DETAIL:

JIN KAZAMA: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
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Jab
or
H / 7
10F+1+8+827
17
2.01.5-1.90.6
Twin Thrusts

H,H / 7,12
 -2+3+7Combo from 1st hit.
 1.6
Left Right Axe Kick

H,H,M / 7,12,20
 ±0KDNKDNInterrupt 10F after block of the previous attack.
 1.4
TS
Left Right to Spinning Hook Kick

H,H,H / 7,12,26
 -4KDNKDNCombo from 2nd CH.
Can be delayed.
Combo can be delayed 7F from CH.
(S3)– Changed the move to send the opponent spinning when it lands as a counter hit.
(Ver.4.00) - Changed the damage from 30 to 26.
 2.4
W1.2
Ni Rengeki

H,H / 7,10
 -6+4+4Combo from 1st hit.
Block strings.
 1.1
Ni Rengeki to Zenshin

H,H,SP / 7,10
 -7+3+3Shift to Zenshin ().
 
Ni Rengeki to Back Step

H,H,SP / 7,10
 -6+4+4
 2.2
Kazama Style 5 Hit Combo (3)

H,H,M / 7,10,10
 -1+4+4Combo from 2nd CH.
 
Kazama Style 5 Hit Combo (4)

H,H,M,M / 7,10,10,10
 -7+7+7Combo from 3rd hit.
 
Kazama Style 5 Hit Combo

H,H,M,M,L / 7,10,10,10,10
 -13+3+3Combo from 3rd hit.
 
Left Jab to Vertical Kick

H,M / 7,20
 +6KDNKDN
 
Feint Kick Combo

H,M,M / 7,20,20
 -14KDNKDNCan be delayed.
 
Left Jab to Low

H,L / 7,9
 -12-1-1Combo from 1st hit.
(Ver.4.00) - Changed the damage from 7 to 9.
 1.8
Left Jab to Double Low

H,L,L / 7,9,17
 -13+3KDNCombo from 2nd CH.
 1.9
Straight

H / 9
10F±0+9+929
19
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
– Increased the lower range of the attack.
2.01.3-2.00.4
Double Thrust

H,M / 9,9
 -3+6+6Combo from 1st hit.
 1.8-2.01.7
Double Thrust Roundhouse

H,M,M / 9,9,18
 -9+4+4Combo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
(Ver.4.00) - Changed the frame advantage upon hit from +2F to +4F.
- Decreased the distance between the character and the opponent when the move hits.
 1.9-2.02.0
Double Thrust Low Trick Kick

H,M,L / 9,9,20
 -31KDNKDNInterrupt 16F after block of the previous attack.
 
TS
Switch Blade

H,H / 9,20
 -9KDNKDNCombo from 1st hit.
 2.4
W1.3
Face Kick

H / 19
14F-7+4+440
26
2.01.6-1.80.7
Kishin Rekko (2)

H,H / 19,7
 -1+7+7Combo from 1st hit.
 
Kishin Rekko (2) to Zenshin

H,H,SP / 19,7
 +4+12+12Combo from 1st hit.
・New move
 
Kishin Rekko

H,H,L / 19,7,18
 -13+3KDNCombo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
 2.0
HMTS
High Right Roundhouse

H / 18
13F-9+16SpKDN43
30
・Opponent reaction on counter hit has changed.
(S3)– Increased the recovery time when the move misses by 3 frames (total from 40F to 43F).
(Ver.4.00) - Changed the move to send the opponent spinning when it lands as a counter hit.
2.42.0-2.32.3-2.60.9
TJ12F
Spinning Flare Kick
】 or 【WS
M / 27
24F
(6)
-15KDNKDNDisable Advanced Input.
Start-up 25F in actualy.
Start-up 23F (Very short).
 
Median Line Destruction

MMH / 5,5,20
12F-14KDNKDN
2.0
Pw8F
Kazama Style Turning Leg Strike

H,Th / 10(,24)
20F-9ThThDamage () is damage bonus when throw.
2.4
2.5
2.4-2.90.6
Right Elbow

H / 12
16F-5+4+41st attack of 10 Hit Combo.
2.30.9
Left Roundhouse

M / 16
12F-8+3+339
27
2.11.6-1.91.8-2.00.6
Vertical Kick

M / 20
23F+6KDNKDNDisable Advanced Input.
Start-up 24F in actualy.
 1.4
Heat Seeker

M,M / 20,20
 -14KDNKDNCan be delayed.
 
Front Thrust Kick

M / 21
16F-8+4KDN49
33
(S3)– Increased the distance between the character and the opponent when the move lands as a counter hit.
3.12.1-2.8
W2.0-2.9
2.6-2.80.9
Front Thrust Kick to Zenshin

M,SP / 21
 -1+11KDNShift to Zenshin ().
 
WB
Double Chamber Punch

HH / 14,24
14F-9KDNKDN
(S3)– Enabled the move to cause a wall bound if it hits.
(Ver.4.00) - Decreased the distance between the character and the opponent 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.
- Fixed an issue in which hitting from the back led to unusual behavior.
2.42.4
W1.3
Mid Left Punch

M / 10
13F-3+4+634
21
2.31.7-2.3
W1.9-2.3
1.6-2.10.6
TS
Mid Left Punch to High Roundhouse Kick

M,H / 10,18
 -9+10SpKDNCombo from 1st hit.
Can be delayed.
Combo can be delayed 7F from hit.
Combo can be delayed 9F from CH.
 1.8-2.02.5
Mid Left Punch to Mid Sidekick

M,M / 10,24
 -12KDNKDN
・Changed from -11F to -12F on block.
・Opponent closer on hit and block.
(S3)– Changed the opponent’s behavior when hit in midair.
 2.0-2.6
Quick Upper

M / 15
15F
(1)
-7+4LNC41
26
2.21.4-2.01.6-2.20.8
Left Sidekick

M / 12
14F-16-5-549
35
2.11.4-1.70.6
Left Sidekick to Stinger

M,H / 12,14
 -8+8+8Combo from 1st hit.
Can be delayed.
Combo can be delayed 10F from hit.
 
Left Sidekick to Stinger to Zenshin

M,H,SP / 12,14
 -7+9+9Shift to Zenshin ().
 
