DETAIL:

LARS ALEXANDERSON:DATA

MOVE LIST & FRAME DATA Ver.5.00

【ICONS】
HM Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit.  WG Wall Crush inducing guard.
TC Tech. Crouching Status TJ Tech. Jumping Status
The suffix value of icons means the start-up frame of system status.

【INPUT】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"just" means "Just Input". Match the timing Direction Input and Attack Input.
"hold" means "Hold Input". Hold the Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step

【HIT LEVEL】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

【DAMAGE】
() means a conditional damage.
(XX) means a previous damage value changes to XX according to conditions.
(,XX) means the additional damage according to conditions. About conditions, read NOTES.

The values of "start-up", "block", "NH", "CH" or "total / rec." mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
() means "Meaty" (the continuation of the attack frames).
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total / rec.】 White Letters means Total Frame (start-up frame and recovery frame).
Gray Letters means Recovery Frame.

【reach】, 【block-back】, 【hit-back】 and 【forward length】 values read from the frame data display against Paul.
Not all characters have been researched.

【NOTES】
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【NOTES】.
The patch notes of Ver.5.00 are changed the letter color in 【NOTES】.

【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise

【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

【On the mobile devices】
 On the devices with the width less than 540px, this page displays the simple datas for the mobile devices.
 The tapping the lower right switch changes to the detail datas.
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Jab

H / 7
10F+1+8+8
Delta Slicer (2)

H,M / 7,8
 -8±0±0Combo from 1st CH.
(S3)– The move will now chain together only when the 1st hit lands as a counter hit.
(Ver.4.00) - Changed the damage from 10 to 8.
Delta Slicer

H,M,M / 7,8,20
 -14KDNKDNCombo from 1st CH or 2nd hit.
(S3)– Changed the damage from 17 to 15.
– Changed the frame advantage when blocked from -12F to -14F.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
– Changed the input window from 28 frames to 22 frames.
– The move will not chain together when the 2nd hit lands.
(Ver.4.00) - Changed the damage from 15 to 20.
One-Two Combination

H,H / 7,9
 -1+7+7Combo from 1st hit.
Legionnaire's Spin

H,L / 7,10
 -12+1+1Combo from 1st CH.
Right Jab

H / 10
10F±0+8+8
(S3)– Increased the lower range of the attack.
Lightning Assault Middle (2)

H,M / 10,10
 -5+6+6Combo from 1st hit.
(S3)– Changed the damage from 7 to 10.
– Changed the frame advantage when blocked from -7F to -5F.
– Changed the frame advantage upon hit from +4F to +6F.
Lightning Assault Middle

H,M,M / 10,10,20
 -12KDNKDNCombo from 2nd CH.
Can be delayed.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
TS
Lightning Assault High

H,M,H / 10,7,27
 -7KDNKDNCombo from 2nd CH.
Can be delayed 10F.
Combo can be delayed 10F from CH.
Kick Start

H / 16
15F-12+5+5
Kick Start to Crouching

H / 16
 -10+7+7Returns to crouching.
(Ver.4.00) - Changed the frame advantage when blocked from -12F to -10F.
- Changed the frame advantage upon hit from +5F to +7F.
TS
Spinning Cutter

H / 27
17F-7KDNKDN
Flash Claw (1)

H / 10
13F-5+6+6
(Ver.4.00) - Increased the lower range of the attack.
Flash Claw to SE

H,M,SP / 10,11
 -5+6+6Combo from 1st hit.
Flash Claw

H,M / 10,11
 -8+3+3Combo from 1st hit.
・Now transitions to Silent Entry
Flash Bang to DE

H,M,M,SP / 10,11,20
 -9KDNKDNCombo from 2nd CH.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Flash Bang

H,M,M / 10,11,20
 -12KDNKDNCombo from 2nd CH.
・Now transitions to Dynamic Entry
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Charge Factor (1)

H / 10
12F-6+3+3
(S3)– Decreased the distance between the character and the opponent when the move hits.
Charge Factor to SE

H,H,SP / 10,15
 -5+6+6Combo from 1st hit.
(S3)– Increased the lower range of the attack.
(Ver.4.00) - Changed the damage from 12 to 15.
Charge Factor

H,H / 10,15
 -6+5+5Combo from 1st hit.
・Now transitions to Silent Entry
Death Mask

