DETAIL:

JACK-7: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 / 11
13F-2+6+934
21
・Damage changed from 14 to 11.
(S3)– Increased the lower range of the attack.
Jab to Jackhammer

H,M / 11,25
 -14CKDNKDNForces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 9F.
Combo can be delayed 9F from hit.
・Changed to chain hit.
・Damage changed from 28 to 25.
・Changed from -12F to -14F.
・Opponent reaction on hit was changed.
TS
Jab to Stunning Hook

H,H / 11,24
 -2KDNKDNCombo from 1st CH.
Can be delayed 9F.
Combo can be delayed 9F from CH.
Right Jab

H / 10
11F+1+9+9
・Opponent closer on hit.
Jab Elbow

H,M / 10,12
 -2+3+3Combo from 1st hit.
Jab Elbow Smash

H,M,M / 10,12,20
 -12LNCLNCReturns to crouching.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Face Buster

H / 30
18F-13KDNKDN
High Kick

H / 20
16F-4+7LNC39
23
TS
Tornado Punch

MM / 8,20
15F-13+6Sp+6Sp
(S3)– Changed the damage from 15.27 to 8,20.
– Changed the attack levels from M,H to M,M.
– Changed the frame advantage when blocked from -9F to -13F.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit (from KDN to +6SpF).
TJ37F
Giant Foot Stomp (Lv.1)
or Floor Break
UB(M) / 40
94FKDNKDNKDN
Giant Foot Stomp (Lv.2)

UB(M) / 40
124FKDNKDNKDN
Giant Foot Stomp (Lv.3)

UB(M) / 60
154FKDNKDNKDN
Giant Foot Stomp (Lv.4)

UB(M) / 80
184FKDNKDNKDN
Giant Foot Stomp (Lv.5)

UB(M) / 100
214FKDNKDNKDN
Pivot Gun (1)

M / 15
14F-6+5+5
(S3)– Changed the damage from 13, to 15.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
Impact Driver

M,H / 15,25,
 -7KDNKDNCombo from 1st hit.
(Ver.4.00) - New move
Pivot Gun (2)

M,H / 15,15
 -6+5+5Combo from 1st hit.
(S3)– Changed the damage from 13, to 15.
Pivot Gun Airblaster

M,H,H / 15,15,20
 
(S3)– New move.
Pivot Gun Airblaster (Hold)
hold
M,H,H / 15,15,55
 
(S3)– New move.
Pivot Gun

M,H,M / 15,15,,24
 +6KDNKDN
(Ver.4.00) - Changed the damage from 20 to 24.
Pivot Gun (Hold)
hold
M,H,UB(M) / 15,15,30
 KDNKDNKDN
(S3)– Changed the damage from 50 to 30.
– Changed the move from a mid attack to an unblockable attack.
Pinpoint Assault

H / 20
10F-12+5KDN43
33
(Ver.4.20)- Damage changed from 17 to 20. Due to low damage return when used as a punisher, the damage is increased.
Machine Press (1)

M / 14
17F-7+7+7
・Changed from -10F to -7Fon block.
・Opponent reaction on counter hit was changed from knock down to +7F.
(S3)– Changed the damage from 17 to 14.
– Changed the attack startup from 20F to 17F.
– Reduced the strength of the pushback, and made the move easier to land.
Two-Step Die

M,H / 14,20
 -9KDNKDNCombo from 1st hit.
(S3)– New move.
Machine Press

M,M / 14,22
 -11CKDNLNCForces an opponent to crouching on block.
Combo from 1st CH.
Can be delayed 16F.
Combo can be delayed 10F from CH.
・Changed from -13CF to -9F on block.
・Opponent reaction on hit was changed.
(S3)– Changed the frame advantage when blocked from -9F to -11CF.
– Changed the opponent’s behavior when guarding the move.
High Kick

H / 23
17F-4+7LNC40
23
Dark Greeting

UB(H) / 80
65FKDNKDNKDNAdvance Input is unavailable.
Start-up 66F in actualy.
・Attack property changed from Unblockable to Unblockable High.
Sudden Elbow

M / 30
65F+8KDNKDN
WB
Tyulpan Blast

M / 22
15F-19KDNKDN
(S3)– Enabled the move to cause a wall bound if it hits.
– Shortened the recovery time after the move hits by 5 frames.
(Ver.4.00) - Fixed an issue in which the damage upon hit in midair was not the same as on the ground.
Atomic Shoulder Tackle
or FC
M / 28
21F-9KDNKDNReturns to crouching.
Meaty 4F in actualy.
(S3)– Changed the frame advantage when blocked from -12F to -9F.
– Increased the recovery time after the move hits by 7 frames.
– Changed the opponent’s behavior when the attack hits or is blocked.
– The character is no longer counted as crouching during this move.
Overclocking (1)

M / 12
14F-4+3+539
25
TS
Overclocking

M,M / 12,20
 -10+13SpKDNCombo from 1st CH.
Can be delayed.
(S3)– Shortened the recovery time after the move hits by 4 frames (from +9SpF to +13SpF).
(Ver.5.00)・ It is now changed to trigger a screw upon counter hit (+13SpF to Screw).
Overdrive (2)

M,H / 12,10
 -12-1A-1ACombo from 1st CH.
Can be delayed.
Overdrive (3)

M,H,H / 12,10,3
 -10-2-2
Overdrive

M,H,H,HH / 12,10,3,3,20
 -18KDNKDNCombo from 3rd hit.
Savage Uppercut

M / 13
15F-14LNCLNC46
31
・Opponent closer on block.
(Ver.4.20)- The move sometimes whiffed when performed in close proximity. As such, the inner hit range of the attack is now expanded.
Rushing Uppercut (2)

M,M / 13,15
 -6+5+5Returns to crouching.
Rushing Uppercut

M,M,M / 13,15,12
 -8+3+3Returns to crouching.
Combo from 2nd CH.
TS
Rushing Uppercut High

M,M,M,H / 13,15,12,23
 -4KDNKDNCombo from 3rd hit.
Can be delayed.
Rushing Uppercut Mid

M,M,M,M / 13,15,12,15
 -2+9+9Returns to crouching.
Combo from 3rd hit.
TC
Rushing Uppercut Low

M,M,M,L / 13,15,12,8
 -11±0±0Returns to crouching.
Combo from 3rd hit.
Can be delayed.
Side Kick

M / 16
16F-9+2+2
TS
Combine Harvester

M,H / 16,20
 -7KDNKDNCombo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Front Kick

M / 15
12F-4+7+735
23
Megaton Earthquake

LL / 8,21
18F-70KDNKDN
Dumptruck

M / 28
13F-23KDNKDN
・Damage changed from 30 to 28.
TJ15F
Body Press

SM / 20
30F-19CKDNKDNForces an opponent to crouching on block.
Close hit is Throw.
Direct hit Start-up 34F .
Jack to Head side & Face Down.
Meaty 11F in actualy.
TC4F
Crouch Jab

SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
TC4F
Crouch Straight

SM / 8
11F-4+7+7Returns to crouching.
TC4F
Low Squat Kick

L / 12
20F-12-1-1Returns to crouching.
TC4F
Crouch Chin Kick

L / 10
16F-9+2+244
28
Returns to crouching.
TC6F
Double Axe

M / 28(,5)
27F-18LNCLNCDamage() is on landing bonus.
(S3)– Changed the attack startup from 30F to 27F.
Machinegun Blast (1)

L / 15
12F-12+2+243
31
Returns to crouching.
・Changed from -11F to -12F on block.
・Changed from +3F to +2F on hit.
(Ver.4.20)- Damage changed from 13 to 15. Since there was no crouching status, and the return was also low, the damage is increased.
Machinegun Blast (2)

L,L / 15,5
 -12-1-1Returns to crouching.
Combo from 1st hit.
・Changed from -11F to -12F on block.
・Changed from 6plusmn;0F to -1F on hit.
Machinegun Blast (3)

L,L,L / 15,5,5
 -12-1-1Returns to crouching.
・Changed from -11F to -12F on block.
・Changed from ±0F to -1F on hit.
Machinegun Blast

L,L,L,M / 15,5,5,21
 -11KDNKDNReturns to crouching.
TC6F
Power Shovel

L / 24
22F-18+3CKDN59
37
Forces an opponent to crouching on NH.
・Changed from ±0F to +3F on hit.
TC6F
Power Shovel (Hold)
hold
L / 30
36F-29KDNKDN
(S3)– Changed the opponent’s behavior when hit.
Cossack Kicks (1)

L / 15
21F-20-9-9
Cossack Kicks (2)

L,L / 15,12
 -16-5-5Combo from 1st CH.
Cossack Kicks (3)

L,L,L / 15,12,12
 -19-8-8Combo from 2nd CH.
Cossack Kicks (4)

L,L,L,L / 15,12,12,12
 -16-5-5Combo from 3rd CH.
Cossack Kicks (5)