Left Sidekick to Stinger to Back Step

M,H,SP / 12,14
 -8+8+8
 2.6
Right Spinning Axe Kick

M / 20
20F-3+8CLNC42
22
Forces an opponent to crouching on NH.
2.41.9-2.10.8
Suigetsu Strike

Parry Punch(H/M),M / 20
23F-12+6+6Parry Punch (H/M) during 3 to 12F
2.40.7
WB
Corpse Thrust

M / 24
21F-7KDNKDN53
32
・Now induces Wall Bounce on hit.
・Crouch status removed.
2.51.8-2.4
W1.8-2.4
1.1
TC4F
Crouch Straight

SM / 8
11F-4+7+734
23
Returns to crouching.
1.81.8-2.1
W2.0-2.1
0.2
Knee Popper

L / 7
15F-13-2-247
32
(Ver.4.00) - Decreased the distance between the character and the opponent when the move is blocked.
2.00.6
Knee Popper to Sidekick

L,M / 7,10
 -14-1-1Combo from 1st hit.
(Ver.4.00) - Changed the frame advantage when blocked from -16F to -14F.
 1.52.2
TC6F
Right Sweep

L / 11
16F-12-1-147
31
・Changed from -13F to -12F on block.
・Changed from -2F to -1F on hit.
(Ver.4.00) - Changed the damage from 13 to 11.
- Increased the distance between the character and the opponent when the move lands as a counter hit.
- Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
2.31.3-1.81.9-2.40.5
Double Lift Kick

MM / 5,20
15F-19LNCLNCJump Status after 1st attack
2.21.2
TC4F
Crouch Jab

SM / 5
10F-5+6+634
24
Returns to crouching.
Returns to standing when input .
1.61.6-2.00.1
Savage Sword (1)

M / 12
16F-10-4KDN50
34
+3F after recovery stun.
2.61.9
Savage Sword (2)

M,H / 12,11
 -12-7-7Combo from 1st hit.
 
Savage Sword

M,H,M / 12,11,21
 -9KDNKDNCan be delayed.
Interrupt 9F after block of the previous attack.
 
Punch to Cascade Kick

M,M / 12,23
 -8KDNKDN
 
TSTC4F
Left Spinning Back Kick

H / 28
20F-10KDNKDN56
36
Start-up 19F to the root.
(Ver.4.00) - Changed the frame advantage when blocked from -13F to -11F.
2.51.3-1.71.3
Right Low Roundhouse

L / 18
20F-13+3KDN52
32
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
2.61.7-2.41.7-2.50.6
Power Stance to Charging

M(SP) / 0
25F-25-10-1081
56
Shift to charging.
Not Charging after hit.
Not charging after hit.
Meaty 30F in actualy.
Advance Input is unavailable after moving.
1.63.0-3.30.0
Shun Masatsu (1)

M / 12
15F-11±0±045
30
2.81.4-2.20.9
Shun Masatsu

M,M / 12,10
 -9+2+2Combo from 1st hit.
Can be delayed.
Combo can be delayed 13F from CH.
(Ver.4.20)- When the 1st attack is blocked or successful, the 2nd attack sould sometimes unnaturally whiff. This is now fixed.
 1.4-1.81.7
Left Knee

M / 17
16F-6+5KDN41
25
2.31.5-1.81.81.0
Left Knee to Zenshin

M,SP / 17
15F-2+9KDNShift to Zenshin ().
Start-up faster than not to Zenshin.
 
Spinning Sidekick

M / 21
17F-7KDNKDN47
30
2.32.5-2.9
W1.7-1.9
0.4
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Jab
or
H / 7
10F+1+8+827
17
Twin Thrusts

H,H / 7,12
 -2+3+7
Left Right Axe Kick

H,H,M / 7,12,20
 ±0KDNKDN
TS
Left Right to Spinning Hook Kick

H,H,H / 7,12,26
 -4KDNKDN
Ni Rengeki

H,H / 7,10
 -6+4+4
Ni Rengeki to Zenshin

H,H,SP / 7,10
 -7+3+3
Ni Rengeki to Back Step

H,H,SP / 7,10
 -6+4+4
Kazama Style 5 Hit Combo (3)

H,H,M / 7,10,10
 -1+4+4
Kazama Style 5 Hit Combo (4)

H,H,M,M / 7,10,10,10
 -7+7+7
Kazama Style 5 Hit Combo

H,H,M,M,L / 7,10,10,10,10
 -13+3+3
Left Jab to Vertical Kick

H,M / 7,20
 +6KDNKDN
Feint Kick Combo

H,M,M / 7,20,20
 -14KDNKDN
Left Jab to Low

H,L / 7,9
 -12-1-1
Left Jab to Double Low

H,L,L / 7,9,17
 -13+3KDN
Straight

H / 9
10F±0+9+929
19
Double Thrust

H,M / 9,9
 -3+6+6
Double Thrust Roundhouse

H,M,M / 9,9,18
 -9+4+4
Double Thrust Low Trick Kick

H,M,L / 9,9,20
 -31KDNKDN
TS
Switch Blade

H,H / 9,20
 -9KDNKDN
Face Kick

H / 19
14F-7+4+440
26
Kishin Rekko (2)

H,H / 19,7
 -1+7+7
Kishin Rekko (2) to Zenshin

H,H,SP / 19,7
 +4+12+12
Kishin Rekko

H,H,L / 19,7,18
 -13+3KDN
HMTS
High Right Roundhouse

H / 18
13F-9+16SpKDN43
30
TJ12F
Spinning Flare Kick
】 or 【WS
M / 27
24F
(6)
-15KDNKDN
Median Line Destruction

MMH / 5,5,20
12F-14KDNKDN
Pw8F
Kazama Style Turning Leg Strike

H,Th / 10(,24)
20F-9ThTh
Right Elbow

H / 12
16F-5+4+4
Left Roundhouse

M / 16
12F-8+3+339
27
Vertical Kick

M / 20
23F+6KDNKDN
Heat Seeker

M,M / 20,20
 -14KDNKDN
Front Thrust Kick

M / 21
16F-8+4KDN49
33
Front Thrust Kick to Zenshin

M,SP / 21
 -1+11KDN
WB
Double Chamber Punch

HH / 14,24
14F-9KDNKDN
Mid Left Punch

M / 10
13F-3+4+634
21
TS
Mid Left Punch to High Roundhouse Kick

M,H / 10,18
 -9+10SpKDN
Mid Left Punch to Mid Sidekick

M,M / 10,24
 -12KDNKDN
Quick Upper

M / 15
15F
(1)
-7+4LNC41
26
Left Sidekick

M / 12
14F-16-5-549
35
Left Sidekick to Stinger

M,H / 12,14
 -8+8+8
Left Sidekick to Stinger to Zenshin

M,H,SP / 12,14
 -7+9+9
Left Sidekick to Stinger to Back Step

M,H,SP / 12,14
 -8+8+8
Right Spinning Axe Kick

M / 20
20F-3+8CLNC42
22
Suigetsu Strike

Parry Punch(H/M),M / 20
23F-12+6+6
WB
Corpse Thrust

M / 24
21F-7KDNKDN53
32
TC4F
Crouch Straight

SM / 8
11F-4+7+734
23
Knee Popper

L / 7
15F-13-2-247
32
Knee Popper to Sidekick

L,M / 7,10
 -14-1-1
TC6F
Right Sweep

L / 11
16F-12-1-147
31
Double Lift Kick

MM / 5,20
15F-19LNCLNC
TC4F
Crouch Jab

SM / 5
10F-5+6+634
24
Savage Sword (1)