H,H / 10,22
 -12KDNKDNCombo from 1st hit.
(S3)– Reduced the strength of the pushback, and made the move easier to land.
Volcanic Lightning (1)

M / 12
17F-9+7+7
Volcanic Lightning (2)

M,M / 12,8
 -9+2+2Combo from 1st CH.
Volcanic Lightning (3)

M,M,M / 12,8,8
 -10+2+2Combo from 2nd hit.
Volcanic Lightning

M,M,M,M / 12,8,8,20
 -14KDNKDNCombo from 3rd CH.
Ark Blast

M / 20
15F-13KDNKDN48
33
・Changed from -14F to -13F on block.
・Opponent closer on block.
(S3)– Increased the lower range of the attack.
Power Slug

M / 28
13F
(1)
-18KDNKDN
Alert L

M / 14
13F-1+5+533
20
Flashing Strike (1)

M / 15
16F-8+3A+3A
・Active frames increased by 1F.
TS
Flashing Strike

M,M / 15,20
 -14KDNKDNCombo from 1st hit.
(Ver.4.00) - Changed the attack from a high attack to a mid attack.
- Changed the frame advantage when blocked from -7F to -14F.
Outpost

M / 15
16F-7+3+3
Outpost to DE

M,SP / 15
 -8+2+2
TJ
Outpost Blitz

M,M / 15,24
 -15KDNKDNCombo from 1st CH.
(S3)– Changed the damage from 20 to 24.
– Changed the frame advantage when blocked from -20F to -15F.
– Shortened the recovery time after the move hits by 5 frames.
Front Kick

M / 16
15F-8+2+2
Pw8F
X-Ray

M / 25
25F-12KDNKDN
TC4F
Crouch Jab

SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
Tactical Sword

M / 17
18F±0C+8CKDNForces an opponent to crouching on block or NH.
Tactical Sword to Crouch

M / -
 ±0C+8CKDNForces an opponent to crouching on block or NH.
Returns to crouching.
(S3)- New move.
Tesla Gravity (1)

L / 8
15F
(1)
-14-3-3
Tesla Gravity

L,HH / 8,4,10
 -7+4+4Combo from 1st CH.
Special effect when approach mid-air enemy.
TC4F
Crouch Chin Kick

L / 7
12F-13-2-2Returns to crouching.
TC20F
Earth Battery

L / 25
24F
(1)
-20KDNKDNReturns to crouching.
TC6F
Arc Combination (1)

L / 9
17F-12-1-1Returns to crouching.
Arc Combination

L,H / 9,10
 -12-1-1Combo from 1st hit.
Arc Combination to Crouching

L,H / 9,10
 -10+1+1Combo from 1st hit.
Returns to crouching.
(Ver.4.00) - Changed the frame advantage when blocked from -12F to -10F.
- Changed the frame advantage upon hit from -1F to +1F.
Hollow Point

M / 12
15F-8+3+3
Hollow Point to SE

M,SP / 12
 -5+6+6
Double Tap

M,M / 12,8
 -8+6+6Combo from 1st hit.
HE Combination

M,M / 12,15
 -13±0+23GCombo from 1st hit.
HE Combination (Hold)
hold
M,M / 12,25
 +8KDNKDN
TC4F
Crouch Spin Kick

L / 12
16F-17-3-3Returns to crouching.
TC6F
Shadow Cutter

L / 19
21F-26+5CKDN52
31
Forces an opponent to crouching on NH.
Returns to crouching.
Returns to standing on block.
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
(Ver.4.00) - Changed the damage from 17 to 19.
- Decreased the distance between the character and the opponent when the move hits.
Inductance

M / 18
26F-14+5KDN
HMTS
Chevron Slash

M / 17
15F-9+4KDN
・Opponent reaction on counter hit was changed.
Gilbert Smash (1)

M / 12
16F-7+4+4
Gilbert Smash

M,M / 12,17
 -10+4KDNCombo from 1st hit.
Can be delayed 15F.
Combo can be delayed 15F from hit.
(S3)– Changed the frame advantage upon normal hit from +3F to +4F.
– Changed the opponent’s behavior when the move lands as a counter hit.
Gilbert Cannon

