)![]() ![]() M / 12 |
13F | -6 | +5 | +5 | ||
Blackout Combo![]() ![]() ![]() ![]() M,H / 12,11 |
-4 | +8 | +8 | Combo from 1st NH (Ver.4.00) - Changed the frame advantage upon hit from +4F to +8F. | ||
Blackout Trap![]() ![]() ![]() ![]() M,M / 12,20 |
-13 | KDN | KDN* | Combo from 1st CH Can be delayed 5F | ||
H Snake Edge ![]() ![]() L / 20 |
29F | -26 | KDN | KDN | TC6F Returns to crouching. | |
HTS Wolf's Tail ![]() ![]() M / 23 |
23F | -5 | KDN | KDN | Start-up 22F on the Left side Start-up 24F on the Right side ・Tail Spin | |
Crouch Jab![]() ![]() ![]() SM / 5 |
10F | -5 | +6 | +6 | TC4F Returns to crouching. Input ![]() | |
Elbow Smash![]() ![]() M / 17 |
14F | -2 | +8C | +8C | Forces an opponent to crouching upon 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 |
-10 | KDN | LNC | Combo from 1st CH Can be delayed 12F Combo can be delayed 12F from 1st 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 |
-7 | KDN | KDN | Combo from 1st CH | ||
Low Kick![]() ![]() L / 13 |
15F | -11 | ±0 | ±0 | (S3)– Changed the damage from 11 to 13. | |
Hammer Drive![]() ![]() ![]() MM / 10,15 |
17F | -10 | +3 | +3 | TC6F ・Opponent closer after blocking first hit. (S3)– Increased the move’s reach. | |
Hammer Driver Hatchet![]() ![]() ![]() ![]() MM,L / 10,15,20 |
-13 | +5 | KDN | (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 | +7 | LNC | LNC | (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 |
-12 | KDN | KDN | 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 | ||
Sweeper Kick![]() ![]() L / 11 |
16F | -12 | -1 | +4 | TC6F Returns to crouching. | |
Crash Impact![]() ![]() MH / 14,25 |
15F | -13 | KDN | KDN | ||
Chopping Elbow![]() ![]() M / 21 |
20F | +4 | +7C | LNC | Forces an opponent to crouching upon 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 | +4 | KDN | 43 | |
Double Back Knuckle![]() ![]() ![]() ![]() H,H / 18,17 |
±0 | KDN | KDN | Can be delayed | ||
Double Back Knuckle (1st cancel) 【 ![]() ![]() ![]() ![]() H / 17 |
29F | ±0 | KDN | KDN | 54 | |
Hands of Doom![]() ![]() ![]() ![]() ![]() ![]() H,H,H / 18,17,22 |
-9 | KDN | KDN | |||
Double Back Knuckle Cancel to SS![]() ![]() ![]() ![]() ![]() ![]() H,SP / 18 |
-9 | +2 | KDN | (S3)– Fixed an issue in which the timing at which “During sidestep ![]() ![]() | ||
TS Wolf Call ![]() ![]() ![]() ![]() H,M / 18,21 |
-5 | KDN | KDN | TJ ・Both players recovery decreased by 3F to speed up game play. ・Recovery decreased by 3F on hit. (Ver.2.10)・Hitbox expanded. | ||
TS Wolf Bite ![]() ![]() ![]() ![]() ![]() ![]() H,H,M / 18,17,21 |
-5 | KDN | KDN | TJ ・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![]() ![]() ![]() ![]() 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 NH | ||
Front Kick to Rush![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,H,M,M / 12,12,10,14 |
-10 | KDN | KDN | 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 1st CH | ||
Front Kick to Double Hammer![]() ![]() ![]() ![]() M,M / 12,25 |
-6 | +4C | KDN | Forces an opponent to crouching upon NH. Can be delayed 12F Combo can be delayed 8F from 1st CH | ||
Front Kick to Double Hammer to Crouching![]() ![]() ![]() ![]() ![]() M,M / 12,25 |
-6 | +4C | KDN | Returns to crouching. Forces an opponent to crouching upon NH. | ||
Knee Break![]() ![]() M / 18 |
16F | -10 | +15 | +15 | 45 | |
Meteor Smash![]() ![]() UB(M) / 45 |
53F | KDN | KDN | KDN |
Include ⇧ Command | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Jumping Knuckle![]() ![]() ![]() ![]() M / 12 |
18F | -12 | -1 | -1 | TJ9F | |
Hook![]() ![]() ![]() ![]() H / 17 |