M / 12
16F-10-4KDN50
34
Savage Sword (2)

M,H / 12,11
 -12-7-7
Savage Sword

M,H,M / 12,11,21
 -9KDNKDN
Punch to Cascade Kick

M,M / 12,23
 -8KDNKDN
TSTC4F
Left Spinning Back Kick

H / 28
20F-10KDNKDN56
36
Right Low Roundhouse

L / 18
20F-13+3KDN52
32
Power Stance to Charging

M(SP) / 0
25F-25-10-1081
56
Shun Masatsu (1)

M / 12
15F-11±0±045
30
Shun Masatsu

M,M / 12,10
 -9+2+2
Left Knee

M / 17
16F-6+5KDN41
25
Left Knee to Zenshin

M,SP / 17
15F-2+9KDN
Spinning Sidekick

M / 21
17F-7KDNKDN47
30
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Jab
or
H / 7
10F+1+8+827
17
2.01.5-1.90.6
 
Twin Thrusts

H,H / 7,12
 -2+3+7
 1.6
Combo from 1st hit.
Left Right Axe Kick

H,H,M / 7,12,20
 ±0KDNKDN
 1.4
Interrupt 10F after block of the previous attack.
TS
Left Right to Spinning Hook Kick

H,H,H / 7,12,26
 -4KDNKDN
 2.4
W1.2
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 7F from CH.
(S3)– Changed the move to send the opponent spinning when it lands as a counter hit.
(Ver.4.00) - Changed the damage from 30 to 26.
Ni Rengeki

H,H / 7,10
 -6+4+4
 1.1
Combo from 1st hit.
Block strings.
Ni Rengeki to Zenshin

H,H,SP / 7,10
 -7+3+3
 
Shift to Zenshin ().
Ni Rengeki to Back Step

H,H,SP / 7,10
 -6+4+4
 2.2
 
Kazama Style 5 Hit Combo (3)

H,H,M / 7,10,10
 -1+4+4
 
Combo from 2nd CH.
Kazama Style 5 Hit Combo (4)

H,H,M,M / 7,10,10,10
 -7+7+7
 
Combo from 3rd hit.
Kazama Style 5 Hit Combo

H,H,M,M,L / 7,10,10,10,10
 -13+3+3
 
Combo from 3rd hit.
Left Jab to Vertical Kick

H,M / 7,20
 +6KDNKDN
 
 
Feint Kick Combo

H,M,M / 7,20,20
 -14KDNKDN
 
Can be delayed.
Left Jab to Low

H,L / 7,9
 -12-1-1
 1.8
Combo from 1st hit.
(Ver.4.00) - Changed the damage from 7 to 9.
Left Jab to Double Low

H,L,L / 7,9,17
 -13+3KDN
 1.9
Combo from 2nd CH.
Straight

H / 9
10F±0+9+929
19
2.01.3-2.00.4
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
– Increased the lower range of the attack.
Double Thrust

H,M / 9,9
 -3+6+6
 1.8-2.01.7
Combo from 1st hit.
Double Thrust Roundhouse

H,M,M / 9,9,18
 -9+4+4
 1.9-2.02.0
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
(Ver.4.00) - Changed the frame advantage upon hit from +2F to +4F.
- Decreased the distance between the character and the opponent when the move hits.
Double Thrust Low Trick Kick

H,M,L / 9,9,20
 -31KDNKDN
 
Interrupt 16F after block of the previous attack.
TS
Switch Blade

H,H / 9,20
 -9KDNKDN
 2.4
W1.3
Combo from 1st hit.
Face Kick

H / 19
14F-7+4+440
26
2.01.6-1.80.7
 
Kishin Rekko (2)

H,H / 19,7
 -1+7+7
 
Combo from 1st hit.
Kishin Rekko (2) to Zenshin

H,H,SP / 19,7
 +4+12+12
 
Combo from 1st hit.
・New move
Kishin Rekko

H,H,L / 19,7,18
 -13+3KDN
 2.0
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
HMTS
High Right Roundhouse

H / 18
13F-9+16SpKDN43
30
2.42.0-2.32.3-2.60.9
・Opponent reaction on counter hit has changed.
(S3)– Increased the recovery time when the move misses by 3 frames (total from 40F to 43F).
(Ver.4.00) - Changed the move to send the opponent spinning when it lands as a counter hit.
TJ12F
Spinning Flare Kick
】 or 【WS
M / 27
24F
(6)
-15KDNKDN
 
Disable Advanced Input.
Start-up 25F in actualy.
Start-up 23F (Very short).
Median Line Destruction

MMH / 5,5,20
12F-14KDNKDN
2.0
 
Pw8F
Kazama Style Turning Leg Strike

H,Th / 10(,24)
20F-9ThTh
2.4
2.5
2.4-2.90.6
Damage () is damage bonus when throw.
Right Elbow

H / 12
16F-5+4+4
2.30.9
1st attack of 10 Hit Combo.
Left Roundhouse

M / 16
12F-8+3+339
27
2.11.6-1.91.8-2.00.6
 
Vertical Kick

M / 20
23F+6KDNKDN
 1.4
Disable Advanced Input.
Start-up 24F in actualy.
Heat Seeker

M,M / 20,20
 -14KDNKDN
 
Can be delayed.
Front Thrust Kick

M / 21
16F-8+4KDN49
33
3.12.1-2.8
W2.0-2.9
2.6-2.80.9
(S3)– Increased the distance between the character and the opponent when the move lands as a counter hit.
Front Thrust Kick to Zenshin

M,SP / 21
 -1+11KDN
 
Shift to Zenshin ().
WB
Double Chamber Punch

HH / 14,24
14F-9KDNKDN
2.42.4
W1.3
(S3)– Enabled the move to cause a wall bound if it hits.
(Ver.4.00) - Decreased the distance between the character and the opponent 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.
- Fixed an issue in which hitting from the back led to unusual behavior.
Mid Left Punch