M,H / 12,21
 -8KDNKDNCombo from 1st hit.
Impulse Kick

M / 14
17F-12+4+4
Impulse Kick to SE

M,SP / 14
 -5+11+11
TS
Impulse Plus

M,H / 14,20
 -8KDNKDNCombo from 1st hit.
Combo from 1st NH
・Changed from -12F to -8F on block.
・Recovery decreased by 4F on hit.
・Tail Spin.
・Hitbox expanded downward.
Magnetic Knee

M(,Th) / 23(,28)
15F-8+8Th47
32
Shift to Magnetic Knee Blast upon CH.
Damage () is throw bonus.
・Hitbox expanded downward.
(Ver.4.00) - Changed the damage from 23,23 to 23,28.
HMTS
Wind Liger

MM / 8,20
21F-11+6Sp+6SpTail Spin when 1st CH.
(Ver.5.00)・Changed the opponent's behavior on first attack counter hit.
Zeus

UB(M) / 45
84FLNCLNCLNC
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Jab

H / 7
10F+1+8+8
Delta Slicer (2)

H,M / 7,8
 -8±0±0
Delta Slicer

H,M,M / 7,8,20
 -14KDNKDN
One-Two Combination

H,H / 7,9
 -1+7+7
Legionnaire's Spin

H,L / 7,10
 -12+1+1
Right Jab

H / 10
10F±0+8+8
Lightning Assault Middle (2)

H,M / 10,10
 -5+6+6
Lightning Assault Middle

H,M,M / 10,10,20
 -12KDNKDN
TS
Lightning Assault High

H,M,H / 10,7,27
 -7KDNKDN
Kick Start

H / 16
15F-12+5+5
Kick Start to Crouching

H / 16
 -10+7+7
TS
Spinning Cutter

H / 27
17F-7KDNKDN
Flash Claw (1)

H / 10
13F-5+6+6
Flash Claw to SE

H,M,SP / 10,11
 -5+6+6
Flash Claw

H,M / 10,11
 -8+3+3
Flash Bang to DE

H,M,M,SP / 10,11,20
 -9KDNKDN
Flash Bang

H,M,M / 10,11,20
 -12KDNKDN
Charge Factor (1)

H / 10
12F-6+3+3
Charge Factor to SE

H,H,SP / 10,15
 -5+6+6
Charge Factor

H,H / 10,15
 -6+5+5
Death Mask

H,H / 10,22
 -12KDNKDN
Volcanic Lightning (1)

M / 12
17F-9+7+7
Volcanic Lightning (2)

M,M / 12,8
 -9+2+2
Volcanic Lightning (3)

M,M,M / 12,8,8
 -10+2+2
Volcanic Lightning

M,M,M,M / 12,8,8,20
 -14KDNKDN
Ark Blast

M / 20
15F-13KDNKDN48
33
Power Slug

M / 28
13F
(1)
-18KDNKDN
Alert L

M / 14
13F-1+5+533
20
Flashing Strike (1)

M / 15
16F-8+3A+3A
TS
Flashing Strike

M,M / 15,20
 -14KDNKDN
Outpost

M / 15
16F-7+3+3
Outpost to DE

M,SP / 15
 -8+2+2
TJ
Outpost Blitz

M,M / 15,24
 -15KDNKDN
Front Kick

M / 16
15F-8+2+2
Pw8F
X-Ray

M / 25
25F-12KDNKDN
TC4F
Crouch Jab

SM / 5
10F-5+6+6
Tactical Sword

M / 17
18F±0C+8CKDN
Tactical Sword to Crouch

M / -
 ±0C+8CKDN
Tesla Gravity (1)

L / 8
15F
(1)
-14-3-3
Tesla Gravity

L,HH / 8,4,10
 -7+4+4
TC4F
Crouch Chin Kick

L / 7
12F-13-2-2
TC20F
Earth Battery

L / 25
24F
(1)
-20KDNKDN
TC6F
Arc Combination (1)

L / 9
17F-12-1-1
Arc Combination

L,H / 9,10
 -12-1-1
Arc Combination to Crouching

L,H / 9,10
 -10+1+1
Hollow Point

M / 12
15F-8+3+3
Hollow Point to SE

M,SP / 12
 -5+6+6
Double Tap

M,M / 12,8
 -8+6+6
HE Combination

M,M / 12,15
 -13±0+23G
HE Combination (Hold)
hold
M,M / 12,25
 +8KDNKDN
TC4F
Crouch Spin Kick

