JOSIE RIZAL:DATA
MOVE LIST & FRAME DATA Ver.5.00
【Icons】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
【Command】
The arrow shaped mark painted (
) means input over 2F.
The notation like 【

】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
"Hold" means "Hold Input". Hold the Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move
The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【Notes】.
The patch notes of Ver.5.00 are changed the letter color in 【Notes】.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.
【On the mobile devices】
On the devices with the width less than 480px, this page displays the simple datas for the mobile devices.
The tapping "〉〉" changes to the detail datas.
The tapping "〈〈" on the detail datas changes to the simple datas.
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
【Command】
The arrow shaped mark painted (

The notation like 【



"J" means "Just Input". Match the timing Direction Input and Attack Input.
"Hold" means "Hold Input". Hold the Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move
The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【Notes】.
The patch notes of Ver.5.00 are changed the letter color in 【Notes】.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.
【On the mobile devices】
On the devices with the width less than 480px, this page displays the simple datas for the mobile devices.
The tapping "〉〉" changes to the detail datas.
The tapping "〈〈" on the detail datas changes to the simple datas.
- Include ⇧ Command
- More Than One Command
- Full Crouch
- Others
- Switch Stance
- Sway Back
- Slide In
- Rage Art
- Rage Drive
- Throws
- 10 Hit Combo
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Jab![]() H / 7 |
10F | +1 | +8 | +8 | ||
One Two Punch![]() ![]() ![]() H,H / 7,8 |
-1 | +7 | +7 | Combo from 1st NH | ||
Papilio Combo![]() ![]() ![]() ![]() ![]() H,H,H / 7,8,10 |
-13 | +9 | +9 | Combo from 1st NH Combo can be delayed 11F from 1st NH | ||
Graphium Combo![]() ![]() ![]() ![]() ![]() H,H,M / 7,8,18 |
-11 | +5 | KDN | Combo from 2nd CH ・Opponent reaction on counter hit was changed. (S3)– Changed the opponent’s behavior when the move lands as a counter hit. (Ver.3.20)・Reduced the strength of the pushback, and made the move easier to land. | ||
One Two High Kick to Switch Stance![]() ![]() ![]() ![]() ![]() H,H,H,SP / 7,8,22 |
+11 | +21G | LNC | Combo from 2nd CH | ||
One Two High Kick to Switch Stance (no derivatives)![]() ![]() ![]() ![]() ![]() H,H,H,SP / 7,8,22 |
-14 | -4 | LNC | Combo from 2nd CH | ||
One Two Low![]() ![]() ![]() ![]() ![]() H,H,L / 7,8,13 |
-16 | -5 | -5 | Combo from 2nd CH | ||
TS One Two Low High Spin Kick ![]() ![]() ![]() ![]() ![]() ![]() ![]() H,H,L,H / 7,8,13,25 |
-4 | KDN | KDN | Combo from 3rd CH Can be delayed | ||
Sunrise Combo (2)![]() ![]() ![]() H,H / 7,10 |
-4 | +7 | +7 | Combo from 1st NH | ||
Sunrise Combo![]() ![]() ![]() ![]() ![]() H,H,M / 7,10,12 |
-15 | +1 | +1 | Combo from 1st NH Combo can be delayed 18F from 1st NH | ||
Right Jab![]() H / 8 |
12F | +1 | +7 | +7 | ||
Quick Graphium![]() ![]() ![]() H,M / 8,18 |
-11 | +5 | KDN | Combo from 1st CH ・Opponent reaction on counter hit was changed. (S3)– Changed the opponent’s behavior when the move lands as a counter hit. | ||
High Kick Combo to Switch Stance![]() ![]() ![]() H,H,SP / 8,22 |
+11 | +21G | LNC | Combo from 1st NH. (S3)– The move will now chain together. | ||
High Kick Combo to Switch Stance (no derivatives)![]() ![]() ![]() H,H,SP / 8,22 |