M / 10
13F-3+4+634
21
2.31.7-2.3
W1.9-2.3
1.6-2.10.6
 
TS
Mid Left Punch to High Roundhouse Kick

M,H / 10,18
 -9+10SpKDN
 1.8-2.02.5
Combo from 1st hit.
Can be delayed.
Combo can be delayed 7F from hit.
Combo can be delayed 9F from CH.
Mid Left Punch to Mid Sidekick

M,M / 10,24
 -12KDNKDN
 2.0-2.6
・Changed from -11F to -12F on block.
・Opponent closer on hit and block.
(S3)– Changed the opponent’s behavior when hit in midair.
Quick Upper

M / 15
15F
(1)
-7+4LNC41
26
2.21.4-2.01.6-2.20.8
 
Left Sidekick

M / 12
14F-16-5-549
35
2.11.4-1.70.6
 
Left Sidekick to Stinger

M,H / 12,14
 -8+8+8
 
Combo from 1st hit.
Can be delayed.
Combo can be delayed 10F from hit.
Left Sidekick to Stinger to Zenshin

M,H,SP / 12,14
 -7+9+9
 
Shift to Zenshin ().
Left Sidekick to Stinger to Back Step

M,H,SP / 12,14
 -8+8+8
 2.6
 
Right Spinning Axe Kick

M / 20
20F-3+8CLNC42
22
2.41.9-2.10.8
Forces an opponent to crouching on NH.
Suigetsu Strike

Parry Punch(H/M),M / 20
23F-12+6+6
2.40.7
Parry Punch (H/M) during 3 to 12F
WB
Corpse Thrust

M / 24
21F-7KDNKDN53
32
2.51.8-2.4
W1.8-2.4
1.1
・Now induces Wall Bounce on hit.
・Crouch status removed.
TC4F
Crouch Straight

SM / 8
11F-4+7+734
23
1.81.8-2.1
W2.0-2.1
0.2
Returns to crouching.
Knee Popper

L / 7
15F-13-2-247
32
2.00.6
(Ver.4.00) - Decreased the distance between the character and the opponent when the move is blocked.
Knee Popper to Sidekick

L,M / 7,10
 -14-1-1
 1.52.2
Combo from 1st hit.
(Ver.4.00) - Changed the frame advantage when blocked from -16F to -14F.
TC6F
Right Sweep

L / 11
16F-12-1-147
31
2.31.3-1.81.9-2.40.5
・Changed from -13F to -12F on block.
・Changed from -2F to -1F on hit.
(Ver.4.00) - Changed the damage from 13 to 11.
- Increased the distance between the character and the opponent when the move lands as a counter hit.
- Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
Double Lift Kick

MM / 5,20
15F-19LNCLNC
2.21.2
Jump Status after 1st attack
TC4F
Crouch Jab

SM / 5
10F-5+6+634
24
1.61.6-2.00.1
Returns to crouching.
Returns to standing when input .
Savage Sword (1)

M / 12
16F-10-4KDN50
34
2.61.9
+3F after recovery stun.
Savage Sword (2)

M,H / 12,11
 -12-7-7
 
Combo from 1st hit.
Savage Sword

M,H,M / 12,11,21
 -9KDNKDN
 
Can be delayed.
Interrupt 9F after block of the previous attack.
Punch to Cascade Kick

M,M / 12,23
 -8KDNKDN
 
 
TSTC4F
Left Spinning Back Kick

H / 28
20F-10KDNKDN56
36
2.51.3-1.71.3
Start-up 19F to the root.
(Ver.4.00) - Changed the frame advantage when blocked from -13F to -11F.
Right Low Roundhouse

L / 18
20F-13+3KDN52
32
2.61.7-2.41.7-2.50.6
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
Power Stance to Charging

M(SP) / 0
25F-25-10-1081
56
1.63.0-3.30.0
Shift to charging.
Not Charging after hit.
Not charging after hit.
Meaty 30F in actualy.
Advance Input is unavailable after moving.
Shun Masatsu (1)

M / 12
15F-11±0±045
30
2.81.4-2.20.9
 
Shun Masatsu

M,M / 12,10
 -9+2+2
 1.4-1.81.7
Combo from 1st hit.
Can be delayed.
Combo can be delayed 13F from CH.
(Ver.4.20)- When the 1st attack is blocked or successful, the 2nd attack sould sometimes unnaturally whiff. This is now fixed.
Left Knee

M / 17
16F-6+5KDN41
25
2.31.5-1.81.81.0
 
Left Knee to Zenshin

M,SP / 17
15F-2+9KDN
 
Shift to Zenshin ().
Start-up faster than not to Zenshin.
Spinning Sidekick

M / 21
17F-7KDNKDN47
30
2.32.5-2.9
W1.7-1.9
0.4
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
TJ9F
Jumping Knuckle
or or
M / 12
18F-12-1-1
 
Hook
or
H / 17
15F-12+9+9
 
Evading Middle Strike

M / 18
15F-7+6KDN41
26
1.71.5-1.91,6-2.00.4
TJ9F
Left Spinning Jump Kick

M / 13
22F-11+4KDN55
33
-0.1-0.6
TJ9F
Left Spinning Jump Kick
or
M / 17
22F-9+6KDN53
31
Crumble stun +10F after CH.
2.61.4-1.82.2-2.41.2
TJ9F
Rising Toekick

M / 11
15F-20-8-8
 
TJ9F
Front Jump Kick

M / 15
15F-13KDNLNC48
33
1.71.9-2.2
W1.9-2.3
0.0
TJ9F
Front Jump Kick

M / 13
15F-13LNCLNC48
33
2.11.6-2.00.7
Avenger

UB(M) / 70
75FKDNKDNKDNInput to Cancel.
・Homing decreased.
 