L / 12
16F-17-3-3
TC6F
Shadow Cutter

L / 19
21F-26+5CKDN52
31
Inductance

M / 18
26F-14+5KDN
HMTS
Chevron Slash

M / 17
15F-9+4KDN
Gilbert Smash (1)

M / 12
16F-7+4+4
Gilbert Smash

M,M / 12,17
 -10+4KDN
Gilbert Cannon

M,H / 12,21
 -8KDNKDN
Impulse Kick

M / 14
17F-12+4+4
Impulse Kick to SE

M,SP / 14
 -5+11+11
TS
Impulse Plus

M,H / 14,20
 -8KDNKDN
Magnetic Knee

M(,Th) / 23(,28)
15F-8+8Th47
32
HMTS
Wind Liger

MM / 8,20
21F-11+6Sp+6Sp
Zeus

UB(M) / 45
84FLNCLNCLNC
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Jab

H / 7
10F+1+8+8
 
Delta Slicer (2)

H,M / 7,8
 -8±0±0
Combo from 1st CH.
(S3)– The move will now chain together only when the 1st hit lands as a counter hit.
(Ver.4.00) - Changed the damage from 10 to 8.
Delta Slicer

H,M,M / 7,8,20
 -14KDNKDN
Combo from 1st CH or 2nd hit.
(S3)– Changed the damage from 17 to 15.
– Changed the frame advantage when blocked from -12F to -14F.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
– Changed the input window from 28 frames to 22 frames.
– The move will not chain together when the 2nd hit lands.
(Ver.4.00) - Changed the damage from 15 to 20.
One-Two Combination

H,H / 7,9
 -1+7+7
Combo from 1st hit.
Legionnaire's Spin

H,L / 7,10
 -12+1+1
Combo from 1st CH.
Right Jab

H / 10
10F±0+8+8
(S3)– Increased the lower range of the attack.
Lightning Assault Middle (2)

H,M / 10,10
 -5+6+6
Combo from 1st hit.
(S3)– Changed the damage from 7 to 10.
– Changed the frame advantage when blocked from -7F to -5F.
– Changed the frame advantage upon hit from +4F to +6F.
Lightning Assault Middle

H,M,M / 10,10,20
 -12KDNKDN
Combo from 2nd CH.
Can be delayed.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
TS
Lightning Assault High

H,M,H / 10,7,27
 -7KDNKDN
Combo from 2nd CH.
Can be delayed 10F.
Combo can be delayed 10F from CH.
Kick Start

H / 16
15F-12+5+5
 
Kick Start to Crouching

H / 16
 -10+7+7
Returns to crouching.
(Ver.4.00) - Changed the frame advantage when blocked from -12F to -10F.
- Changed the frame advantage upon hit from +5F to +7F.
TS
Spinning Cutter

H / 27
17F-7KDNKDN
 
Flash Claw (1)

H / 10
13F-5+6+6
(Ver.4.00) - Increased the lower range of the attack.
Flash Claw to SE

H,M,SP / 10,11
 -5+6+6
Combo from 1st hit.
Flash Claw

H,M / 10,11
 -8+3+3
Combo from 1st hit.
・Now transitions to Silent Entry
Flash Bang to DE

H,M,M,SP / 10,11,20
 -9KDNKDN
Combo from 2nd CH.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Flash Bang

H,M,M / 10,11,20
 -12KDNKDN
Combo from 2nd CH.
・Now transitions to Dynamic Entry
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Charge Factor (1)

H / 10
12F-6+3+3
(S3)– Decreased the distance between the character and the opponent when the move hits.
Charge Factor to SE

H,H,SP / 10,15
 -5+6+6
Combo from 1st hit.
(S3)– Increased the lower range of the attack.
(Ver.4.00) - Changed the damage from 12 to 15.
Charge Factor

H,H / 10,15
 -6+5+5
Combo from 1st hit.
・Now transitions to Silent Entry
Death Mask

H,H / 10,22
 -12KDNKDN
Combo from 1st hit.
(S3)– Reduced the strength of the pushback, and made the move easier to land.
Volcanic Lightning (1)

M / 12
17F-9+7+7
 
Volcanic Lightning (2)