-14 | -4 | LNC | Combo from 1st NH. | ||
Right Straight to Low![]() ![]() ![]() H,L / 8,13 |
-16 | -5 | -5 | Combo from 1st CH | ||
TS Right Straight to Low High Spin Kick ![]() ![]() ![]() ![]() ![]() H,L,H / 8,13,25 |
-4 | KDN | KDN | Combo from 2nd CH Can be delayed | ||
Shutter Kick![]() M / 11 |
13F | -8 | +3 | +3 | 40 | |
Hollow Point Shot![]() ![]() ![]() M,M / 11,18 |
-12 | +5 | KDN | Combo from 1st CH Can be delayed Combo can be delayed 8F from 1st CH (S3)– Changed the opponent’s behavior when the move lands as a counter hit. | ||
Hollow Point to Slide In![]() ![]() ![]() ![]() M,SP / 11 |
-7 | +4 | +4 | |||
TS Intercept Kick ![]() ![]() ![]() M,H / 11,21 |
-1 | KDN | KDN | Combo from 1st CH Can be delayed Combo can be delayed 8F from 1st CH. Meaty 1F. (Ver.4.00) - Changed the attack startup from frame 23 to frame 23-24. | ||
Intercept Cannon![]() ![]() ![]() M,M / 11,27 |
-13 | KDN | KDN | TJ Combo from 1st CH Can be delayed (Ver.4.00) - Changed the frame advantage when blocked from -14F to -13F. | ||
High Kick![]() H / 16 |
12F | -7 | +6 | LNC | 38 | |
HTS Spinning Scythe ![]() H / 27 |
16F | -9 | KDN | KDN* | ・Causes Screw on counter hit. | |
Triaina Low & Jab to Switch Stance![]() L,H,SP / 7,5 |
15F | ±0 | +11 | +11 | +15F upon 1st hit only. (Ver.4.00) - New move. | |
Triaina Low & Jab to Switch Stance (no derivatives)![]() L,H,SP / 7,5 |
-22 | -11 | -11 | (Ver.4.00) - New move. | ||
Subic Ring (1)![]() ![]() H / 10 |
12F | -8 | +3 | +3 | ||
Subic Ring (2)![]() ![]() ![]() ![]() H,L / 10,13 |
-11 | ±0 | ±0 | Combo from 1st NH | ||
Albay Ring![]() ![]() ![]() ![]() ![]() ![]() H,L,M / 10,13,28 |
-16 | LNC | LNC | Combo from 2nd CH. (S3)– New move. (Ver.4.00) - Changed the damage from 30 to 28. | ||
TS Subic Ring ![]() ![]() ![]() ![]() ![]() ![]() H,L,H / 10,13,20 |
-4 | KDN | KDN | Combo from 2nd CH. | ||
Panquil Ring![]() ![]() ![]() ![]() H,H / 10,23 |
-13 | KDN | KDN | Combo from 1st NH | ||
Piercing Needle![]() ![]() M / 18 |
18F | -3 | +8 | +12A | 40 | (Ver.4.00) - Increased the move’s tracking. |
Step In Toe Kick![]() ![]() M / 13 |
17F | -4 | +1 | +1 | ||
WH Step In Knee Combo ![]() ![]() ![]() ![]() M,M / 13,14 |
-10 | +8 +23W |
KDN | Combo from 1st hit. Can be delayed 10F. Combo can be delayed 10F from 1st hit. (Ver.5.00)・Changed the opponent's behavior on hit (+1F to +8F). Wall crush inducing hit is implemented. ・Changed the opponent's behavior on counter hit (+1F to KDN). Increased the input window of the second attack by 10F. | ||
Flying Elbow![]() ![]() H / 20 |
14F | -5 | KDN | KDN | 42 | TJ6F Meaty 1F in actualy |
Heavy Knee![]() ![]() M / 23 |
16F | -7 | KDN | KDN* | 44 | ・Can also be ferformed with ![]() ![]() ![]() ![]() |
Liver Shot![]() ![]() M / 14 |
16F | -7 | +4 | +4 | 42 | |
Liver Shot to Straight Punch![]() ![]() ![]() ![]() M,H / 14,12 |
-6 | +5 | +5 | Combo from 1st NH Can be delayed Combo can be delayed 8F from 1st NH | ||
Liver Shot to Slide In![]() ![]() ![]() ![]() ![]() M,SP / 14 |
-3 | +8 | +8 | (S3)– New move. | ||
Liver Shot to Flying Punch Combo (2)![]() ![]() ![]() ![]() M,L / 14,12 |
-16 | ±0 | ±0 | Combo from 1st NH Can be delayed Combo can be delayed 8F from 1st NH | ||
Liver Shot to Flying Punch Combo![]() ![]() ![]() ![]() ![]() ![]() M,L,H / 14,12,21 |
-7 | KDN | KDN* | Combo from 2nd CH (Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit. | ||
Liver Blow to Feint Knee![]() ![]() ![]() ![]() ![]() M,M / 14,20 |