15F | -12 | +9 | +9 | ||
Jumping Kick![]() ![]() M / 18 |
18F | -13 | -2 | KDN | TJ9F | |
Rolling Driver![]() ![]() ![]() M / 15 |
27F | ±0 | KDN | KDN | TJ9F | |
Rising Toekick![]() ![]() M / 11 |
15F | -19 | -8 | -8 | TJ9F | |
Orbital Heel Kick![]() ![]() M / 21 |
24F | -5 | KDN | KDN | 48 | TJ9F |
Orbital Heel Kick![]() ![]() M / 22 |
24F | -5 | KDN | KDN | 48 | TJ9F |
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 |
-35 | KDN | KDN | Combo from 1st hit. | ||
Jumping Side Kick![]() ![]() ![]() M / 25 |
21F | -17 | KDN | KDN | TJ9F | |
Delay Rising Toekick![]() ![]() M / 25 |
23F | -11 | LNC | LNC | TJ9F |
More Than One Command | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
PC6F Mach Breaker ![]() ![]() ![]() H / 32 |
13F | -9 | KDN | KDN | Advance Input is unavailable 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 | -12 | KDN | KDN* | Advance Input is unavailable Start-up 24F in actualy | |
TSWG Slash Kick (Hold) ![]() ![]() ![]() M / 33 |
34F | +11G +13W |
KDN | KDN | Advance Input is unavailable Start-up 35F in actualy to Taunt after hit (Ver.5.00)・Changed the opponent's behavior on block (+8F to +11GF). Wall crush inducing guard is implemented. | |
HTS Mach Kick ![]() ![]() ![]() H / 32 |
16F | -9C | KDN | KDN* | Advance Input is unavailable Start-up 17F in actualy Forces an opponent to crouching upon block. Meaty 3F ・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 | -7 | LNC | LNC | 45 | |
Wedge Driver![]() ![]() ![]() L / 25 |
29F | -13 | +14G | KDN | ||
Wedge Driver to Cancel![]() ![]() ![]() ![]() ![]() SP / - |
26 | (S3)– Shortened the recovery time by 4 frames. | ||||
Flying Knee Kick![]() ![]() ![]() M / 24 |
24F | -16 | KDN | KDN | TJ18F Advance Input is unavailable Start-up 25F in actualy Not hit crouching close to Down after moving Meaty 6F in actualy Start-up 21F (very short) | |
Snake Slash![]() ![]() ![]() ![]() M / 30 |
22F | +9G | KDN | KDN | TJ3F Meaty 2F in actualy |
Full Crouch | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Crouch Jab FC ![]() SM / 5 |
10F | -5 | +6 | +6 | TC Returns to crouching. Input ![]() | |
Crouch Straight FC ![]() SM / 8 |
11F | -4 | +7 | +7 | TC Returns to crouching. | |
Crouch Side Kick FC ![]() ![]() ![]() L / 12 |
16F | -17 | -3 | -3 | TC Returns to crouching. | |
Crouch Spin Kick FC ![]() ![]() L / 12 |
16F | -17 | -3 | -3 | TC Returns to crouching. | |
Crouch Chin Kick FC ![]() ![]() ![]() L / 10 |
12F | -15 | -4 | -4 | TC Returns to crouching. | |
Left Upper WS ![]() M / 20 |
15F | -16 | LNC | LNC | ・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 ![]() ![]() ![]() M,Th / 18,25 |
-10 | Th | Th | Front only | ||
High Knee Kick WS ![]() M / 18 |
12F | -10 | +4 | KDN | ||
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 | -16 | KDN | KDN | ||
Snake Rampage (1) FC ![]() ![]() M / 12 |
13F | -9 | +4 | +4 | (S3)- New move. | |
TS Snake Rampage FC ![]() ![]() ![]() ![]() M,H / 12,25 |
-8 | KDN | KDN | Combo from 1st hit. Can be delayed 11F. (S3)- New move. | ||
TS Northern Cross FC ![]() ![]() M / 21 |
15F | -10 | +13Sp | KDN | TC |
Others | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
TS Hellraiser SS ![]() H / 23 |
17F | -5 | KDN | KDN | 47 | |
Shell Shock SS ![]() M / 20 |
20F | -6 | KDN | KDN | ||
Shock & Awe SS ![]() ![]() ![]() M,L / 20,20 |
-13 | +5 | KDN | |||
Wall Jumping Attack![]() ![]() ![]() M / 25 |
29F | -1 | KDN | KDN | Advance Input is unavailable Air Status 5F Invinciblity during 8 to 13F | |
Spin Knuckle Jab BT ![]() ![]() H / 15 |