M,M / 12,8
 -9+2+2
Combo from 1st CH.
Volcanic Lightning (3)

M,M,M / 12,8,8
 -10+2+2
Combo from 2nd hit.
Volcanic Lightning

M,M,M,M / 12,8,8,20
 -14KDNKDN
Combo from 3rd CH.
Ark Blast

M / 20
15F-13KDNKDN48
33
・Changed from -14F to -13F on block.
・Opponent closer on block.
(S3)– Increased the lower range of the attack.
Power Slug

M / 28
13F
(1)
-18KDNKDN
 
Alert L

M / 14
13F-1+5+533
20
 
Flashing Strike (1)

M / 15
16F-8+3A+3A
・Active frames increased by 1F.
TS
Flashing Strike

M,M / 15,20
 -14KDNKDN
Combo from 1st hit.
(Ver.4.00) - Changed the attack from a high attack to a mid attack.
- Changed the frame advantage when blocked from -7F to -14F.
Outpost

M / 15
16F-7+3+3
 
Outpost to DE

M,SP / 15
 -8+2+2
 
TJ
Outpost Blitz

M,M / 15,24
 -15KDNKDN
Combo from 1st CH.
(S3)– Changed the damage from 20 to 24.
– Changed the frame advantage when blocked from -20F to -15F.
– Shortened the recovery time after the move hits by 5 frames.
Front Kick

M / 16
15F-8+2+2
 
Pw8F
X-Ray

M / 25
25F-12KDNKDN
 
TC4F
Crouch Jab

SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
Tactical Sword

M / 17
18F±0C+8CKDN
Forces an opponent to crouching on block or NH.
Tactical Sword to Crouch

M / -
 ±0C+8CKDN
Forces an opponent to crouching on block or NH.
Returns to crouching.
(S3)- New move.
Tesla Gravity (1)

L / 8
15F
(1)
-14-3-3
 
Tesla Gravity

L,HH / 8,4,10
 -7+4+4
Combo from 1st CH.
Special effect when approach mid-air enemy.
TC4F
Crouch Chin Kick

L / 7
12F-13-2-2
Returns to crouching.
TC20F
Earth Battery

L / 25
24F
(1)
-20KDNKDN
Returns to crouching.
TC6F
Arc Combination (1)

L / 9
17F-12-1-1
Returns to crouching.
Arc Combination

L,H / 9,10
 -12-1-1
Combo from 1st hit.
Arc Combination to Crouching

L,H / 9,10
 -10+1+1
Combo from 1st hit.
Returns to crouching.
(Ver.4.00) - Changed the frame advantage when blocked from -12F to -10F.
- Changed the frame advantage upon hit from -1F to +1F.
Hollow Point

M / 12
15F-8+3+3
 
Hollow Point to SE

M,SP / 12
 -5+6+6
 
Double Tap

M,M / 12,8
 -8+6+6
Combo from 1st hit.
HE Combination

M,M / 12,15
 -13±0+23G
Combo from 1st hit.
HE Combination (Hold)
hold
M,M / 12,25
 +8KDNKDN
 
TC4F
Crouch Spin Kick

L / 12
16F-17-3-3
Returns to crouching.
TC6F
Shadow Cutter

L / 19
21F-26+5CKDN52
31
Forces an opponent to crouching on NH.
Returns to crouching.
Returns to standing on block.
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
(Ver.4.00) - Changed the damage from 17 to 19.
- Decreased the distance between the character and the opponent when the move hits.
Inductance

M / 18
26F-14+5KDN
 
HMTS
Chevron Slash

M / 17
15F-9+4KDN
・Opponent reaction on counter hit was changed.
Gilbert Smash (1)

M / 12
16F-7+4+4
 
Gilbert Smash

M,M / 12,17
 -10+4KDN
Combo from 1st hit.
Can be delayed 15F.
Combo can be delayed 15F from hit.
(S3)– Changed the frame advantage upon normal hit from +3F to +4F.
– Changed the opponent’s behavior when the move lands as a counter hit.
Gilbert Cannon

M,H / 12,21
 -8KDNKDN
Combo from 1st hit.
Impulse Kick

M / 14
17F-12+4+4
 
Impulse Kick to SE

M,SP / 14
 -5+11+11
 
TS
Impulse Plus

M,H / 14,20
 -8KDNKDN
Combo from 1st hit.
Combo from 1st NH
・Changed from -12F to -8F on block.
・Recovery decreased by 4F on hit.
・Tail Spin.
・Hitbox expanded downward.
Magnetic Knee