-7 | KDN | KDN* | (S3)– Changed the frame advantage when blocked from -11F to -7F. – Increased the distance between the character and the opponent when the move is blocked. – Changed the opponent’s behavior when hit. | ||
Sonic Upper![]() ![]() M / 13 |
15F | -13 | LNC | LNC | 44 | ・Homing decreased. |
Cyclone Sweep![]() ![]() L / 15 |
26F | -13 | +1 | +1 | TC6F | |
Cyclone Sweep Combo![]() ![]() ![]() ![]() L,M / 15,18 |
-12 | +5 | KDN | Combo from 1st CH (S3)– Changed the opponent’s behavior when the move lands as a counter hit. | ||
Cyclone Sweep to Slide In![]() ![]() ![]() ![]() ![]() L,SP / 15 |
-8 | +6 | +6 | TC6F | ||
Triaina Middle to Switch Stance![]() ![]() M,SP / 15 |
14F | +11 | +16G | +16 | 28 | |
Triaina Middle to Switch Stance (no derivatives)![]() ![]() M,SP / 15 |
-14 | -9 | -9 | 28 | ||
PC8F Boost Knee Launcher ![]() ![]() M / 30 |
22F | -13 | LNC | LNC | Meaty 1F. ・Damage changed from 25 to 30. (S3)– Changed the attack startup from 26F to 22F. – Changed the frame advantage when blocked from -12F to -13F. – Increased the recovery time after the move hits by 1 frame. (Ver.4.00) - Changed the attack startup from frame 22 to frame 22-23. - Increased the range of the attack. | |
Crouch Jab![]() ![]() ![]() SM / 5 |
10F | -5 | +6 | +6 | TC4F Returns to crouching. Input ![]() | |
Kawasan Falls![]() ![]() M / 20 |
20F | -2 | +3C | KDN | Forces an opponent to crouching upon NH.. ・Damage changed from 16 to 20. ・Opponent reaction on counter hit was changed. (S3)– Changed the opponent’s behavior when the move lands as a counter hit. | |
Kawasan Falls to Crouch![]() ![]() ![]() M / 20 |
20F | -2 | +3C | KDN | Forces an opponent to crouching upon NH.. (S3)- New move. | |
Left Low Kick![]() ![]() L / 11 |
16F | -17 | -6 | -6 | ||
Left Low Kick & High Kick to Switch Stance![]() ![]() ![]() ![]() L,H,SP / 11,15 |
+11 | +21G | LNC | Combo from 1st CH | ||
Left Low Kick & High Kick to Switch Stance (no derivatives)![]() ![]() ![]() ![]() L,H,SP / 11,15 |
-14 | -4 | LNC | Combo from 1st CH | ||
Triaina Low![]() ![]() L / 10 |
15F | -10 | +1 | +16G | (Ver.5.00)・Changed the damage from 8 to 10. ・Changed the opponent's behavior on counter hit (+6F to +16GF). | |
Full Blast Kick![]() ![]() M / 24 |
19F | -13 | KDN | KDN | Meaty 1F in actualy | |
Middle Straight![]() ![]() M / 25 |
20F | -10 | KDN | KDN | TC6F ・Opponent farther away on block. ・Opponent closer on hit and counter hit. (S3)– Changed the damage from 20 to 25. | |
Lexias Chain (1)![]() ![]() M / 12 |
16F | -6 | +5 | +5 | ||
Lexias Chain (2)![]() ![]() ![]() ![]() M,M / 12,11 |
-11 | ±0 | ±0 | Combo from 1st CH (S3)– Increased the lower range of the attack. | ||
Lexias Chain![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 12,11,23 |
-14 | KDN | KDN | Combo from 2nd hit. Can be delayed. Combo can be delayed 9F from 2nd hit. ・Opponent reaction on hit, counter hit, mid-air hit, and when hit while downed has been changed. (Ver.4.00) - Changed the frame advantage when blocked from -16F to -14F. | ||
Twin Rippers (1)![]() ![]() H / 10 |
11F | -9 | +2 | +2 | ・Active frames increased by 1F. ・Changed from -6F to -9F on block. ・Opponent closer on hit and block. ・Changed from NH ±0F and CH +9F to +2F on hit. ・Hitbox expanded downward. ・Decreased pushback so move hits easier | |
TS Twin Rippers ![]() ![]() ![]() ![]() H,H / 10,20 |
-3 | +16Sp | +16Sp | Combo from 1st NH ・Damage changed from 10 to 20. ・Opponent reaction changed from + 3F to +16SpF on hit. ・Input window changed from 11F to 14F | ||