L,L,L,L,L / 15,12,12,12,12
 -19-8-8Combo from 4th CH.
Cossack Kicks

L,L,L,L,L,L / 15,12,12,12,12,12
 -16-5-5Combo from 5th CH.
Cossack Smash
Cossack Kicks
H / 21
 +14GKDNKDN
TC6F
Big Boot

L / 14
16F-13-2-248
32
Returns to crouching.
Piston Gun

HHHHH / 5,3,3,3,20
20F-4KDNKDN
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
- Increased the range of the attack.
Excavator

M / 17
20F-11+8A+8A
・Damage changed from 20 to 17.
・Changed from -10F to -8F on block.
・Opponent reaction on counter hit was changed.
・Hitbox expanded.
(S3)– Changed the frame advantage when blocked from -8F to -11F.
– Changed the frame advantage upon hit from +5F to +8AF.
– Changed the opponent’s behavior when the move lands as a counter hit (from KDN to +8AF).
– Increased the distance between the character and the opponent when the move is blocked.
– Decreased the distance between the character and the opponent when the move hits.
Double Biceps

M,M / 17,17
 -14CKDNLNCForces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 11F.
Combo can be delayed 11F from CH.
(S3)- New move.
(Ver.4.00) - Changed the damage from 20 to 17.
- Changed the opponent’s behavior when the move lands as a counter hit.
(Ver.5.00)・Changed the opponent's behavior on aerial hit.
Piston Gun Assault

M / 27
19F+5KDNKDN
WG
Piston Gun Assault (Hold)
hold
M / 55
35F+3
+5W
KDNKDN
・Hitbox expanded downward.
(Ver.5.00)・Changed the opponent's behavior on block (-7F to +3F).
 Wall crush inducing guard is implemented.
・Reduced the delay by 3F.
Mad Dozer (1)

M / 14
16F-9+2+2
Mad Dozer (2)

M,H / 14,13
 -4+1+1Combo from 1st hit.
・Hitbox expanded downward.
Mad Dozer

M,H,H / 14,13,20
 -9KDNKDN
Mad Dozer (Hold)
hold
M,H,UB(M) / 14,13,30
 KDNKDNKDN
(S3)– Changed the damage from 50 to 30.
– Changed the move from a mid attack to an unblockable attack.
– Decreased the move’s tracking.
Sherman Stomp (1)

M / 12
16F-15-4-4
Sherman Stomp

M,M / 12,21
 -8CKDNKDNForces an opponent to crouching on block.
Combo from 1st CH.
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Jab

H / 11
13F-2+6+934
21
Jab to Jackhammer

H,M / 11,25
 -14CKDNKDN
TS
Jab to Stunning Hook

H,H / 11,24
 -2KDNKDN
Right Jab

H / 10
11F+1+9+9
Jab Elbow

H,M / 10,12
 -2+3+3
Jab Elbow Smash

H,M,M / 10,12,20
 -12LNCLNC
Face Buster

H / 30
18F-13KDNKDN
High Kick

H / 20
16F-4+7LNC39
23
TS
Tornado Punch

MM / 8,20
15F-13+6Sp+6Sp
TJ37F
Giant Foot Stomp (Lv.1)
or Floor Break
UB(M) / 40
94FKDNKDNKDN
Giant Foot Stomp (Lv.2)

UB(M) / 40
124FKDNKDNKDN
Giant Foot Stomp (Lv.3)

UB(M) / 60
154FKDNKDNKDN
Giant Foot Stomp (Lv.4)

UB(M) / 80
184FKDNKDNKDN
Giant Foot Stomp (Lv.5)

UB(M) / 100
214FKDNKDNKDN
Pivot Gun (1)

M / 15
14F-6+5+5
Impact Driver

M,H / 15,25,
 -7KDNKDN
Pivot Gun (2)

M,H / 15,15
 -6+5+5
Pivot Gun Airblaster

M,H,H / 15,15,20
 
Pivot Gun Airblaster (Hold)
hold
M,H,H / 15,15,55
 
Pivot Gun

M,H,M / 15,15,,24
 +6KDNKDN
Pivot Gun (Hold)
hold
M,H,UB(M) / 15,15,30
 KDNKDNKDN
Pinpoint Assault

H / 20
10F-12+5KDN43
33
Machine Press (1)

M / 14
17F-7+7+7
Two-Step Die

M,H / 14,20
 -9KDNKDN
Machine Press

M,M / 14,22
 -11CKDNLNC
High Kick

H / 23
17F-4+7LNC40
23
Dark Greeting

UB(H) / 80
65FKDNKDNKDN
Sudden Elbow

M / 30
65F+8KDNKDN
WB
Tyulpan Blast

M / 22
15F-19KDNKDN
Atomic Shoulder Tackle
or FC
M / 28
21F-9KDNKDN
Overclocking (1)

M / 12
14F-4+3+539
25
TS
Overclocking

M,M / 12,20
 -10+13SpKDN
Overdrive (2)

M,H / 12,10
 -12-1A-1A
Overdrive (3)

M,H,H / 12,10,3
 -10-2-2
Overdrive

M,H,H,HH / 12,10,3,3,20
 -18KDNKDN
Savage Uppercut

M / 13
15F-14LNCLNC46
31
Rushing Uppercut (2)

M,M / 13,15
 -6+5+5
Rushing Uppercut

M,M,M / 13,15,12
 -8+3+3
TS
Rushing Uppercut High

M,M,M,H / 13,15,12,23
 -4KDNKDN
Rushing Uppercut Mid

M,M,M,M / 13,15,12,15
 -2+9+9
TC
Rushing Uppercut Low

M,M,M,L / 13,15,12,8
 -11±0±0
Side Kick

M / 16
16F-9+2+2
TS
Combine Harvester

M,H / 16,20
 -7KDNKDN
Front Kick

M / 15
12F-4+7+735
23
Megaton Earthquake

LL / 8,21
18F-70KDNKDN
Dumptruck

M / 28
13F-23KDNKDN
TJ15F
Body Press

SM / 20
30F-19CKDNKDN
TC4F
Crouch Jab

SM / 5
10F-5+6+6
TC4F
Crouch Straight

SM / 8
11F-4+7+7
TC4F
Low Squat Kick

L / 12
20F-12-1-1
TC4F
Crouch Chin Kick

L / 10
16F-9+2+244
28
TC6F
Double Axe

M / 28(,5)
27F-18LNCLNC
Machinegun Blast (1)

L / 15
12F-12+2+243
31
Machinegun Blast (2)

L,L / 15,5
 -12-1-1
Machinegun Blast (3)

L,L,L / 15,5,5
 -12-1-1
Machinegun Blast

L,L,L,M / 15,5,5,21
 -11KDNKDN
TC6F
Power Shovel

L / 24
22F-18+3CKDN59
37
TC6F
Power Shovel (Hold)
hold
L / 30
36F-29KDNKDN
Cossack Kicks (1)

L / 15
21F-20-9-9
Cossack Kicks (2)

L,L / 15,12
 -16-5-5
Cossack Kicks (3)

L,L,L / 15,12,12
 -19-8-8
Cossack Kicks (4)

L,L,L,L / 15,12,12,12
 -16-5-5
Cossack Kicks (5)

L,L,L,L,L / 15,12,12,12,12
 -19-8-8
Cossack Kicks

L,L,L,L,L,L / 15,12,12,12,12,12
 -16-5-5
Cossack Smash
Cossack Kicks
H / 21
 +14GKDNKDN
TC6F
Big Boot

L / 14
16F-13-2-248
32
Piston Gun

HHHHH / 5,3,3,3,20
20F-4KDNKDN
Excavator

M / 17
20F-11+8A+8A
Double Biceps

M,M / 17,17
 -14CKDNLNC
Piston Gun Assault

M / 27
19F+5KDNKDN
WG
Piston Gun Assault (Hold)
hold
M / 55
35F+3
+5W
KDNKDN
Mad Dozer (1)

M / 14
16F-9+2+2
Mad Dozer (2)

M,H / 14,13
 -4+1+1
Mad Dozer

M,H,H / 14,13,20
 -9KDNKDN
Mad Dozer (Hold)
hold
M,H,UB(M) / 14,13,30
 KDNKDNKDN
Sherman Stomp (1)

M / 12
16F-15-4-4
Sherman Stomp

M,M / 12,21
 -8CKDNKDN
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Jab

H / 11
13F-2+6+934
21
・Damage changed from 14 to 11.
(S3)– Increased the lower range of the attack.
Jab to Jackhammer

H,M / 11,25
 -14CKDNKDN
Forces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 9F.
Combo can be delayed 9F from hit.
・Changed to chain hit.
・Damage changed from 28 to 25.
・Changed from -12F to -14F.
・Opponent reaction on hit was changed.
TS
Jab to Stunning Hook

H,H / 11,24
 -2KDNKDN
Combo from 1st CH.
Can be delayed 9F.
Combo can be delayed 9F from CH.
Right Jab