M(,Th) / 23(,28)
15F-8+8Th47
32
Shift to Magnetic Knee Blast upon CH.
Damage () is throw bonus.
・Hitbox expanded downward.
(Ver.4.00) - Changed the damage from 23,23 to 23,28.
HMTS
Wind Liger

MM / 8,20
21F-11+6Sp+6Sp
Tail Spin when 1st CH.
(Ver.5.00)・Changed the opponent's behavior on first attack counter hit.
Zeus

UB(M) / 45
84FLNCLNCLNC
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Jumping Knuckle
or
M / 12
18F-12-1-1
10 Hit Combo (1)

H / 12
13F-16-5-5
Hook
or or
H / 17
15F-12+9+9
TJ12F
Lightning Screw
or or
M(,M) / 12,20
16F
(1)
-26LNCLNCReturns to crouching upon hit.
Air Status -13F upon block.
TJ9F
Storm Axle

M / 20
25F-9KDNKDN60
35
TJ9F
Storm Axle
or
M / 20
25F-9LNCLNC60
35
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
Backflip

SP / -
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ9F
Jumping Knuckle
or
M / 12
18F-12-1-1
10 Hit Combo (1)

H / 12
13F-16-5-5
Hook
or or
H / 17
15F-12+9+9
TJ12F
Lightning Screw
or or
M(,M) / 12,20
16F
(1)
-26LNCLNC
TJ9F
Storm Axle

M / 20
25F-9KDNKDN60
35
TJ9F
Storm Axle
or
M / 20
25F-9LNCLNC60
35
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
Backflip

SP / -
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Jumping Knuckle
or
M / 12
18F-12-1-1
 
10 Hit Combo (1)

H / 12
13F-16-5-5
 
Hook
or or
H / 17
15F-12+9+9
 
TJ12F
Lightning Screw
or or
M(,M) / 12,20
16F
(1)
-26LNCLNC
Returns to crouching upon hit.
Air Status -13F upon block.
TJ9F
Storm Axle

M / 20
25F-9KDNKDN60
35
 
TJ9F
Storm Axle
or
M / 20
25F-9LNCLNC60
35
 
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
 
Backflip

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

M / 20
21F-13LNCLNCStart-up 22F in actualy.
Surge Blast to SE
(must hit)
M,SP / 20
 LNCLNCReverse Position.
Electric Jolt

M / 22
18F
(1)
-8KDNKDNStart-up 19F in actualy.
Double Pulse (1)

L / 14
21F-31+5+5Start-up 22F in actualy.
WH
Double Pulse

L,M / 14,20
 -16+8
+17W
+8
+17W
Combo from 1st hit.
Disable after 1st block.
(S3)– Changed the frame advantage upon hit from ±0F to +3F.
(Ver.5.00)・Changed the opponent's behavior on hit/counter hit (+3F to +8F).
 Wall crush inducing hit is implemented.
Elbow Corona

M / 20
16F
(1)
-9KDNKDNStart-up 17F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -9F.
TC20F
Double Action

LL / 11,15
19F
(1)
-16±0C±0CForces an opponent to crouching on hit.
Start-up 20F in actualy.
Blue Bolt (1)

M / 10
14F-12±0±0
Blue Bolt

M,M / 10,10
 -18LNCLNCCombo from 1st hit.
TJ3F
Red Sprite

M / 30
20F
(6)
+8GKDNKDN
(Ver.4.00) - Increased the lower range of the attack.
- Fixed an issue in which the opponent could shorten the recovery time via crouch input when the move
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Surge Blast

M / 20
21F-13LNCLNC
Surge Blast to SE
(must hit)
M,SP / 20
 LNCLNC
Electric Jolt

M / 22
18F
(1)
-8KDNKDN
Double Pulse (1)

L / 14
21F-31+5+5
WH
Double Pulse

L,M / 14,20
 -16+8
+17W
+8
+17W
Elbow Corona

M / 20
16F
(1)
-9KDNKDN
TC20F
Double Action

LL / 11,15
19F
(1)
-16±0C±0C
Blue Bolt (1)