Arnis Chain![]() ![]() ![]() ![]() H,M / 10,12 |
-5 | +6 | +6 | Combo from 1st NH | ||
Arnis Chain to Slide In![]() ![]() ![]() ![]() ![]() ![]() ![]() H,M,SP / 10,12 |
-6 | +5 | +5 | ・New move | ||
Arnis Combo (3)![]() ![]() ![]() ![]() ![]() ![]() / 10,12,12 |
-10 | +6 | +6 | Combo from 2nd CH Can be delayed Combo can be delayed 8F from 2nd CH (S3)– Changed the frame advantage upon hit from +1F to +6F. | ||
WB Arnis Combo ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() H,M,M,H / 10,12,12,20 |
-5 | KDN | KDN | Combo from 3rd NH. Can be delayed 10F. Combo can be delayed 10F from 3rd NH. ・Causes Wall Bounce on hit. (S3)– The 3rd hit will now always chain together with the 4th, even when delaying its input. | ||
Quick Elbow![]() ![]() H / 17(,12,13) |
14F | +1 | +7 | Th | 37 | Connect to Disarm Drop after CH. Damage () is throw bonus. (S3)– Changed the damage from 12 to 17. (Ver.4.00) - Increased the lower range of the attack. - Increased the move’s tracking. |
H Tracer Kick ![]() ![]() M / 18 |
22F | -6 | +13Sp | +13Sp | ||
Streamline Combo (1)![]() ![]() M / 14 |
16F | -5 | +6 | +6 | ||
Streamline Combo (2)![]() ![]() ![]() ![]() M,M / 14,14 |
-6 | +5 | +5 | Combo from 1st NH | ||
Streamline Combo![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 14,14,25 |
-15 | KDN | KDN | ・Damage changed from 23 to 25. ・Move comes out 2F slower, (2.10)・Changed from -20F to -15F on block. | ||
Streamline to Low Kick![]() ![]() ![]() ![]() ![]() ![]() M,M,L / 14,14,12 |
-13 | +3 | +3 | |||
Streamline to Feint Knee![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 14,14,20 |
-7 | KDN | KDN* | (S3)– Changed the frame advantage when blocked from -11F to -7F. – Increased the distance between the character and the opponent when the move is blocked. – Changed the opponent’s behavior when hit. | ||
Spinning Back Blow![]() ![]() H / 21 |
16F | -9 | KDN | KDN | ・Opponent closer on hit. ・Opponent reaction on mid-air hit was changed. ・Hitbox expanded downward. | |
Spiral Typhoon![]() ![]() UB(H) / 50 |
61F | KDN | KDN | KDN | TJ49F |
Include ⇧ Command | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Jumping Knuckle![]() ![]() ![]() ![]() M / 12 |
18F | -12 | -1 | -1 | TJ9F | |
Hook![]() ![]() ![]() ![]() H / 17 |
15F | -12 | +9 | +9 | ||
Butterfly Edge![]() ![]() ![]() ![]() M / 20 |
28F | -9 | KDN | KDN | TJ9F ・Opponent reaction changed on hit. | |
Butterfly Edge![]() ![]() ![]() ![]() M / 20 |
28F | -9 | KDN | KDN | TJ9F | |
Carabao Horn![]() ![]() M / 11 |
15F | -20 | -8 | -8 | TJ9F | |
Carabao Horn![]() ![]() M / 15 |
15F | -13 | KDN | LNC | TJ9F | |
Carabao Horn![]() ![]() M / 13 |
15F | -13 | LNC | LNC | TJ9F | |
Rapid Double Knee![]() ![]() MM / 10,24 |
14F | -13 | KDN | KDN | TJ12F | |
Delay Rising Toekick![]() ![]() M / 25 |
23F | -11 | LNC | LNC | TJ9F |
More Than One Command | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Needle Shot![]() ![]() ![]() M / 25 |
24F | +6 | KDN | KDN | Advance Input is unavailable Start-up 25F in actualy | |
HTS Step In Tracer ![]() ![]() ![]() M / 20 |
16F | -9 | KDN | KDN | Advance Input is unavailable Start-up 17F in actualy Meaty 1F in actualy | |
Target Slash![]() ![]() ![]() ![]() M / 30 |
21F | +6 | KDN | KDN | TJ3F Advance Input is unavailable Meaty 3F |
Full Crouch | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Crouch Jab FC ![]() SM / 5 |