TJ9F
Delay Rishing Toekick

M / 25
23F-11LNCLNC
2.2
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
H / 17
15F-12+9+9
Evading Middle Strike

M / 18
15F-7+6KDN41
26
TJ9F
Left Spinning Jump Kick

M / 13
22F-11+4KDN55
33
TJ9F
Left Spinning Jump Kick
or
M / 17
22F-9+6KDN53
31
TJ9F
Rising Toekick

M / 11
15F-20-8-8
TJ9F
Front Jump Kick

M / 15
15F-13KDNLNC48
33
TJ9F
Front Jump Kick

M / 13
15F-13LNCLNC48
33
Avenger

UB(M) / 70
75FKDNKDNKDN
TJ9F
Delay Rishing Toekick

M / 25
23F-11LNCLNC
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
TJ9F
Jumping Knuckle
or or
M / 12
18F-12-1-1
 
 
Hook
or
H / 17
15F-12+9+9
 
 
Evading Middle Strike

M / 18
15F-7+6KDN41
26
1.71.5-1.91,6-2.00.4
 
TJ9F
Left Spinning Jump Kick

M / 13
22F-11+4KDN55
33
-0.1-0.6
 
TJ9F
Left Spinning Jump Kick
or
M / 17
22F-9+6KDN53
31
2.61.4-1.82.2-2.41.2
Crumble stun +10F after CH.
TJ9F
Rising Toekick

M / 11
15F-20-8-8
 
 
TJ9F
Front Jump Kick

M / 15
15F-13KDNLNC48
33
1.71.9-2.2
W1.9-2.3
0.0
 
TJ9F
Front Jump Kick

M / 13
15F-13LNCLNC48
33
2.11.6-2.00.7
 
Avenger

UB(M) / 70
75FKDNKDNKDN
 
Input to Cancel.
・Homing decreased.
TJ9F
Delay Rishing Toekick

M / 25
23F-11LNCLNC
2.2
 
More Than One Command
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Demon's Paw

M / 24
14F-8KDNKDN44
30
Start-up 15F in actualy.
2.92.1-2.5
W1.9-2.5
Left Axe Kick

M / 20
23F
(2)
±0KDNKDN46
23
Start-up 24F in actualy.
(S3)– Changed the frame advantage when blocked from +2F to ±0F.
2.41.6-2.01.0
Left Axe Kick to Left Jab

M,H / 20,5
 +1+7+7Connect to
 
Kazama Style 6 Hit Combo

M,H,H,M,M,L / 20,5,10,10,10,10
 -13+3+3
(Ver.4.00) - Now blocking the 2nd attack leads to consecutive blocks.
 
Right Axe Kick

M / 19
21F
(3)
±0C+8CKDN52
31
Forces an opponent to crouching on block or NH.
Start-up 22F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from +4F to ±0F.
(Ver.4.20)- The opponent was able to block some specific middle attacks when the opponent was inputting command while blocking. This is now fixed.
2.31.5-1.91.6-2.11.0
Evil Intent (1)

M / 15
15F-7+4KDN41
26
+11GF after recovery stun.
2.21.1-1.31.21.6
Evil Intent (2)

M,H / 15,14
 -5+6+6Combo from 1st hit.
Can be delayed.
Combo can be delayed 9F from hit.
(Ver.4.00) - Changed the damage from 10 to 14.
- Changed the frame advantage upon counter hit from +6F to +9F.
 
Evil Intent

M,H,M / 15,14,20
 -5KDNKDNCombo from 2nd CH.
Can be delayed.
Combo can be delayed 14F from CH.
 2.0
Geyser

M,H,M / 15,14,28
 -14LNCLNCCombo from 2nd CH.
Can be delayed.
Combo can be delayed 5F from CH.
(Ver.4.00) - New move
 
Keito

M,M / 15,17
 -12+6KDNCombo from 1st hit.
Can be delayed.
Combo can be delayed 5F from hit.
(Ver.4.00) - Increased the upper range of the attack.
 
Keito to Zenshin

M,M,SP / 15,17
 -1+17GKDNShift to Zenshin ().
・Opponent was unable to duck During Zenshin after this move hits, so this was fixed.
 
TJ3F
Leaping Slash Kick
or Run
M / 30
22F
(1)
+9GKDNKDN
4.02.2
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Demon's Paw

M / 24
14F-8KDNKDN44
30
Left Axe Kick

M / 20
23F
(2)
±0KDNKDN46
23
Left Axe Kick to Left Jab

M,H / 20,5
 +1+7+7
Kazama Style 6 Hit Combo

M,H,H,M,M,L / 20,5,10,10,10,10
 -13+3+3
Right Axe Kick

M / 19
21F
(3)
±0C+8CKDN52
31
Evil Intent (1)

M / 15
15F-7+4KDN41
26
Evil Intent (2)

M,H / 15,14
 -5+6+6
Evil Intent

M,H,M / 15,14,20
 -5KDNKDN
Geyser

M,H,M / 15,14,28
 -14LNCLNC
Keito

M,M / 15,17
 -12+6KDN
Keito to Zenshin

M,M,SP / 15,17
 -1+17GKDN
TJ3F
Leaping Slash Kick
or Run
M / 30
22F
(1)
+9GKDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Demon's Paw

M / 24
14F-8KDNKDN44
30
2.92.1-2.5
W1.9-2.5
Start-up 15F in actualy.
Left Axe Kick

M / 20
23F
(2)
±0KDNKDN46
23
2.41.6-2.01.0
Start-up 24F in actualy.
(S3)– Changed the frame advantage when blocked from +2F to ±0F.
Left Axe Kick to Left Jab

M,H / 20,5
 +1+7+7
 
Connect to
Kazama Style 6 Hit Combo

M,H,H,M,M,L / 20,5,10,10,10,10
 -13+3+3
 
(Ver.4.00) - Now blocking the 2nd attack leads to consecutive blocks.
Right Axe Kick

M / 19
21F
(3)
±0C+8CKDN52
31
2.31.5-1.91.6-2.11.0
Forces an opponent to crouching on block or NH.
Start-up 22F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from +4F to ±0F.
(Ver.4.20)- The opponent was able to block some specific middle attacks when the opponent was inputting command while blocking. This is now fixed.
Evil Intent (1)

M / 15
15F-7+4KDN41
26
2.21.1-1.31.21.6
+11GF after recovery stun.
Evil Intent (2)

M,H / 15,14
 -5+6+6
 
Combo from 1st hit.
Can be delayed.
Combo can be delayed 9F from hit.
(Ver.4.00) - Changed the damage from 10 to 14.
- Changed the frame advantage upon counter hit from +6F to +9F.
Evil Intent

M,H,M / 15,14,20
 -5KDNKDN
 2.0
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 14F from CH.
Geyser

M,H,M / 15,14,28
 -14LNCLNC
 
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 5F from CH.
(Ver.4.00) - New move
Keito

M,M / 15,17
 -12+6KDN
 
Combo from 1st hit.
Can be delayed.
Combo can be delayed 5F from hit.
(Ver.4.00) - Increased the upper range of the attack.
Keito to Zenshin

M,M,SP / 15,17
 -1+17GKDN
 
Shift to Zenshin ().
・Opponent was unable to duck During Zenshin after this move hits, so this was fixed.
TJ3F
Leaping Slash Kick
or Run
M / 30
22F
(1)
+9GKDNKDN
4.02.2
 
Full Crouch
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
TC
Crouch Jab
FC
SM / 5
10F-5+6+6Returns to standing when input .
Returns to crouching.
1.61.7-2.10.1
TC
Crouch Straight
FC
SM / 8
11F-4+7+7Returns to crouching.
1.81.9-2.10.1
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3Returns to crouching.
 