M / 10
14F-12±0±0
Blue Bolt

M,M / 10,10
 -18LNCLNC
TJ3F
Red Sprite

M / 30
20F
(6)
+8GKDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Surge Blast

M / 20
21F-13LNCLNC
Start-up 22F in actualy.
Surge Blast to SE
(must hit)
M,SP / 20
 LNCLNC
Reverse Position.
Electric Jolt

M / 22
18F
(1)
-8KDNKDN
Start-up 19F in actualy.
Double Pulse (1)

L / 14
21F-31+5+5
Start-up 22F in actualy.
WH
Double Pulse

L,M / 14,20
 -16+8
+17W
+8
+17W
Combo from 1st hit.
Disable after 1st block.
(S3)– Changed the frame advantage upon hit from ±0F to +3F.
(Ver.5.00)・Changed the opponent's behavior on hit/counter hit (+3F to +8F).
 Wall crush inducing hit is implemented.
Elbow Corona

M / 20
16F
(1)
-9KDNKDN
Start-up 17F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -9F.
TC20F
Double Action

LL / 11,15
19F
(1)
-16±0C±0C
Forces an opponent to crouching on hit.
Start-up 20F in actualy.
Blue Bolt (1)

M / 10
14F-12±0±0
 
Blue Bolt

M,M / 10,10
 -18LNCLNC
Combo from 1st hit.
TJ3F
Red Sprite

M / 30
20F
(6)
+8GKDNKDN
(Ver.4.00) - Increased the lower range of the attack.
- Fixed an issue in which the opponent could shorten the recovery time via crouch input when the move
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
11F-4+7+7Returns to crouching.
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4Returns to crouching.
Streamer
WS
M / 16
15F-12LNCLNC
Streamer to SE
WS (must hit)
M,SP / 16
 LNCLNCReverse Position.
Lightning Starter
WS
M / 13
13F-8+3+3
(S3)– Changed the damage from 10 to 13.
– Changed the frame advantage when blocked from -9F to -8F.
– Changed the frame advantage upon hit from +2F to +3F.
Lightning Starter to SE
WS
M,SP / 13
 -5+6+6
Lightning Starter to DE
WS
M,SP / 13
 -12-1-1
(S3)– Changed the input window for “During Dynamic Entry ” from 48 frames to 49 frames.
Multiplied Force
WS
M,M / 13,17
 -12C+5CLNCForces an opponent to crouching on block or NH.
Combo from 1st hit.
・Changed from +2F to +3F on hit.
(S3)– Changed the frame advantage upon normal hit from +3F to +5F.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Tower Cannon
WS
H / 30
20F+7KDNKDN
Toe Smash
WS
M / 16
11F
(1)
-6+5+5
Power Spike
FC
M / 19
15F-8+5KDN42
27
(S3)- New move.
TC
Double Smack
FC
LL / 10,14
18F-12+1+1
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
Streamer
WS
M / 16
15F-12LNCLNC
Streamer to SE
WS (must hit)
M,SP / 16
 LNCLNC
Lightning Starter
WS
M / 13
13F-8+3+3
Lightning Starter to SE
WS
M,SP / 13
 -5+6+6
Lightning Starter to DE
WS
M,SP / 13
 -12-1-1
Multiplied Force
WS
M,M / 13,17
 -12C+5CLNC
Tower Cannon
WS
H / 30
20F+7KDNKDN
Toe Smash
WS
M / 16
11F
(1)
-6+5+5
Power Spike
FC
M / 19
15F-8+5KDN42
27
TC
Double Smack
FC
LL / 10,14
18F-12+1+1
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
11F-4+7+7
Returns to crouching.
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3
Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Returns to crouching.
Streamer
WS
M / 16
15F-12LNCLNC
 
Streamer to SE
WS (must hit)
M,SP / 16
 LNCLNC
Reverse Position.
Lightning Starter
WS
M / 13
13F-8+3+3
(S3)– Changed the damage from 10 to 13.
– Changed the frame advantage when blocked from -9F to -8F.
– Changed the frame advantage upon hit from +2F to +3F.
Lightning Starter to SE
WS
M,SP / 13
 -5+6+6
 