10F | -5 | +6 | +6 | TC Returns to crouching. Input ![]() | |
Crouch Straight FC ![]() SM / 8 |
11F | -4 | +7 | +7 | TC Returns to crouching. | |
Crouch Side Kick FC ![]() L / 12 |
16F | -17 | -3 | -3 | TC Returns to crouching. | |
Crouch Chin Kick FC ![]() ![]() ![]() L / 10 |
12F | -15 | -4 | -4 | TC Returns to crouching. | |
Interrupting Upper WS ![]() M / 12 |
13F | -4 | +7 | +14 | 36 | |
Double Boomerang (1) WS ![]() M / 10 |
13F | -9 | +2 | +2 | ・Changed from -11F to -9F on block. ・Changed from ±0F to +2F on hit. | |
Double Boomerang WS ![]() ![]() ![]() M,H / 10,12 |
-13 | KDN | KDN | Combo from 1st NH Can be delayed 5F ・Move comes out 1F slower. | ||
Double Boomerang to Sway Back WS ![]() ![]() ![]() ![]() M,H,SP / 10,12 |
-8 | KDN | KDN | Combo from 1st NH | ||
Vertical Knee WS ![]() M / 20 |
16F | -7 | KDN | KDN* | (Ver.3.20)・Reduced the strength of the pushback, and made the move easier to land. | |
Toe Smash WS ![]() M / 16 |
11F | -6 | +5 | +5 | 36 | |
Whip Kick FC ![]() ![]() L / 25 |
21F | -15 | +7 | KDN | TC ・Opponent reaction on hit changed, also changed from +1F to +7F on hit. (Ver.4.00) - Decreased the distance between the character and the opponent when the move hits. - Increased the range of the attack. | |
Crouch Dash FC ![]() ![]() ![]() SP / - |
Returns to crouching. |
Others | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Taunt![]() SP / - |
55 | |||||
Wall Jumping Attack![]() ![]() ![]() M / 25 |
29F | -1 | KDN | KDN | Advance Input is unavailable Air Status 5F Invinciblity during 8 to 13F | |
Spin Knuckle Jab BT ![]() ![]() H / 15 |
8F | -8 | +3 | +3 | ||
Spin Kick BT ![]() ![]() H / 18 |
10F | -8 | KDN | KDN | ||
Crouch Spin Knuckle BT ![]() ![]() ![]() ![]() SM / 10 |
10F | -2 | +9 | +9 | TC1F Returns to crouching. | |
Crouch Spin Kick BT ![]() ![]() ![]() ![]() L / 12 |
10F | -11 | +3 | +3 | TC1F Returns to crouching. |
Switch Stance | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Switch Stance SP / - |
25 | |||||
Iligan Switch During Switch Stance ![]() H / 20 |
14F | -1C | +5C | KDN | 47 | Forces an opponent to crouching upon block or NH. ・Damage changed from 18 to 20. (Ver.4.00) - Changed the frame advantage when blocked from -7F to -1F. |
Ormoc Switch During Switch Stance ![]() M / 17 |
18F | -6 | +5 | KDN | Start-up 23F on Advance Input | |
H Sapu Switch During Switch Stance ![]() L / 17 |
20F | -12 | +2 | KDN | Start-up 22F on Advance Input ・Changed from -13F to -12F on block. ・Opponent farther away on block. ・Changed from -2F to -1F on hit. | |
WB Side Strike Switch During Switch Stance ![]() M / 23 |
23F | -9 | KDN | KDN | TJ12F (S3)– Enabled the move to cause a wall bound if it hits. – Adjusted the animation to make it easier to see the jump motion. | |
Slide In During Switch Stance ![]() SP / - |
Cost 12F |
Sway Back | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Sway Back![]() ![]() SP / - |
41 | TC3F Cost 15F ・Added crouch status. | ||||
Jaw Clipper During Sway Back ![]() H / 10 |
15F | -9 | KDN | KDN | ・Changed from -13F to -9F on block. ・Recovery decreased on hit by 4F. ・Pushback decreased so it hits easier. (Ver.2.20)・Reduced the strength of the pushback, making it harder to miss. | |
Spine Hook During Sway Back ![]() M / 21 |
17F | -13 | KDN | KDN* | ||
Slide In During Sway Back ![]() SP / - |
Cost 20F |
Slide In | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Slide In![]() ![]() ![]() SP / - |
25 | Advance Input is unavailable Cost 3F Disable cancel | ||||