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4Returns to crouching.
2.21.9-2.31.8-2.10.2
Twin Lancer (1)
WS
M / 10
13F-6+5+538
25
2.31.7-2.21.9-2.50.6
Twin Lancer
WS
M,M / 10,16
(1)-8+3C+3CForces an opponent to crouching on hit.
Combo from 1st hit.
Can be delayed.
Combo can be delayed 2F from hit.
Combo can be delayed 11F from CH.
 1.81.9
Twin Lancer to Zenshin
WS
M,M,SP / 10,16
 -9+2C+2CForces an opponent to crouching on hit.
Shift to Zenshin ().
 
Crouching Uppercut
WS
M / 14
14F-12LNCLNC45
31
Total 35F after hit.
(Ver.4.20)- After blocking some specific low attacks, the move would sometimes whiff.As such, attack range was expanded, and pushback weakened.
2.31.6-2.00.5
HMTSWH
Bamboo Splitter
WS
M / 20
16F-9+7G
+19W
+7G
+19W
49
33
(Ver.5.00)・Changed the opponent's behavior on hit/counter hit (NH:+10SpF, CH:screw to +7GF).
 Wall crush inducing hit is implemented.
2.31.8-2.3
W1.8-2.3
2.7-3.20.7
Toe Smash
WS
M / 16
11F
(1)
-3+8+833
22
2.22.1-2.5
W2.0-2.4
2.0-2.30.3
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
TC
Crouch Straight
FC
SM / 8
11F-4+7+7
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Twin Lancer (1)
WS
M / 10
13F-6+5+538
25
Twin Lancer
WS
M,M / 10,16
(1)-8+3C+3C
Twin Lancer to Zenshin
WS
M,M,SP / 10,16
 -9+2C+2C
Crouching Uppercut
WS
M / 14
14F-12LNCLNC45
31
HMTSWH
Bamboo Splitter
WS
M / 20
16F-9+7G
+19W
+7G
+19W
49
33
Toe Smash
WS
M / 16
11F
(1)
-3+8+833
22
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
1.61.7-2.10.1
Returns to standing when input .
Returns to crouching.
TC
Crouch Straight
FC
SM / 8
11F-4+7+7
1.81.9-2.10.1
Returns to crouching.
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3
 
Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
2.21.9-2.31.8-2.10.2
Returns to crouching.
Twin Lancer (1)
WS
M / 10
13F-6+5+538
25
2.31.7-2.21.9-2.50.6
 
Twin Lancer
WS
M,M / 10,16
(1)-8+3C+3C
 1.81.9
Forces an opponent to crouching on hit.
Combo from 1st hit.
Can be delayed.
Combo can be delayed 2F from hit.
Combo can be delayed 11F from CH.
Twin Lancer to Zenshin
WS
M,M,SP / 10,16
 -9+2C+2C
 
Forces an opponent to crouching on hit.
Shift to Zenshin ().
Crouching Uppercut
WS
M / 14
14F-12LNCLNC45
31
2.31.6-2.00.5
Total 35F after hit.
(Ver.4.20)- After blocking some specific low attacks, the move would sometimes whiff.As such, attack range was expanded, and pushback weakened.
HMTSWH
Bamboo Splitter
WS
M / 20
16F-9+7G
+19W
+7G
+19W
49
33
2.31.8-2.3
W1.8-2.3
2.7-3.20.7
(Ver.5.00)・Changed the opponent's behavior on hit/counter hit (NH:+10SpF, CH:screw to +7GF).
 Wall crush inducing hit is implemented.
Toe Smash
WS
M / 16
11F
(1)
-3+8+833
22
2.22.1-2.5
W2.0-2.4
2.0-2.30.3
 
Others
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Black Out
While enemy is down
L / 24
19F-13+3+3
・Opponent closer on block.
 
Mental Alertness 1

SP / -
 46
 
Charge
or BT
SP / -
 Shift to charging.
 
Wall Jumping Attack
With back against wall
M / 21
36F±0CKDNKDNForces an opponent to crouching on block.
Air Status 5F.
Invincible during 8 to 13F.
 
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
 
Spin Kick
BT or
H / 18
10F-8KDNKDN
 
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9Returns to crouching.
 
TC1F
Crouch Spin Kick
BT or
L / 12
10F-11+3+3Returns to crouching.
 
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
 
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Black Out
While enemy is down
L / 24
19F-13+3+3
Mental Alertness 1

SP / -
 46
Charge
or BT
SP / -
 
Wall Jumping Attack
With back against wall
M / 21
36F±0CKDNKDN
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Spin Kick
BT or
H / 18
10F-8KDNKDN
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
TC1F
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Black Out
While enemy is down
L / 24
19F-13+3+3
 
・Opponent closer on block.
Mental Alertness 1

SP / -
 46
 
 
Charge
or BT
SP / -
 
 
Shift to charging.
Wall Jumping Attack
With back against wall
M / 21
36F±0CKDNKDN
 
Forces an opponent to crouching on block.
Air Status 5F.
Invincible during 8 to 13F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
 
 
Spin Kick
BT or
H / 18
10F-8KDNKDN
 
 
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
 
Returns to crouching.
TC1F
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
 
Returns to crouching.
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
 
 
Zenshin, Mental Alertness 2
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
TC10F
Zenshin

SP / -
 Cost 10F of shifting the stance.
Crouching Status in the stance.
 0.8
Zenshin to Crouch Dash
Zenshin
SP / -
 Shift to Crouch Dash ().
cost 23F.
Input to Cancel.
 
TC6F
Mental Alertness 2

SP / -
 Cost 5F of shifting the stance.
Connect to Zenshin ().
Crouching Status in the stance.
 2.4-0.6
Mental Alertness 2 to Forward Dash

SP / -
 Equivalent to .
 
Mental Alertness 2 to Crouch Dash

SP / -
 Shift to Crouch Dash ().
cost 18F.
Input to Cancel.
 