H / 10
11F+1+9+9
・Opponent closer on hit.
Jab Elbow

H,M / 10,12
 -2+3+3
Combo from 1st hit.
Jab Elbow Smash

H,M,M / 10,12,20
 -12LNCLNC
Returns to crouching.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Face Buster

H / 30
18F-13KDNKDN
 
High Kick

H / 20
16F-4+7LNC39
23
 
TS
Tornado Punch

MM / 8,20
15F-13+6Sp+6Sp
(S3)– Changed the damage from 15.27 to 8,20.
– Changed the attack levels from M,H to M,M.
– Changed the frame advantage when blocked from -9F to -13F.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit (from KDN to +6SpF).
TJ37F
Giant Foot Stomp (Lv.1)
or Floor Break
UB(M) / 40
94FKDNKDNKDN
 
Giant Foot Stomp (Lv.2)

UB(M) / 40
124FKDNKDNKDN
 
Giant Foot Stomp (Lv.3)

UB(M) / 60
154FKDNKDNKDN
 
Giant Foot Stomp (Lv.4)

UB(M) / 80
184FKDNKDNKDN
 
Giant Foot Stomp (Lv.5)

UB(M) / 100
214FKDNKDNKDN
 
Pivot Gun (1)

M / 15
14F-6+5+5
(S3)– Changed the damage from 13, to 15.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
Impact Driver

M,H / 15,25,
 -7KDNKDN
Combo from 1st hit.
(Ver.4.00) - New move
Pivot Gun (2)

M,H / 15,15
 -6+5+5
Combo from 1st hit.
(S3)– Changed the damage from 13, to 15.
Pivot Gun Airblaster

M,H,H / 15,15,20
 
(S3)– New move.
Pivot Gun Airblaster (Hold)
hold
M,H,H / 15,15,55
 
(S3)– New move.
Pivot Gun

M,H,M / 15,15,,24
 +6KDNKDN
(Ver.4.00) - Changed the damage from 20 to 24.
Pivot Gun (Hold)
hold
M,H,UB(M) / 15,15,30
 KDNKDNKDN
(S3)– Changed the damage from 50 to 30.
– Changed the move from a mid attack to an unblockable attack.
Pinpoint Assault

H / 20
10F-12+5KDN43
33
(Ver.4.20)- Damage changed from 17 to 20. Due to low damage return when used as a punisher, the damage is increased.
Machine Press (1)

M / 14
17F-7+7+7
・Changed from -10F to -7Fon block.
・Opponent reaction on counter hit was changed from knock down to +7F.
(S3)– Changed the damage from 17 to 14.
– Changed the attack startup from 20F to 17F.
– Reduced the strength of the pushback, and made the move easier to land.
Two-Step Die

M,H / 14,20
 -9KDNKDN
Combo from 1st hit.
(S3)– New move.
Machine Press

M,M / 14,22
 -11CKDNLNC
Forces an opponent to crouching on block.
Combo from 1st CH.
Can be delayed 16F.
Combo can be delayed 10F from CH.
・Changed from -13CF to -9F on block.
・Opponent reaction on hit was changed.
(S3)– Changed the frame advantage when blocked from -9F to -11CF.
– Changed the opponent’s behavior when guarding the move.
High Kick

H / 23
17F-4+7LNC40
23
 
Dark Greeting

UB(H) / 80
65FKDNKDNKDN
Advance Input is unavailable.
Start-up 66F in actualy.
・Attack property changed from Unblockable to Unblockable High.
Sudden Elbow

M / 30
65F+8KDNKDN
 
WB
Tyulpan Blast

M / 22
15F-19KDNKDN
(S3)– Enabled the move to cause a wall bound if it hits.
– Shortened the recovery time after the move hits by 5 frames.
(Ver.4.00) - Fixed an issue in which the damage upon hit in midair was not the same as on the ground.
Atomic Shoulder Tackle
or FC
M / 28
21F-9KDNKDN
Returns to crouching.
Meaty 4F in actualy.
(S3)– Changed the frame advantage when blocked from -12F to -9F.
– Increased the recovery time after the move hits by 7 frames.
– Changed the opponent’s behavior when the attack hits or is blocked.
– The character is no longer counted as crouching during this move.
Overclocking (1)

M / 12
14F-4+3+539
25
 
TS
Overclocking

M,M / 12,20
 -10+13SpKDN
Combo from 1st CH.
Can be delayed.
(S3)– Shortened the recovery time after the move hits by 4 frames (from +9SpF to +13SpF).
(Ver.5.00)・ It is now changed to trigger a screw upon counter hit (+13SpF to Screw).
Overdrive (2)

M,H / 12,10
 -12-1A-1A
Combo from 1st CH.
Can be delayed.
Overdrive (3)

M,H,H / 12,10,3
 -10-2-2
 
Overdrive

M,H,H,HH / 12,10,3,3,20
 -18KDNKDN
Combo from 3rd hit.
Savage Uppercut

M / 13
15F-14LNCLNC46
31
・Opponent closer on block.
(Ver.4.20)- The move sometimes whiffed when performed in close proximity. As such, the inner hit range of the attack is now expanded.
Rushing Uppercut (2)

M,M / 13,15
 -6+5+5
Returns to crouching.
Rushing Uppercut

M,M,M / 13,15,12
 -8+3+3
Returns to crouching.
Combo from 2nd CH.
TS
Rushing Uppercut High

M,M,M,H / 13,15,12,23
 -4KDNKDN
Combo from 3rd hit.
Can be delayed.
Rushing Uppercut Mid

M,M,M,M / 13,15,12,15
 -2+9+9
Returns to crouching.
Combo from 3rd hit.
TC
Rushing Uppercut Low

M,M,M,L / 13,15,12,8
 -11±0±0
Returns to crouching.
Combo from 3rd hit.
Can be delayed.
Side Kick

M / 16
16F-9+2+2
 
TS
Combine Harvester

M,H / 16,20
 -7KDNKDN
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Front Kick

M / 15
12F-4+7+735
23
 
Megaton Earthquake

LL / 8,21
18F-70KDNKDN
 
Dumptruck

M / 28
13F-23KDNKDN
・Damage changed from 30 to 28.
TJ15F
Body Press

SM / 20
30F-19CKDNKDN
Forces an opponent to crouching on block.
Close hit is Throw.
Direct hit Start-up 34F .
Jack to Head side & Face Down.
Meaty 11F in actualy.
TC4F
Crouch Jab

SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
TC4F
Crouch Straight

SM / 8
11F-4+7+7
Returns to crouching.
TC4F
Low Squat Kick

L / 12
20F-12-1-1
Returns to crouching.
TC4F
Crouch Chin Kick

L / 10
16F-9+2+244
28
Returns to crouching.
TC6F
Double Axe

M / 28(,5)
27F-18LNCLNC
Damage() is on landing bonus.
(S3)– Changed the attack startup from 30F to 27F.
Machinegun Blast (1)

L / 15
12F-12+2+243
31
Returns to crouching.
・Changed from -11F to -12F on block.
・Changed from +3F to +2F on hit.
(Ver.4.20)- Damage changed from 13 to 15. Since there was no crouching status, and the return was also low, the damage is increased.
Machinegun Blast (2)

L,L / 15,5
 -12-1-1
Returns to crouching.
Combo from 1st hit.
・Changed from -11F to -12F on block.
・Changed from 6plusmn;0F to -1F on hit.
Machinegun Blast (3)

L,L,L / 15,5,5
 -12-1-1
Returns to crouching.
・Changed from -11F to -12F on block.
・Changed from ±0F to -1F on hit.
Machinegun Blast

L,L,L,M / 15,5,5,21
 -11KDNKDN
Returns to crouching.
TC6F
Power Shovel

L / 24
22F-18+3CKDN59
37
Forces an opponent to crouching on NH.
・Changed from ±0F to +3F on hit.
TC6F
Power Shovel (Hold)
hold
L / 30
36F-29KDNKDN
(S3)– Changed the opponent’s behavior when hit.
Cossack Kicks (1)

L / 15
21F-20-9-9
 
Cossack Kicks (2)

L,L / 15,12
 -16-5-5
Combo from 1st CH.
Cossack Kicks (3)

L,L,L / 15,12,12
 -19-8-8
Combo from 2nd CH.
Cossack Kicks (4)

L,L,L,L / 15,12,12,12
 -16-5-5
Combo from 3rd CH.
Cossack Kicks (5)

L,L,L,L,L / 15,12,12,12,12
 -19-8-8
Combo from 4th CH.
Cossack Kicks

L,L,L,L,L,L / 15,12,12,12,12,12
 -16-5-5
Combo from 5th CH.
Cossack Smash
Cossack Kicks
H / 21
 +14GKDNKDN
 
TC6F
Big Boot

L / 14
16F-13-2-248
32
Returns to crouching.
Piston Gun

HHHHH / 5,3,3,3,20
20F-4KDNKDN
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
- Increased the range of the attack.
Excavator