Slide In Tornado Combo (1)![]() ![]() ![]() ![]() H / 8 |
9F | -4 | +7 | +7 | Advance Input is unavailable Start-up 12F in actualy | |
TS Slide In Tornado Combo ![]() ![]() ![]() ![]() ![]() ![]() H,H / 8,21 |
-9 | KDN | KDN | Combo from 1st NH | ||
Slide In Elbow![]() ![]() ![]() ![]() M / 20 |
17F | -14 | LNC | LNC | Advance Input is unavailable Start-up 20F (Ver.4.00) - Increased the range of the attack. | |
Slide In Low Kick![]() ![]() ![]() ![]() L / 23 |
20F | -13 | +4 | KDN | Advance Input is unavailable Start-up 23F in actualy | |
Toe Smash![]() ![]() ![]() ![]() M / 16 |
11F | -6 | +5 | +5 | Equivalent to WS ![]() Advance Input is unavailable Start-up 14F in actualy | |
Slide In Jumping Elbow![]() ![]() ![]() ![]() M / 20 |
24F | +5 | KDN | KDN* | TJ8F Meaty 3F. ・New move (Ver.2.20)・Changed the opponent's behavior when guarding the move. ・Changed the frame advantage on guard from +2F to +5F. (Ver.4.00) - Changed the attack startup from frame 24-26 to frame 24-27. - Increased the lower range of the attack. |
Rage Art | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Rage Art During Rage ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | Guard Point 8F. Meaty 1F. ・Opponent recovery decreased on hit by 6F. (Ver.4.00) - Changed the attack startup from frame 20 to frame 20-21. |
Rage Art | ||||||
ICON Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
Rage Art During Rage ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | 〉〉 |
Rage Drive | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Rage Drive During Rage ![]() ![]() ![]() ![]() MM / 10,24 |
14F | +8 | LNC | LNC | TJ12F Advance Input is unavailable. Special effect (Launch) when approach mid-air enemy. (S3)– Fixed an issue in which the move could be performed with “During Rage ![]() ![]() ![]() |
Rage Drive | ||||||
ICON Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
TJ Rage Drive During Rage ![]() ![]() ![]() ![]() MM / 10,24 |
14F | +8 | LNC | LNC | 〉〉 |
Throws | |||||
Icons Move Name Command Hit Level / Damage | start -up | Aftr Thrw | Brk Thrw | total | Notes |
Suppressing Strike![]() Th(H) / 35 |
12F | Head-sd Fac-Up |
![]() ![]() -6F |
Long Range Throw | |
Neck Hold Slash![]() Th(H) / 35 |
12F | RP Left-sd Fac-Dwn |
![]() ![]() -6F RP |
Long Range Throw | |
Break Down Approach from left side Th(H) / 40 |
Head-sd Fac-Dwn |
![]() -3F |
|||
Heart's Cry Approach from right side Th(H) / 40 |
Foot-sd Fac-Up |
![]() -3F |
|||
Lingayen Stomp Approach from behind Th(H) / 50 |
Head-sd Fac-Dwn |
disable | |||
Spirited Barrage![]() ![]() ![]() Th(H) / 40(34) |
12F | Foot-sd Fac-Up |
![]() -6F |
Damage() is wall hit Wall Stun | |
Reverse Sampaguita![]() ![]() Reversal ![]() |
Foot-sd Fac-Up |
disable | 35 | Reversal ![]() |
10 Hit Combo | |||||||||||
Command | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | Start-up 12F |
Hit Level | H | H | M | L | H | H | M | L | M | M | |
Damage | 8 | 7 | 6 | 5 | 8 | 6 | 8 | 7 | 10 | 22 | |
hit | +7 | -1 | -1 | -10 | -11 | -11 | -10 | KDN | ±0 | KDN | |
block | +1 | -12 | -12 | -26 | -22 | -22 | -15 | -32 | -11 | -23 |
10 Hit Combo | ||||||||||
Command | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Hit Level | H | H | M | L | H | H | M | L | M | M |
Damage | 8 | 7 | 6 | 5 | 8 | 6 | 8 | 7 | 10 | 22 |
hit | +7 | -1 | -1 | -10 | -11 | -11 | -10 | KDN | ±0 | KDN |
block | +1 | -12 | -12 | -26 | -22 | -22 | -15 | -32 | -11 | -23 |
Start-up 12F |