8F | -8 | +3 | +3 | ||
Spin Kick BT ![]() ![]() H / 18 |
10F | -8 | KDN | KDN | ||
Crouch Spin Knuckle BT ![]() ![]() ![]() ![]() SM / 10 |
10F | -2 | +9 | +9 | Returns to crouching. | |
Crouch Spin Kick BT ![]() ![]() ![]() ![]() L / 12 |
10F | -11 | +3 | +3 | Returns to crouching. |
Slither Step | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Slither Step![]() ![]() ![]() ![]() SP / - |
Returns to crouching. Cost 2F Another Command ![]() ![]() | |||||
Left Upper![]() ![]() ![]() ![]() M / 20 |
15F | -16 | LNC | LNC | Advance Input is unavailable Start-up 17F in actualy Equivalent to WS ![]() ・Opponent closer on block. | |
Cross Bazooka (1)![]() ![]() ![]() ![]() H / 18 |
15F | -6 | +2 | +2 | Advance Input is unavailable Start-up 17F in actualy | |
Cross Bazooka![]() ![]() ![]() ![]() ![]() ![]() H,M / 18,26 |
-11 | KDN | KDN | |||
High Knee Kick![]() ![]() ![]() ![]() M / 18 |
12F | -10 | +4 | KDN | Advance Input is unavailable 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 | Advance Input is unavailable Start-up 20F in actualy | |
Snake Spin Mach Breaker (2)![]() ![]() ![]() ![]() ![]() ![]() M,H / 13,14 |
±0 | KDN | KDN | Combo from 1st CH | ||
Snake Spin Mach Breaker (2) Cancel to SS![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,SP / 13 |
-11 | -5 | -3 | (S3)– Fixed an issue in which the timing at which “During sidestep ![]() ![]() | ||
Snake Spin Mach Breaker![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,H,H / 13,14,22 |
-9 | KDN | KDN | |||
TS Snake Spin Middle Kick ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,H,M / 13,14,21 |
-5 | KDN | KDN | TJ | ||
WB Requiem ![]() ![]() ![]() ![]() M / 28 |
15F | -12 | KDN | KDN | Advance Input is unavailable Start-up 17F in actualy ・Causes Wall Bounce on hit. |
Sway | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Sway![]() ![]() ![]() SP / - |
||||||
Smash![]() ![]() ![]() ![]() M / 16 |
15F | -9 | +6 | +6 | ||
TS Smash and Mach Kick ![]() ![]() ![]() ![]() ![]() ![]() M,H / 16,25 |
-9C | KDN | KDN* | Forces an opponent to crouching upon block. Combo from 1st hit. Can be delayed 11F. Combo can be delayed 11F from 1st 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 | +5 | KDN | (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 | -12 | LNC | LNC | (S3)– Changed the damage from 21 to 23. (Ver.4.00) - Increased the range of the attack. |
Taunt | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | 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 NH | ||
Neo Stomach Combination (3) After Taunt ![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 10,12,16 |
-161 | KDN | KDN | Combo from 1st NH To Taunt after moving (disable cancel) | ||
Neo Stomach Combination (4) After Taunt ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,M,H / 10,12,16,5 |
-160 | KDN | KDN | To Taunt after moving (disable cancel) | ||
Neo Stomach Combination (5) After Taunt ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,M,H,H / 10,12,16,5,5 |
-153 | KDN | KDN | To Taunt after moving (disable cancel) | ||
Neo Stomach Combination (6) After Taunt ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,M,H,H,M / 10,12,16,5,5,10 |
-155 | KDN | KDN | 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 |
+4 | KDN | KDN | |||
Neo Mach Breaker After Taunt ![]() ![]() ![]() H / 44 |
13F | +4 | KDN | KDN | Advance Input is unavailable Start-up 14F in actualy | |
Neo Gatling Rush After Taunt ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M*22 / 5,2*20,21 |
15F | +4 | KDN | KDN | Combo from 1st NH |