M / 17
20F-11+8A+8A
・Damage changed from 20 to 17.
・Changed from -10F to -8F on block.
・Opponent reaction on counter hit was changed.
・Hitbox expanded.
(S3)– Changed the frame advantage when blocked from -8F to -11F.
– Changed the frame advantage upon hit from +5F to +8AF.
– Changed the opponent’s behavior when the move lands as a counter hit (from KDN to +8AF).
– Increased the distance between the character and the opponent when the move is blocked.
– Decreased the distance between the character and the opponent when the move hits.
Double Biceps

M,M / 17,17
 -14CKDNLNC
Forces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 11F.
Combo can be delayed 11F from CH.
(S3)- New move.
(Ver.4.00) - Changed the damage from 20 to 17.
- Changed the opponent’s behavior when the move lands as a counter hit.
(Ver.5.00)・Changed the opponent's behavior on aerial hit.
Piston Gun Assault

M / 27
19F+5KDNKDN
 
WG
Piston Gun Assault (Hold)
hold
M / 55
35F+3
+5W
KDNKDN
・Hitbox expanded downward.
(Ver.5.00)・Changed the opponent's behavior on block (-7F to +3F).
 Wall crush inducing guard is implemented.
・Reduced the delay by 3F.
Mad Dozer (1)

M / 14
16F-9+2+2
 
Mad Dozer (2)

M,H / 14,13
 -4+1+1
Combo from 1st hit.
・Hitbox expanded downward.
Mad Dozer

M,H,H / 14,13,20
 -9KDNKDN
 
Mad Dozer (Hold)
hold
M,H,UB(M) / 14,13,30
 KDNKDNKDN
(S3)– Changed the damage from 50 to 30.
– Changed the move from a mid attack to an unblockable attack.
– Decreased the move’s tracking.
Sherman Stomp (1)

M / 12
16F-15-4-4
 
Sherman Stomp

M,M / 12,21
 -8CKDNKDN
Forces an opponent to crouching on block.
Combo from 1st CH.
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Jumping Hook

M / 15
26F-24KDNKDN
TJ9F
Jumping Hook

M / 15
26F-24-13-13
Sky Sweeper

ガード不能 / 20
17F
Sky Sweeper (Hold)
hold
ガード不能 / 55
31F
TJ9F
Reactor Elbow

M / 25
24F+4C+7C+7CForces an opponent to crouching on block or hit.
TJ9F
Reactor Elbow
or
M / 25
24F+4C+7CKDNForces an opponent to crouching on block or NH.
TJ9F
Down Hammer

M / 28
32F-1C+10C+10CForces an opponent to crouching on block or hit.
TJ9F
Jumping Front Kick
or
M / 20
25F-21KDNKDN
TJ9F
Jumping Front Kick

M / 35
25F-12KDNKDN
TJ9F
Rising Toekick

M / 11
15F-19-8-8
TJ9F
Jumping High Kick
or
M / 25
25F-16KDNKDN
HMTSPw8F
Barrel Jacket Hammer

H / 30
20F-9KDNKDN
(Ver.4.20)- Damage changed from 25 to 30. Since the move was a high power crush with slow startup and low return, the damage is increased.
Patriot Fist

H / 23
19F-11LNCLNC
(S3)– Changed the damage from 20 to 23.
– Changed the frame advantage when blocked from -15F to -11F.
– Shortened the recovery time after the move hits by 4 frames.
Delay Rising Toekick

M / -
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ9F
Jumping Hook

M / 15
26F-24KDNKDN
TJ9F
Jumping Hook

M / 15
26F-24-13-13
Sky Sweeper

ガード不能 / 20
17F
Sky Sweeper (Hold)
hold
ガード不能 / 55
31F
TJ9F
Reactor Elbow

M / 25
24F+4C+7C+7C
TJ9F
Reactor Elbow
or
M / 25
24F+4C+7CKDN
TJ9F
Down Hammer

M / 28
32F-1C+10C+10C
TJ9F
Jumping Front Kick
or
M / 20
25F-21KDNKDN
TJ9F
Jumping Front Kick

M / 35
25F-12KDNKDN
TJ9F
Rising Toekick

M / 11
15F-19-8-8
TJ9F
Jumping High Kick
or
M / 25
25F-16KDNKDN
HMTSPw8F
Barrel Jacket Hammer

H / 30
20F-9KDNKDN
Patriot Fist

H / 23
19F-11LNCLNC
Delay Rising Toekick

M / -
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Jumping Hook

M / 15
26F-24KDNKDN
 
TJ9F
Jumping Hook

M / 15
26F-24-13-13
 
Sky Sweeper

ガード不能 / 20
17F
 
Sky Sweeper (Hold)
hold
ガード不能 / 55
31F
 
TJ9F
Reactor Elbow

M / 25
24F+4C+7C+7C
Forces an opponent to crouching on block or hit.
TJ9F
Reactor Elbow
or
M / 25
24F+4C+7CKDN
Forces an opponent to crouching on block or NH.
TJ9F
Down Hammer

M / 28
32F-1C+10C+10C
Forces an opponent to crouching on block or hit.
TJ9F
Jumping Front Kick
or
M / 20
25F-21KDNKDN
 
TJ9F
Jumping Front Kick

M / 35
25F-12KDNKDN
 
TJ9F
Rising Toekick

M / 11
15F-19-8-8
 
TJ9F
Jumping High Kick
or
M / 25
25F-16KDNKDN
 
HMTSPw8F
Barrel Jacket Hammer

H / 30
20F-9KDNKDN
(Ver.4.20)- Damage changed from 25 to 30. Since the move was a high power crush with slow startup and low return, the damage is increased.
Patriot Fist

H / 23
19F-11LNCLNC
(S3)– Changed the damage from 20 to 23.
– Changed the frame advantage when blocked from -15F to -11F.
– Shortened the recovery time after the move hits by 4 frames.
Delay Rising Toekick

M / -
 
 
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Jackhammer

M / 25
15F-6KDNKDNStart-up 16F in actualy.
・Damage changed from 30 to 25.
・Homing decreased.
(Ver.4.20)- The homing performance is improved. It is now easier to hit a side-stepping opponent, and easier to use as a poking move to limit the opponent's actions.
(Ver.5.00)・Decreasd the distance to the opponent on hit.
Rocket Uppercut

M / 21
18F-16LNCLNCStart-up 19F in actualy.
Rocket Uppercut (Hold)
hold
M / 35(,5)
34F-15LNCLNCStart-up 35F in actualy.
Damage() is on landing bonus.
(S3)– Increased the lower range of the attack.
Granite Stomping

M / 20
26F+4+9CKDNForces an opponent to crouching on NH.
Start-up 27F in actualy.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
- Decreased the distance between the character and the opponent when the move is blocked.
Pw8F
Rocket Kick

M / 35
16F-14KDNKDNStart-up 17F in actualy.
Meaty 4F in actualy.
・Changed to Power Crush.
・Decreased active frames by 1F.
・Changed from -9F to -14F on block.
Arm Scissors

M / 20
15F-15KDNKDNStart-up 16F in actualy.
Cross Cut Blast

M,M / 20,24
 -11KDNKDNReturns to crouching.
TC
High and Low Cross Cut

M,L / 20,21
 -19KDNKDNReturns to crouching.
TJ20F
Sliding Attack

M / 25
21F
(10)
-82KDNKDNStart-up 22F in actualy.
Sliding Attack (Later Half)

L / 25
31F-110KDNKDNStart-up 32F in actualy.
HMTC6F
Debugger

L / 30
24F-37KDNKDNStart-up 25F in actualy.
Returns to crouching.
Easy Command .
WB
Megaton Blast

M / 32
22F-9KDNKDNStart-up 23F in actualy.
Returns to crouching.
Easy Command .
・Damage changed from 42 to 32.
・Causes Wall Bounce on hit.
(Ver.5.00)・Changed the recovery when blocking from -11F to -9F.
Gigaton Start Up

SP / -
 Easy Command .
Complete input .
Secret Command .
Gigaton Punch

M / 30
41F+21GKDNKDNStart-up frame after input .
Gigaton Punch (2 spin)
(followed by lever spin)
ガード不能 / 35
69FKDNKDNKDN
Gigaton Punch (3 spin)
(followed by lever spin)
ガード不能 / 45
94FKDNKDNKDN
Gigaton Punch (4 spin)
(followed by lever spin)
ガード不能 / 55
117FKDNKDNKDN
Gigaton Punch (5 spin)
(followed by lever spin)
ガード不能 / 199
141FKDNKDNKDN
Gigaton Punch (over 6 spin)
(followed by lever spin)
ガード不能 / 1
 LNCLNCLNCArm hit.
Windup Uppercut

M / 22
38F-17LNCLNCStart-up 40F in actualy.
Start-up frame is after input .
Easy command .
Meaty 1F in actualy.
Windup Uppercut (Quick)