Spine Cracker (1)
Zenshin
M / 14
16F-3+8+838
22
2.31.1
Spine Cracker
Zenshin
M,M / 14,21
 -14KDNKDNCombo from 1st hit.
Can be delayed.
Combo can be delayed 11F from hit.
 1.8
Spine Striker
Zenshin
M,H / 14,18
 -9KDNKDNCombo from 1st hit.
(S3)- New move.
 2.0
Swaying Willow
Zenshin
M / 27
22F-14KDNKDN56
34
・Hitbox expanded downward.
2.91.4
HMTS
Halberd Heel
Zenshin
M / 20
17F-9+10SpKDN50
33
2.81.5-2.11.5
TC
Right Sweep 2
Zenshin
L / 20
25F-26KDNKDN62
37
Returns to crouching.
2.81.7-2.01.2
Joudan Tsukiage Niren
Zenshin
HH / 8,20
13F-13LNCLNC
1.72.6
TJ10F
Leaping Side Kick
Zenshin
H / 25
22F+8GKDNKDN52
30
Meaty 5F in actualy.
3.11.6-2.3
Zenshin, Mental Alertness 2
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TC10F
Zenshin

SP / -
 
Zenshin to Crouch Dash
Zenshin
SP / -
 
TC6F
Mental Alertness 2

SP / -
 
Mental Alertness 2 to Forward Dash

SP / -
 
Mental Alertness 2 to Crouch Dash

SP / -
 
Spine Cracker (1)
Zenshin
M / 14
16F-3+8+838
22
Spine Cracker
Zenshin
M,M / 14,21
 -14KDNKDN
Spine Striker
Zenshin
M,H / 14,18
 -9KDNKDN
Swaying Willow
Zenshin
M / 27
22F-14KDNKDN56
34
HMTS
Halberd Heel
Zenshin
M / 20
17F-9+10SpKDN50
33
TC
Right Sweep 2
Zenshin
L / 20
25F-26KDNKDN62
37
Joudan Tsukiage Niren
Zenshin
HH / 8,20
13F-13LNCLNC
TJ10F
Leaping Side Kick
Zenshin
H / 25
22F+8GKDNKDN52
30
Zenshin, Mental Alertness 2
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
TC10F
Zenshin

SP / -
 
 0.8
Cost 10F of shifting the stance.
Crouching Status in the stance.
Zenshin to Crouch Dash
Zenshin
SP / -
 
 
Shift to Crouch Dash ().
cost 23F.
Input to Cancel.
TC6F
Mental Alertness 2

SP / -
 
 2.4-0.6
Cost 5F of shifting the stance.
Connect to Zenshin ().
Crouching Status in the stance.
Mental Alertness 2 to Forward Dash

SP / -
 
 
Equivalent to .
Mental Alertness 2 to Crouch Dash

SP / -
 
 
Shift to Crouch Dash ().
cost 18F.
Input to Cancel.
Spine Cracker (1)
Zenshin
M / 14
16F-3+8+838
22
2.31.1
 
Spine Cracker
Zenshin
M,M / 14,21
 -14KDNKDN
 1.8
Combo from 1st hit.
Can be delayed.
Combo can be delayed 11F from hit.
Spine Striker
Zenshin
M,H / 14,18
 -9KDNKDN
 2.0
Combo from 1st hit.
(S3)- New move.
Swaying Willow
Zenshin
M / 27
22F-14KDNKDN56
34
2.91.4
・Hitbox expanded downward.
HMTS
Halberd Heel
Zenshin
M / 20
17F-9+10SpKDN50
33
2.81.5-2.11.5
 
TC
Right Sweep 2
Zenshin
L / 20
25F-26KDNKDN62
37
2.81.7-2.01.2
Returns to crouching.
Joudan Tsukiage Niren
Zenshin
HH / 8,20
13F-13LNCLNC
1.72.6
 
TJ10F
Leaping Side Kick
Zenshin
H / 25
22F+8GKDNKDN52
30
3.11.6-2.3
Meaty 5F in actualy.
Crouch Dash
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Crouch Dash

SP / -
 Disable Advanced Input.
Cost 3F.
 
Electric Thrusting Uppercut
just
M / 22
16F-13LNCLNC48
32
Start-up 19F in actualy.
2.81.4-1.91.4
Thrusting Uppercut

M / 20
16F-13LNCLNCStart-up 20F in actualy.
 1.4-1.9
Electric Wind Hook Fist
just
H / 25
11F
(1)
+5KDNKDN39
28
Start-up 14F in actualy.
Total 36F after block or hit.
2.62.1-2.5
W1.1
1.3
Wind Hook Fist

H / 20
11F
(1)
-10KDNKDN40
29
Start-up 15F in actualy.
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
 1.3-1.7
HMTSWH
Bamboo Splitter

M / 20
16F-9+7G
+19W
+7G
+19W
Start-up 19F in actualy.
(Ver.5.00)・Changed the opponent's behavior on hit/counter hit (NH:+10SpF, CH:screw to +7GF).
 Wall crush inducing hit is implemented.
2.6
Lunging Low Roundhouse Kick

L / 10
20F-31KDNKDN49
29
Start-up 23F in actualy.
(Ver.2.10)・getting unintended damage boost bug fix.
2.61.9-2.30.9
TJ
L.L.R.K. to Spinning Flare Kick

L,M / 10,27
 -15KDNKDNDisable 2nd after 1st block.
 
TJ
Crouch Dash to Special Jumping

SP / -
 
 
TJ
Crouch Dash to Leaping Slash Kick

M / 30
22F+9GKDNKDN
 
Crouch Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Crouch Dash

SP / -
 
Electric Thrusting Uppercut
just
M / 22
16F-13LNCLNC48
32
Thrusting Uppercut

M / 20
16F-13LNCLNC
Electric Wind Hook Fist
just
H / 25
11F
(1)
+5KDNKDN39
28
Wind Hook Fist

H / 20
11F
(1)
-10KDNKDN40
29
HMTSWH
Bamboo Splitter

M / 20
16F-9+7G
+19W
+7G
+19W
Lunging Low Roundhouse Kick

L / 10
20F-31KDNKDN49
29
TJ
L.L.R.K. to Spinning Flare Kick

L,M / 10,27
 -15KDNKDN
TJ
Crouch Dash to Special Jumping

SP / -
 
TJ
Crouch Dash to Leaping Slash Kick

M / 30
22F+9GKDNKDN
Crouch Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Crouch Dash

SP / -
 
 
Disable Advanced Input.
Cost 3F.
Electric Thrusting Uppercut
just
M / 22
16F-13LNCLNC48
32
2.81.4-1.91.4
Start-up 19F in actualy.
Thrusting Uppercut