Rage Art | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Rage Art During Rage ![]() ![]() ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | Guard Point 8F To Taunt after hit |
Rage Art | ||||||
ICON Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
Rage Art During Rage ![]() ![]() ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | 〉〉 |
Rage Art | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
Notes | ||||||
〈〈 | Rage Art During Rage ![]() ![]() ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | |
Guard Point 8F To Taunt after hit |
Rage Drive | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Rage Drive During Rage ![]() ![]() M / 30 |
18F | +6C | LNC | LNC | 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 ![]() ![]() ![]() |
Rage Drive | ||||||
ICON Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
Rage Drive During Rage ![]() ![]() M / 30 |
18F | +6C | LNC | LNC | 〉〉 |
Throws | |||||
Icons Move Name Command Hit Level / Damage | start -up | Aftr Thrw | Brk Thrw | total | Notes |
Gravity Brain Buster![]() Th(H) / 35 |
12F | RP Head-sd Fac-Up |
![]() ![]() -3F |
Long Range Throw Floor Break | |
Guillotine![]() Th(H) / 35 |
12F | RP Head-sd Fac-Dwn |
![]() ![]() -6F |
Long Range Throw Floor Break | |
Gravity Throw Approach from left side Th(H) / 40 |
Foot-sd Fac-Up |
![]() -3F |
Floor Break | ||
Knee Blast Approach from right side Th(H) / 40 |
Foot-sd Fac-Up |
![]() -3F |
|||
Neck Throw Approach from behind Th(H) / 60(40) |
Head-sd Fac-Dwn |
disable | Damage() is wall hit Wall Stun | ||
Anaconda Assasin![]() ![]() ![]() Th(H) / 40 |
12F | CCW Head-sd Fac-Up |
![]() -6F RP |
Floor Break | |
Chains of Misery FC ![]() ![]() ![]() ![]() Th(H) / 45 |
11F | CW Head-sd Fac-Up |
![]() -6F |
First ![]() ![]() | |
Parry![]() ![]() ![]() ![]() Absorbs Punch(H/M) / - |
+6F | 35 | Absorbs Punch(H/M) during 2 to 10F | ||
Parry to Mach Breaker![]() ![]() H / 30 |
13F | Down | Block -10F To Taunt after hit Steve can evade by input ![]() | ||
Parry to Right Body Blow![]() ![]() M / 22 |
15F | +7SdF | Block -5F ・Changed from +2F to +7F on hit. |
10 Hit Combo 1 | |||||||||||
Command | ![]() ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | Start-up 19F Down enable recovery after 9th hit |
Hit Level | M | M | M | M | H | H | H | H | M | H | |
Damage | 12 | 18 | 5 | 7 | 3 | 8 | 5 | 5 | 10 | 21 | |
hit | +4 | -1 | -1 | -8 | -10 | +2 | KDN | KDN | KDN | KDN | |
block | -7 | -12 | -12 | -19 | -16 | -9 | -14 | -19 | -14 | -15 | |
10 Hit Combo 2 | |||||||||||
Command | ![]() ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | Start-up 19F | |
Hit Level | M | M | M | M | H | H | M | H | H | ||
Damage | 12 | 18 | 5 | 7 | 3 | 8 | 15 | 18 | 21 | ||
hit | +4 | -1 | -1 | -8 | -10 | +2 | KDN | KDN | LNC | ||
block | -7 | -12 | -12 | -19 | -16 | -9 | -5 | -6 | -7 |
10 Hit Combo 1 | ||||||||||
Command | ![]() ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Hit Level | M | M | M | M | H | H | H | H | M | H |
Damage | 12 | 18 | 5 | 7 | 3 | 8 | 5 | 5 | 10 | 21 |
hit | +4 | -1 | -1 | -8 | -10 | +2 | KDN | KDN | KDN | KDN |
block | -7 | -12 | -12 | -19 | -16 | -9 | -14 | -19 | -14 | -15 |
Start-up 19F Down enable recovery after 9th hit | ||||||||||
10 Hit Combo 2 | ||||||||||
Command | ![]() ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | |
Hit Level | M | M | M | M | H | H | M | H | H | |
Damage | 12 | 18 | 5 | 7 | 3 | 8 | 15 | 18 | 21 | |
hit | +4 | -1 | -1 | -8 | -10 | +2 | KDN | KDN | LNC | |
block | -7 | -12 | -12 | -19 | -16 | -9 | -5 | -6 | -7 | |
Start-up 19F |