M / 25
27F-17LNCLNCStart-up 29F in actualy.
Start-up frame is after input .
Input within 7F after input .
Easy Command .
Meaty 1F in actualy.
Cemaho Chop
or Run
M / 25
22F+7+10+10
・Startup changed from 25F to 22F.
・Opponent closer on block.
(S3)– Changed the frame advantage upon hit from +12F to +10F.
– Decreased the distance between the character and the opponent when the move hits.
(Ver.5.00)・Changed the opponent's behavior on aerial hit.
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Jackhammer

M / 25
15F-6KDNKDN
Rocket Uppercut

M / 21
18F-16LNCLNC
Rocket Uppercut (Hold)
hold
M / 35(,5)
34F-15LNCLNC
Granite Stomping

M / 20
26F+4+9CKDN
Pw8F
Rocket Kick

M / 35
16F-14KDNKDN
Arm Scissors

M / 20
15F-15KDNKDN
Cross Cut Blast

M,M / 20,24
 -11KDNKDN
TC
High and Low Cross Cut

M,L / 20,21
 -19KDNKDN
TJ20F
Sliding Attack

M / 25
21F
(10)
-82KDNKDN
Sliding Attack (Later Half)

L / 25
31F-110KDNKDN
HMTC6F
Debugger

L / 30
24F-37KDNKDN
WB
Megaton Blast

M / 32
22F-9KDNKDN
Gigaton Start Up

SP / -
 
Gigaton Punch

M / 30
41F+21GKDNKDN
Gigaton Punch (2 spin)
(followed by lever spin)
ガード不能 / 35
69FKDNKDNKDN
Gigaton Punch (3 spin)
(followed by lever spin)
ガード不能 / 45
94FKDNKDNKDN
Gigaton Punch (4 spin)
(followed by lever spin)
ガード不能 / 55
117FKDNKDNKDN
Gigaton Punch (5 spin)
(followed by lever spin)
ガード不能 / 199
141FKDNKDNKDN
Gigaton Punch (over 6 spin)
(followed by lever spin)
ガード不能 / 1
 LNCLNCLNC
Windup Uppercut

M / 22
38F-17LNCLNC
Windup Uppercut (Quick)

M / 25
27F-17LNCLNC
Cemaho Chop
or Run
M / 25
22F+7+10+10
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Jackhammer

M / 25
15F-6KDNKDN
Start-up 16F in actualy.
・Damage changed from 30 to 25.
・Homing decreased.
(Ver.4.20)- The homing performance is improved. It is now easier to hit a side-stepping opponent, and easier to use as a poking move to limit the opponent's actions.
(Ver.5.00)・Decreasd the distance to the opponent on hit.
Rocket Uppercut

M / 21
18F-16LNCLNC
Start-up 19F in actualy.
Rocket Uppercut (Hold)
hold
M / 35(,5)
34F-15LNCLNC
Start-up 35F in actualy.
Damage() is on landing bonus.
(S3)– Increased the lower range of the attack.
Granite Stomping

M / 20
26F+4+9CKDN
Forces an opponent to crouching on NH.
Start-up 27F in actualy.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
- Decreased the distance between the character and the opponent when the move is blocked.
Pw8F
Rocket Kick

M / 35
16F-14KDNKDN
Start-up 17F in actualy.
Meaty 4F in actualy.
・Changed to Power Crush.
・Decreased active frames by 1F.
・Changed from -9F to -14F on block.
Arm Scissors

M / 20
15F-15KDNKDN
Start-up 16F in actualy.
Cross Cut Blast

M,M / 20,24
 -11KDNKDN
Returns to crouching.
TC
High and Low Cross Cut

M,L / 20,21
 -19KDNKDN
Returns to crouching.
TJ20F
Sliding Attack

M / 25
21F
(10)
-82KDNKDN
Start-up 22F in actualy.
Sliding Attack (Later Half)

L / 25
31F-110KDNKDN
Start-up 32F in actualy.
HMTC6F
Debugger

L / 30
24F-37KDNKDN
Start-up 25F in actualy.
Returns to crouching.
Easy Command .
WB
Megaton Blast

M / 32
22F-9KDNKDN
Start-up 23F in actualy.
Returns to crouching.
Easy Command .
・Damage changed from 42 to 32.
・Causes Wall Bounce on hit.
(Ver.5.00)・Changed the recovery when blocking from -11F to -9F.
Gigaton Start Up

SP / -
 
Easy Command .
Complete input .
Secret Command .
Gigaton Punch

M / 30
41F+21GKDNKDN
Start-up frame after input .
Gigaton Punch (2 spin)
(followed by lever spin)
ガード不能 / 35
69FKDNKDNKDN
 
Gigaton Punch (3 spin)
(followed by lever spin)
ガード不能 / 45
94FKDNKDNKDN
 
Gigaton Punch (4 spin)
(followed by lever spin)
ガード不能 / 55
117FKDNKDNKDN
 
Gigaton Punch (5 spin)
(followed by lever spin)
ガード不能 / 199
141FKDNKDNKDN
 
Gigaton Punch (over 6 spin)
(followed by lever spin)
ガード不能 / 1
 LNCLNCLNC
Arm hit.
Windup Uppercut

M / 22
38F-17LNCLNC
Start-up 40F in actualy.
Start-up frame is after input .
Easy command .
Meaty 1F in actualy.
Windup Uppercut (Quick)