M / 20
16F-13LNCLNC
 1.4-1.9
Start-up 20F in actualy.
Electric Wind Hook Fist
just
H / 25
11F
(1)
+5KDNKDN39
28
2.62.1-2.5
W1.1
1.3
Start-up 14F in actualy.
Total 36F after block or hit.
Wind Hook Fist

H / 20
11F
(1)
-10KDNKDN40
29
 1.3-1.7
Start-up 15F in actualy.
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
HMTSWH
Bamboo Splitter

M / 20
16F-9+7G
+19W
+7G
+19W
2.6
Start-up 19F in actualy.
(Ver.5.00)・Changed the opponent's behavior on hit/counter hit (NH:+10SpF, CH:screw to +7GF).
 Wall crush inducing hit is implemented.
Lunging Low Roundhouse Kick

L / 10
20F-31KDNKDN49
29
2.61.9-2.30.9
Start-up 23F in actualy.
(Ver.2.10)・getting unintended damage boost bug fix.
TJ
L.L.R.K. to Spinning Flare Kick

L,M / 10,27
 -15KDNKDN
 
Disable 2nd after 1st block.
TJ
Crouch Dash to Special Jumping

SP / -
 
 
 
TJ
Crouch Dash to Leaping Slash Kick

M / 30
22F+9GKDNKDN
 
 
Rage Art
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Rage Art
Rage
H,Th / 55
13F-9ThThGuard point 8F.
2.43.0
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage
H,Th / 55
13F-9ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Rage Art
Rage
H,Th / 55
13F-9ThTh
2.43.0
Guard point 8F.
Rage Drive
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Rage Drive (2)
Rage
HM / 25,35
11F-7LNCLNCStart-up 14F in actualy.
Enable during Zenshin to Crouch Dash.
(S3)– Decreased the distance between the character and the opponent when the 2nd hit is blocked.
2.62.5
Rage Drive (2) to Crouch Dash
Rage
HM,SP / 24,35
 +17GLNCLNC
 
TJ
Rage Drive (3)
Rage
HM,H / 24,35,25
(5)+8GKDNKDN
 1.8
TC
Rage Drive
Rage
HM,H,M / 24,35,25,24
 +9KDNKDNUnblokable damage 5 close to Wall
& +15GF
 4.1
W1.0
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Drive (2)
Rage
HM / 25,35
11F-7LNCLNC
Rage Drive (2) to Crouch Dash
Rage
HM,SP / 24,35
 +17GLNCLNC
TJ
Rage Drive (3)
Rage
HM,H / 24,35,25
(5)+8GKDNKDN
TC
Rage Drive
Rage
HM,H,M / 24,35,25,24
 +9KDNKDN
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Rage Drive (2)
Rage
HM / 25,35
11F-7LNCLNC
2.62.5
Start-up 14F in actualy.
Enable during Zenshin to Crouch Dash.
(S3)– Decreased the distance between the character and the opponent when the 2nd hit is blocked.
Rage Drive (2) to Crouch Dash
Rage
HM,SP / 24,35
 +17GLNCLNC
 
 
TJ
Rage Drive (3)
Rage
HM,H / 24,35,25
(5)+8GKDNKDN
 1.8
 
TC
Rage Drive
Rage
HM,H,M / 24,35,25,24
 +9KDNKDN
 4.1
W1.0
Unblokable damage 5 close to Wall
& +15GF
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Double Face Kick

Th(H) / 35
12FFoot-sd.
Face-up
Clockwise
or
±0F
Long Range Throw when input (start-up 15F).
Jin shift to BT when throw break.
Over the Shoulder Reverse

Th(H) / 35
12FHead-sd.
Face-down
CCW.
or
-3F
Clockwise
Long Range Throw when input (start-up 15F).
Shoulder Flip
Approach from left side
Th(H) / 43
 Head-sd.
Face-up

-3F
Over the Limit
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
Pivoting Hip Throw
Approach from behind
Th(H) / 50
 Right-sd.
Face-up
disable
Shun Ren Dan

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

-2F
Tidal Wave

Th(H) / 40(42)
12FHead-sd.
Face-down

±0F
Reverse Pos.
Floor break.
Damage bonus 2 to input before catching.
Complicated Wire

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

-2F
Parry
or
Parry(H/M) / -
 disable30Parry(H/M) during 2 to 8F.
Auto block 1 or 9 to 18F.
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
+3F
disableReversal Arm Breaker.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Double Face Kick

Th(H) / 35
12FFoot-sd.
Face-up
Clockwise
or
±0F
Over the Shoulder Reverse

Th(H) / 35
12FHead-sd.
Face-down
CCW.
or
-3F
Clockwise
Shoulder Flip
Approach from left side
Th(H) / 43
 Head-sd.
Face-up

-3F
Over the Limit
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
Pivoting Hip Throw
Approach from behind
Th(H) / 50
 Right-sd.
Face-up
disable
Shun Ren Dan

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

-2F
Tidal Wave

Th(H) / 40(42)
12FHead-sd.
Face-down

±0F
Reverse Pos.
Complicated Wire

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

-2F
Parry
or
Parry(H/M) / -
 disable30
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
+3F
disable
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Double Face Kick

Th(H) / 35
12FFoot-sd.
Face-up
Clockwise
or
±0F
Long Range Throw when input (start-up 15F).
Jin shift to BT when throw break.
Over the Shoulder Reverse

Th(H) / 35
12FHead-sd.
Face-down
CCW.
or
-3F
Clockwise
Long Range Throw when input (start-up 15F).
Shoulder Flip
Approach from left side
Th(H) / 43
 Head-sd.
Face-up

-3F
 
Over the Limit
Approach from right side
Th(H) / 40
 Head-sd.
Face-down

-3F
 
Pivoting Hip Throw
Approach from behind
Th(H) / 50
 Right-sd.
Face-up
disable
 
Shun Ren Dan

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

-2F
 
Tidal Wave

Th(H) / 40(42)
12FHead-sd.
Face-down

±0F
Reverse Pos.
Floor break.
Damage bonus 2 to input before catching.
Complicated Wire

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

-2F
 
Parry
or
Parry(H/M) / -
 disable30
Parry(H/M) during 2 to 8F.
Auto block 1 or 9 to 18F.
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
+3F
disable
Reversal Arm Breaker.
10 Hit Combo
INPUT
HIT LEVELHLMHMMMHLH
DAMAGE127710888101825
block-5-21-27-20-19-20-10-8-23-14
NH+4-10-12-13-8-9+1C-13KDNKDN
CH
start-up 16F