M / 25
27F-17LNCLNC
Start-up 29F in actualy.
Start-up frame is after input .
Input within 7F after input .
Easy Command .
Meaty 1F in actualy.
Cemaho Chop
or Run
M / 25
22F+7+10+10
・Startup changed from 25F to 22F.
・Opponent closer on block.
(S3)– Changed the frame advantage upon hit from +12F to +10F.
– Decreased the distance between the character and the opponent when the move hits.
(Ver.5.00)・Changed the opponent's behavior on aerial hit.
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Straight
FC or
SM / 8
11F-4+7+7Returns to crouching.
TC
Low Squat Kick
FC
L / 12
20F-12-1-1Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
16F-9+2+2Returns to crouching.
Killing Uppercut
WS
M / 14
15F-13LNCLNCMeaty 1F in actualy.
(Ver.5.00)・Reduced the recovery on hit by 1F.
V-Twin (1)
WS
M / 10
14F-7+4+4
V-Twin
WS
M,M / 10,17
 -14CKDNLNCForces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Side Kick
WS
M / 16
16F-9+2+2
TS
Combine Harvester
WS
M,H / 16,20
 -7KDNKDNCombo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Toe Smash
WS
M / 20
11F-6+5+536
25
Double Uppercut
WS
M / 14
20F-15LNCLNC
Double Hammer
WS
M,M / 14,15
 -16KDNKDNCan be delayed.
Double Hammer Thrash
WS
M,M,L / 14,15,20
 -23KDNKDNCan be delayed.
Short Hammer Rush (1)
WS
M / 15
17F-6+5+5Returns to crouching.
Short Hammer Rush
WS
M,M / 15,12
 -8+3+3Combo from 1st CH.
Returns to crouching.
TS
Short Hammer Rush High
WS
M,M,H / 15,12,23
 -4KDNKDNCombo from 2nd hit.
Can be delayed.
Short Hammer Rush Mid
WS
M,M,M / 15,12,12
 -2+9+9Combo from 2nd hit.
Returns to crouching.
3rd launch from 1st CH.
・1st hit, 3rd attack counter hit damage changed from 15 to 12.
TC
Short Hammer Rush Low
WS
M,M,L / 15,12,8
 -11±0±0Combo from 2nd hit.
Can be delayed.
Returns to crouching.
TC
Hammer Rush (1)
FC
L / 10
19F-8+3+3Returns to crouching.
TC
Hammer Rush (2)
FC
L,L / 10,8
 -2+7+9Returns to crouching.
Hammer Rush (3)
FC
L,L,M / 10,8,12
 -12-1-1Combo from 2nd CH.
Returns to crouching.
Hammer Rush
FC
L,L,M,M / 10,8,12,12
 -8+3+3Combo from 3rd CH.
Returns to crouching.
TS
Hammer Rush High
FC
L,L,M,M,H / 10,8,12,12,23
 -4KDNKDNCombo from 4th hit.
Can be delayed.
Hammer Rush Mid
FC
L,L,M,M,M / 10,8,12,12,15
 -2+9+9Returns to crouching.
Combo from 4th hit.
TC
Hammer Rush Low
FC
L,L,M,M,L / 10,8,12,12,8
 -11±0±0Combo from 4th hit.
Can be delayed.
Returns to crouching.
TC
Megaton Strike
FC
L,M / 10,24
 -11KDNKDNReturns to crouching.
Windmill Punches (1)
FC
M / 5
23F-21-11C-11CForces an opponent to crouching on hit.
・Hitbox expanded.
(S3)– Changed the attack startup from 25F to 23F.
Windmill Punches (2)
FC
M,M / 5,8
 -21-11C-11CForces an opponent to crouching on hit.
Combo from 1st hit.
Windmill Punches (3)
FC
M,M,M / 5,8,11
 -11KDNKDNCombo from 1st hit.
Windmill Punches
FC
M,M,M,H / 5,8,11,30
 +21+14B+14B
Swing Rush 3
FC
M / 12
18F-13-2-2Returns to crouching.
TS
Swing Rush 3 High
FC
M,H / 12,23
 -4KDNKDNCombo from 1st hit.
Can be delayed 11F.
Combo can be delayed 11F from hit.
Swing R Knuckle (2)
FC
M,M / 12,10
 -4+7+7Combo from 1st hit.
Returns to crouching.
Swing R Knuckle
FC
M,M,M / 12,10,10
 -8+3+3Returns to crouching.
3rd Launch from 1st CH.
TC
Hammer Rush 3 Low
FC
M,L / 12,8
 -11±0±0Combo from 1st hit.
Can be delayed.
Returns to crouching.
TC
Cross Cut Saw
FC
L / 21
24F-18KDNKDNReturns to crouching.
・Opponent closer on block.
Low Cross Combo
FC
L,M / 21,23(,5)
 -18LNCLNCDamage() is on landing bonus.
TC
Machinegun Knuckle (1)
FC
L / 16
12F-8+6+6Returns to crouching.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
(Ver.4.20)- Damage of the 1st hit changed from 15 to 16.
Machinegun Knuckle (2)
FC
L,L / 16,10
 -2+9+9Returns to crouching.
Machinegun Knuckle (3)
FC
L,L,L / 16,10,10
 -5+9+9Returns to crouching.
Machinegun Knuckle
FC
L,L,L,M / 16,10,10,30
 -11KDNKDNCombo from 3rd hit.
Returns to crouching.
(Ver.4.20)- The hit range of the 4th hit is expanded downward. Since it can be only performed from the crouching position, we increased the damage more than . The 4th attack is now easier to hit opponent when used in a wall combo.
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TC
Crouch Straight
FC or
SM / 8
11F-4+7+7
TC
Low Squat Kick
FC
L / 12
20F-12-1-1
TC
Crouch Chin Kick
FC
L / 10
16F-9+2+2
Killing Uppercut
WS
M / 14
15F-13LNCLNC
V-Twin (1)
WS
M / 10
14F-7+4+4
V-Twin
WS
M,M / 10,17
 -14CKDNLNC
Side Kick
WS
M / 16
16F-9+2+2
TS
Combine Harvester
WS
M,H / 16,20
 -7KDNKDN
Toe Smash
WS
M / 20
11F-6+5+536
25
Double Uppercut
WS
M / 14
20F-15LNCLNC
Double Hammer
WS
M,M / 14,15
 -16KDNKDN
Double Hammer Thrash
WS
M,M,L / 14,15,20
 -23KDNKDN
Short Hammer Rush (1)
WS
M / 15
17F-6+5+5
Short Hammer Rush
WS
M,M / 15,12
 -8+3+3
TS
Short Hammer Rush High
WS
M,M,H / 15,12,23
 -4KDNKDN
Short Hammer Rush Mid
WS
M,M,M / 15,12,12
 -2+9+9
TC
Short Hammer Rush Low
WS
M,M,L / 15,12,8
 -11±0±0
TC
Hammer Rush (1)
FC
L / 10
19F-8+3+3
TC
Hammer Rush (2)
FC
L,L / 10,8
 -2+7+9
Hammer Rush (3)
FC
L,L,M / 10,8,12
 -12-1-1
Hammer Rush
FC
L,L,M,M / 10,8,12,12
 -8+3+3
TS
Hammer Rush High
FC
L,L,M,M,H / 10,8,12,12,23
 -4KDNKDN
Hammer Rush Mid
FC
L,L,M,M,M / 10,8,12,12,15
 -2+9+9
TC
Hammer Rush Low
FC
L,L,M,M,L / 10,8,12,12,8
 -11±0±0
TC
Megaton Strike
FC
L,M / 10,24
 -11KDNKDN
Windmill Punches (1)
FC
M / 5
23F-21-11C-11C
Windmill Punches (2)
FC
M,M / 5,8
 -21-11C-11C
Windmill Punches (3)
FC
M,M,M / 5,8,11
 -11KDNKDN
Windmill Punches
FC
M,M,M,H / 5,8,11,30
 +21+14B+14B
Swing Rush 3
FC
M / 12
18F-13-2-2
TS
Swing Rush 3 High
FC
M,H / 12,23
 -4KDNKDN
Swing R Knuckle (2)
FC
M,M / 12,10
 -4+7+7
Swing R Knuckle
FC
M,M,M / 12,10,10
 -8+3+3
TC
Hammer Rush 3 Low
FC
M,L / 12,8
 -11±0±0
TC
Cross Cut Saw
FC
L / 21
24F-18KDNKDN
Low Cross Combo
FC
L,M / 21,23(,5)
 -18LNCLNC
TC
Machinegun Knuckle (1)
FC
L / 16
12F-8+6+6
Machinegun Knuckle (2)
FC
L,L / 16,10
 -2+9+9
Machinegun Knuckle (3)
FC
L,L,L / 16,10,10
 -5+9+9
Machinegun Knuckle
FC
L,L,L,M / 16,10,10,30
 -11KDNKDN
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Straight
FC or
SM / 8
11F-4+7+7
Returns to crouching.
TC
Low Squat Kick
FC
L / 12
20F-12-1-1
Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
16F-9+2+2
Returns to crouching.
Killing Uppercut
WS
M / 14
15F-13LNCLNC
Meaty 1F in actualy.
(Ver.5.00)・Reduced the recovery on hit by 1F.
V-Twin (1)
WS
M / 10
14F-7+4+4
 
V-Twin
WS
M,M / 10,17
 -14CKDNLNC
Forces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Side Kick
WS
M / 16
16F-9+2+2
 
TS
Combine Harvester
WS
M,H / 16,20
 -7KDNKDN
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Toe Smash
WS
M / 20
11F-6+5+536
25
 
Double Uppercut
WS
M / 14
20F-15LNCLNC
 
Double Hammer
WS
M,M / 14,15
 -16KDNKDN
Can be delayed.
Double Hammer Thrash
WS
M,M,L / 14,15,20
 -23KDNKDN
Can be delayed.
Short Hammer Rush (1)
WS
M / 15
17F-6+5+5
Returns to crouching.
Short Hammer Rush
WS
M,M / 15,12
 -8+3+3
Combo from 1st CH.
Returns to crouching.
TS
Short Hammer Rush High
WS
M,M,H / 15,12,23
 -4KDNKDN
Combo from 2nd hit.
Can be delayed.
Short Hammer Rush Mid
WS
M,M,M / 15,12,12
 -2+9+9
Combo from 2nd hit.
Returns to crouching.
3rd launch from 1st CH.
・1st hit, 3rd attack counter hit damage changed from 15 to 12.
TC
Short Hammer Rush Low
WS
M,M,L / 15,12,8
 -11±0±0
Combo from 2nd hit.
Can be delayed.
Returns to crouching.
TC
Hammer Rush (1)
FC
L / 10
19F-8+3+3
Returns to crouching.
TC
Hammer Rush (2)
FC
L,L / 10,8
 -2+7+9
Returns to crouching.
Hammer Rush (3)
FC
L,L,M / 10,8,12
 -12-1-1
Combo from 2nd CH.
Returns to crouching.
Hammer Rush
FC
L,L,M,M / 10,8,12,12
 -8+3+3
Combo from 3rd CH.
Returns to crouching.
TS
Hammer Rush High
FC
L,L,M,M,H / 10,8,12,12,23
 -4KDNKDN
Combo from 4th hit.
Can be delayed.
Hammer Rush Mid
FC
L,L,M,M,M / 10,8,12,12,15
 -2+9+9
Returns to crouching.
Combo from 4th hit.
TC
Hammer Rush Low
FC
L,L,M,M,L / 10,8,12,12,8
 -11±0±0
Combo from 4th hit.
Can be delayed.
Returns to crouching.
TC
Megaton Strike
FC
L,M / 10,24
 -11KDNKDN
Returns to crouching.
Windmill Punches (1)
FC
M / 5
23F-21-11C-11C
Forces an opponent to crouching on hit.
・Hitbox expanded.
(S3)– Changed the attack startup from 25F to 23F.
Windmill Punches (2)
FC
M,M / 5,8
 -21-11C-11C
Forces an opponent to crouching on hit.
Combo from 1st hit.
Windmill Punches (3)
FC
M,M,M / 5,8,11
 -11KDNKDN
Combo from 1st hit.
Windmill Punches
FC
M,M,M,H / 5,8,11,30
 +21+14B+14B
 
Swing Rush 3
FC
M / 12
18F-13-2-2
Returns to crouching.
TS
Swing Rush 3 High
FC
M,H / 12,23
 -4KDNKDN
Combo from 1st hit.
Can be delayed 11F.
Combo can be delayed 11F from hit.
Swing R Knuckle (2)
FC
M,M / 12,10
 -4+7+7
Combo from 1st hit.
Returns to crouching.
Swing R Knuckle
FC
M,M,M / 12,10,10
 -8+3+3
Returns to crouching.
3rd Launch from 1st CH.
TC
Hammer Rush 3 Low
FC
M,L / 12,8
 -11±0±0
Combo from 1st hit.
Can be delayed.
Returns to crouching.
TC
Cross Cut Saw
FC
L / 21
24F-18KDNKDN
Returns to crouching.
・Opponent closer on block.
Low Cross Combo
FC
L,M / 21,23(,5)
 -18LNCLNC
Damage() is on landing bonus.
TC
Machinegun Knuckle (1)
FC
L / 16
12F-8+6+6
Returns to crouching.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
(Ver.4.20)- Damage of the 1st hit changed from 15 to 16.
Machinegun Knuckle (2)
FC
L,L / 16,10
 -2+9+9
Returns to crouching.
Machinegun Knuckle (3)
FC
L,L,L / 16,10,10
 -5+9+9
Returns to crouching.
Machinegun Knuckle
FC
L,L,L,M / 16,10,10,30
 -11KDNKDN
Combo from 3rd hit.
Returns to crouching.
(Ver.4.20)- The hit range of the 4th hit is expanded downward. Since it can be only performed from the crouching position, we increased the damage more than . The 4th attack is now easier to hit opponent when used in a wall combo.
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Discharger
SS
M / 23
32F+6CLNCLNCForces an opponent to crouching on block.
Meaty 1F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from +5F to +6F.
- Decreased the distance between the character and the opponent when the move hits.
Piston Gun Snipe
SS
H / 20
17F+9KDNKDN
(S3)– Changed the damage from 25 to 20.
– Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction.
– Shortened the recovery time after the move hits by 4 frames.
– Changed the opponent’s behavior when hit.
Charging

SP / -
 Shift to charging.
Shift to charging.
Wall Jumping Attack
With back against wall
M / 21
39F+4CKDNKDNForces an opponent to crouching on block.
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+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.
Discharger
SS
M / 23
32F+6CLNCLNC
Piston Gun Snipe
SS
H / 20
17F+9KDNKDN
Charging

SP / -
 
Wall Jumping Attack
With back against wall
M / 21
39F+4CKDNKDN
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 Kick
BT or
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Discharger
SS
M / 23
32F+6CLNCLNC
Forces an opponent to crouching on block.
Meaty 1F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from +5F to +6F.
- Decreased the distance between the character and the opponent when the move hits.
Piston Gun Snipe
SS
H / 20
17F+9KDNKDN
(S3)– Changed the damage from 25 to 20.
– Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction.
– Shortened the recovery time after the move hits by 4 frames.
– Changed the opponent’s behavior when hit.
Charging

SP / -
 
Shift to charging.
Shift to charging.
Wall Jumping Attack
With back against wall
M / 21
39F+4CKDNKDN
Forces an opponent to crouching on block.
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 Kick
BT or
M / -
 LNCLNC
 
Sit
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ6F
Sit
or
SP / -
 Cost 21F
Sit Pancake Press

SP,M / 35
54F-33CKDNKDNForces an opponent to crouching on block.
Sit Pancake Press to Sit Stance

SP,M,SP / 35
 +13CKDNKDNForces an opponent to crouching on block.
TJ8F
Pancake Press

M / 23
34F-39CKDNKDNForces an opponent to crouching on block.
TJ8F
Pancake Press to Sit Stance

M,SP / 23
 +13CKDNKDNForces an opponent to crouching on block.
Double Pancake Press

M,M / 23,35
54F-33CKDNKDNForces an opponent to crouching on block.
Double Pancake Press to Sit Stance

M,M,SP / 23,35
 +13CKDNKDNForces an opponent to crouching on block.
Get Up Punch
While down (facing up)
M / 18
30F-20KDNKDNMeaty 1F in actualy.
Start-up 28F (Very short).
Get Up Punch to Sit Stance
While down (facing up)
M,SP / 18
 +17KDNKDN
Forward Roll
Sit
SP / -
 
Back Roll
Sit
SP / -
 
Ground Assault
Sit
M / 21
24F-44KDNKDNReturns to crouching.
Sit Punches 1(1)
Sit
L / 10
19F-48-37-37Meaty 1F in actualy.
Sit Punches 1(2)
Sit
L,L / 10,10
 -47-36-36Combo from 1st hit.
Sit Punches 1(3)
Sit
L,L,L / 10,10,10
 -43-32-32Combo from 1st hit.
Sit Punches 1
Sit
L,L,L,L / 10,10,10,10
 -47-36-36Combo from 1st hit.
Sit Punches 2(1)
Sit
L / 10
19F-45-34-34
Sit Punches 2(2)
Sit
L,L / 10,10
 -43-32-31Combo from 1st hit.
Sit Punches 2(3)
Sit
L,L,L / 10,10,10
 -47-36-36Combo from 1st hit.
Sit Punches 2
Sit
L,L,L,L / 10,10,10,10
 -43-32-32Combo from 1st hit.
Sit
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ6F
Sit
or
SP / -
 
Sit Pancake Press

SP,M / 35
54F-33CKDNKDN
Sit Pancake Press to Sit Stance

SP,M,SP / 35
 +13CKDNKDN
TJ8F
Pancake Press

M / 23
34F-39CKDNKDN
TJ8F
Pancake Press to Sit Stance

M,SP / 23
 +13CKDNKDN
Double Pancake Press

M,M / 23,35
54F-33CKDNKDN
Double Pancake Press to Sit Stance

M,M,SP / 23,35
 +13CKDNKDN
Get Up Punch
While down (facing up)
M / 18
30F-20KDNKDN
Get Up Punch to Sit Stance
While down (facing up)
M,SP / 18
 +17KDNKDN
Forward Roll
Sit
SP / -
 
Back Roll
Sit
SP / -
 
Ground Assault
Sit
M / 21
24F-44KDNKDN
Sit Punches 1(1)
Sit
L / 10
19F-48-37-37
Sit Punches 1(2)
Sit
L,L / 10,10
 -47-36-36
Sit Punches 1(3)
Sit
L,L,L / 10,10,10
 -43-32-32
Sit Punches 1
Sit
L,L,L,L / 10,10,10,10
 -47-36-36
Sit Punches 2(1)
Sit
L / 10
19F-45-34-34
Sit Punches 2(2)
Sit
L,L / 10,10
 -43-32-31
Sit Punches 2(3)
Sit
L,L,L / 10,10,10
 -47-36-36
Sit Punches 2
Sit
L,L,L,L / 10,10,10,10
 -43-32-32
Sit
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ6F
Sit
or
SP / -
 
Cost 21F
Sit Pancake Press

SP,M / 35
54F-33CKDNKDN
Forces an opponent to crouching on block.
Sit Pancake Press to Sit Stance

SP,M,SP / 35
 +13CKDNKDN
Forces an opponent to crouching on block.
TJ8F
Pancake Press

M / 23
34F-39CKDNKDN
Forces an opponent to crouching on block.
TJ8F
Pancake Press to Sit Stance

M,SP / 23
 +13CKDNKDN
Forces an opponent to crouching on block.
Double Pancake Press

M,M / 23,35
54F-33CKDNKDN
Forces an opponent to crouching on block.
Double Pancake Press to Sit Stance

M,M,SP / 23,35
 +13CKDNKDN
Forces an opponent to crouching on block.
Get Up Punch
While down (facing up)
M / 18
30F-20KDNKDN
Meaty 1F in actualy.
Start-up 28F (Very short).
Get Up Punch to Sit Stance
While down (facing up)
M,SP / 18
 +17KDNKDN
 
Forward Roll
Sit
SP / -
 
 
Back Roll
Sit
SP / -
 
 
Ground Assault
Sit
M / 21
24F-44KDNKDN
Returns to crouching.
Sit Punches 1(1)
Sit
L / 10
19F-48-37-37
Meaty 1F in actualy.
Sit Punches 1(2)
Sit
L,L / 10,10
 -47-36-36
Combo from 1st hit.
Sit Punches 1(3)
Sit
L,L,L / 10,10,10
 -43-32-32
Combo from 1st hit.
Sit Punches 1
Sit
L,L,L,L / 10,10,10,10
 -47-36-36
Combo from 1st hit.
Sit Punches 2(1)
Sit
L / 10
19F-45-34-34
 
Sit Punches 2(2)
Sit
L,L / 10,10
 -43-32-31
Combo from 1st hit.
Sit Punches 2(3)
Sit
L,L,L / 10,10,10
 -47-36-36
Combo from 1st hit.
Sit Punches 2
Sit
L,L,L,L / 10,10,10,10
 -43-32-32
Combo from 1st hit.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-32ThThGuard point 8F.
・Timing opponent hits wall was changed.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage
M,Th / 55
20F-32ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-32ThTh
Guard point 8F.
・Timing opponent hits wall was changed.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive
Rage
L,M / 20,35
24F-9KDNKDNEasy Command .
(S3)– Increased the lower range of the attack.
Rage Drive
Rage
L,M / 20,35
22F-9KDNKDNEasy Command .
(Ver.5.00)・Added the command for Rage Drive
 When the Rage Drive is performed with this command, the attack start-up will be 22-23F.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Drive
Rage
L,M / 20,35
24F-9KDNKDN
Rage Drive
Rage
L,M / 20,35
22F-9KDNKDN
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive
Rage
L,M / 20,35
24F-9KDNKDN
Easy Command .
(S3)– Increased the lower range of the attack.
Rage Drive
Rage
L,M / 20,35
22F-9KDNKDN
Easy Command .
(Ver.5.00)・Added the command for Rage Drive
 When the Rage Drive is performed with this command, the attack start-up will be 22-23F.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Rotary Catapult

Th(H) / 35(40)
12FReverse Pos.
Head-sd.
Face-up
or
±0F
Reverse Pos.
Long Range Throw when input (start-up 15F).
Damage () is wall hit bonus.
Damage() is wall bonus.
Returns to BT after break throw.
Piston Gun Back Breaker

Th(H) / 35
12FFoot-sd.
Face-down
or
-6F
CCW.
Long Range Throw when input (start-up 15F).
Side Left Bomb
Approach from left side
Th(H) / 40(50)
 Foot-sd.
Face-up

-3F
Damage () is wall hit bonus.
Damage() is wall hit.
Wall Juggle hit.
Hanging Neck Throw
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
Spinal Crush
Approach from behind
Th(H) / 70
 Head-sd.
Face-up
disableFloor break.
Throw Away
Approach from behind
Th(H) / 70(80)
 Foot-sd.
Face-up
disableDamage () is wall hit bonus.
Damage() is wall hit.
Wall Juggle hit.
Body Press

Th(H)(SM) / 25
23FFoot-sd.
Face-up
disableJack face down after throw.
Body Press Hammer
During Body Press
Combination / 25,10
 Foot-sd.
Face-up
disableFloor break.
Volcano

Th(H) / 10(,5)
11FReverse Pos.
-2F
Damage() is on landing bonus.
Volcano Blaster

Th(H) / 15(,5)
11FReverse Pos.
-2F
Disable Advanced Input.
Damage() is on landing bonus.
Body Smash

Th(H) / 25
11F+14F
-2F
Floor break.
Forces to crouching upon throw.
Ground Zero

Th(H) / 35
11FReverse Pos.
Head-sd.
Face-up

-6F
Lift Up Megaton Hit

Th(H) / 40
11F
-6F
Wall Stun.
-18F after Just Block ()
Pile Driver

Th(H) / 50
11FHead-sd.
Face-up

-6F
Floor break.
Pyramid Driver

Th(H) / 40
11FFoot-sd.
Face-up

-2F
Floor break.
Back Breaker

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

-2F
Gun Bomb

LTh / 45
13FCCW.
Foot-sd.
Face-down

±0F
42
29
Floor break.
Iron Gunman

LTh / 45(50)
13FCCW.
Head-sd.
Face-up

±0F
42
29
Damage () is wall hit bonus.
Damage() is wall bonus.
(Ver.2.10)・Recovery frames after landing this crouch throw is adjusted from ±0F to +5F.
Twin Drivers
During enemy wall stun or or
Th(Wall) / 60
 Foot-sd.
Face-up
disableLong Range Throw.
(Ver.4.00) - Changed the damage from 45 to 60.
- Can now perform the move from "During enemy wall stun ".
Cossack Compactor
Cossack Kicks
LTh / 45
 CCW.
Head-sd.
Face-up
or
±0F
Cossack Kicks Odd connect to .
Cossack Kicks Even connect to .
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Rotary Catapult

Th(H) / 35(40)
12FReverse Pos.
Head-sd.
Face-up
or
±0F
Reverse Pos.
Piston Gun Back Breaker

Th(H) / 35
12FFoot-sd.
Face-down
or
-6F
CCW.
Side Left Bomb
Approach from left side
Th(H) / 40(50)
 Foot-sd.
Face-up

-3F
Hanging Neck Throw
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
Spinal Crush
Approach from behind
Th(H) / 70
 Head-sd.
Face-up
disable
Throw Away
Approach from behind
Th(H) / 70(80)
 Foot-sd.
Face-up
disable
Body Press

Th(H)(SM) / 25
23FFoot-sd.
Face-up
disable
Body Press Hammer
During Body Press
Combination / 25,10
 Foot-sd.
Face-up
disable
Volcano

Th(H) / 10(,5)
11FReverse Pos.
-2F
Volcano Blaster

Th(H) / 15(,5)
11FReverse Pos.
-2F
Body Smash

Th(H) / 25
11F+14F
-2F
Ground Zero

Th(H) / 35
11FReverse Pos.
Head-sd.
Face-up

-6F
Lift Up Megaton Hit

Th(H) / 40
11F
-6F
Pile Driver

Th(H) / 50
11FHead-sd.
Face-up

-6F
Pyramid Driver

Th(H) / 40
11FFoot-sd.
Face-up

-2F
Back Breaker

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

-2F
Gun Bomb

LTh / 45
13FCCW.
Foot-sd.
Face-down

±0F
42
29
Iron Gunman

LTh / 45(50)
13FCCW.
Head-sd.
Face-up

±0F
42
29
Twin Drivers
During enemy wall stun or or
Th(Wall) / 60
 Foot-sd.
Face-up
disable
Cossack Compactor
Cossack Kicks
LTh / 45
 CCW.
Head-sd.
Face-up
or
±0F
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Rotary Catapult

Th(H) / 35(40)
12FReverse Pos.
Head-sd.
Face-up
or
±0F
Reverse Pos.
Long Range Throw when input (start-up 15F).
Damage () is wall hit bonus.
Damage() is wall bonus.
Returns to BT after break throw.
Piston Gun Back Breaker

Th(H) / 35
12FFoot-sd.
Face-down
or
-6F
CCW.
Long Range Throw when input (start-up 15F).
Side Left Bomb
Approach from left side
Th(H) / 40(50)
 Foot-sd.
Face-up

-3F
Damage () is wall hit bonus.
Damage() is wall hit.
Wall Juggle hit.
Hanging Neck Throw
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
 
Spinal Crush
Approach from behind
Th(H) / 70
 Head-sd.
Face-up
disable
Floor break.
Throw Away
Approach from behind
Th(H) / 70(80)
 Foot-sd.
Face-up
disable
Damage () is wall hit bonus.
Damage() is wall hit.
Wall Juggle hit.
Body Press

Th(H)(SM) / 25
23FFoot-sd.
Face-up
disable
Jack face down after throw.
Body Press Hammer
During Body Press
Combination / 25,10
 Foot-sd.
Face-up
disable
Floor break.
Volcano

Th(H) / 10(,5)
11FReverse Pos.
-2F
Damage() is on landing bonus.
Volcano Blaster

Th(H) / 15(,5)
11FReverse Pos.
-2F
Disable Advanced Input.
Damage() is on landing bonus.
Body Smash

Th(H) / 25
11F+14F
-2F
Floor break.
Forces to crouching upon throw.
Ground Zero

Th(H) / 35
11FReverse Pos.
Head-sd.
Face-up

-6F
 
Lift Up Megaton Hit

Th(H) / 40
11F
-6F
Wall Stun.
-18F after Just Block ()
Pile Driver

Th(H) / 50
11FHead-sd.
Face-up

-6F
Floor break.
Pyramid Driver

Th(H) / 40
11FFoot-sd.
Face-up

-2F
Floor break.
Back Breaker

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

-2F
 
Gun Bomb

LTh / 45
13FCCW.
Foot-sd.
Face-down

±0F
42
29
Floor break.
Iron Gunman

LTh / 45(50)
13FCCW.
Head-sd.
Face-up

±0F
42
29
Damage () is wall hit bonus.
Damage() is wall bonus.
(Ver.2.10)・Recovery frames after landing this crouch throw is adjusted from ±0F to +5F.
Twin Drivers
During enemy wall stun or or
Th(Wall) / 60
 Foot-sd.
Face-up
disable
Long Range Throw.
(Ver.4.00) - Changed the damage from 45 to 60.
- Can now perform the move from "During enemy wall stun ".
Cossack Compactor
Cossack Kicks
LTh / 45
 CCW.
Head-sd.
Face-up
or
±0F
Cossack Kicks Odd connect to .
Cossack Kicks Even connect to .
10 Hit Combo 1
INPUT
HIT LEVELSMLLMMMMMMM
DAMAGE865776682125
block-4-14-21-12-19-21-22-25-27-26
NH+7-3-11-1-8-10-12-11-11KDN
CH
start-up 11F
Enable start from FC .
10 Hit Combo 2
INPUT
HIT LEVELSMLLMMMMMLM
DAMAGE865776681235
block-4-14-21-12-19-21-22-25-25-36
NH+7-3-11-1-8-10-12-11KDNLNC
CH
start-up 11F
Enable start from FC .