Lightning Starter to DE
WS
M,SP / 13
 -12-1-1
(S3)– Changed the input window for “During Dynamic Entry ” from 48 frames to 49 frames.
Multiplied Force
WS
M,M / 13,17
 -12C+5CLNC
Forces an opponent to crouching on block or NH.
Combo from 1st hit.
・Changed from +2F to +3F on hit.
(S3)– Changed the frame advantage upon normal hit from +3F to +5F.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Tower Cannon
WS
H / 30
20F+7KDNKDN
 
Toe Smash
WS
M / 16
11F
(1)
-6+5+5
 
Power Spike
FC
M / 19
15F-8+5KDN42
27
(S3)- New move.
TC
Double Smack
FC
LL / 10,14
18F-12+1+1
 
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Shockwave
SS
M / 20
16F-7CKDNKDNForces an opponent to crouching on block.
Stack Up
While enemy is down
L / 25
22F-14-3-3
・Damage changed from 20 to 25.
・Opponent closer on block.
Stack Up to SE
While enemy is down hold
L,SP / 25
22F-23-12-12
Charging

SP / -
 55Shift to charging.
TJ14F
Rising Force

M / 20
16F-18LNCLNCStart-up after charging 30F.
Start-up 46F in actualy.
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDNAir Status 5F.
Invinciblity during 8 to 13F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Spin Kick
BT or
H / 18
10F-8KDNKDN
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.
Shockwave
SS
M / 20
16F-7CKDNKDN
Stack Up
While enemy is down
L / 25
22F-14-3-3
Stack Up to SE
While enemy is down hold
L,SP / 25
22F-23-12-12
Charging

SP / -
 55
TJ14F
Rising Force

M / 20
16F-18LNCLNC
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDN
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Spin Kick
BT or
H / 18
10F-8KDNKDN
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.
NOTES
Shockwave
SS
M / 20
16F-7CKDNKDN
Forces an opponent to crouching on block.
Stack Up
While enemy is down
L / 25
22F-14-3-3
・Damage changed from 20 to 25.
・Opponent closer on block.
Stack Up to SE
While enemy is down hold
L,SP / 25
22F-23-12-12
 
Charging

SP / -
 55
Shift to charging.
TJ14F
Rising Force

M / 20
16F-18LNCLNC
Start-up after charging 30F.
Start-up 46F in actualy.
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDN
Air Status 5F.
Invinciblity during 8 to 13F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
 
Spin Kick
BT or
H / 18
10F-8KDNKDN
 
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
 
Silent Entry (SE)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Silent Entry
Combination
SP / -
 
WB
Lightning Thrust
SE
M / 27
12F-10KDNKDN
・Causes Wall Bounce on hit
Bolt Smash
SE
M / 20
14F±0C+8CLNCForces an opponent to crouching on block or NH.
(S3)– Changed the frame advantage when blocked from -4F to ±0F.
– Changed the frame advantage upon normal hit from +4F to +8F.
– Changed the opponent’s behavior when the move lands as a counter hit (from +4CF to KDN).
– Increased the move’s tracking.
– Decreased the range of the attack.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
TC12F
Turbine Hook
SE
L / 20
19F-12+6CKDNForces an opponent to crouching on NH.
Returns to crouching.
・Startup changed from 22F to 19F.
(S3)– Changed the frame advantage upon normal hit from +3F to +5F.
(Ver.4.00) - Changed the frame advantage when blocked from -13F to -12F.
- Changed the frame advantage upon hit from +5F to +6F.
TJ14F
Rising Storm
SE
M / 20
14F-14LNCLNC
・Recovery for both players incerased by 2F.
・Opponent farther away on block.
・Jump status start changed from 15F to 14F.
HMTSPw6F
Electric Volley
SE
H / 27
23F-9KDNKDN
(S3)- New move.
(Ver.3.10)- Shortened the recovery time by 1 frame. This changes the frame advantage when blocked from -10 frames to -9 frames.
- Increased the lower range of the attack.
- Changed the move to a homing attack.
TSTJ7F
Hurricane Axle
SE
MM / 6,22
13F-6+11Sp+11Sp
(Ver.4.00) - New move.
Silent Entry (SE)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Silent Entry
Combination
SP / -
 
WB
Lightning Thrust
SE
M / 27
12F-10KDNKDN
Bolt Smash
SE
M / 20
14F±0C+8CLNC
TC12F
Turbine Hook
SE
L / 20
19F-12+6CKDN
TJ14F
Rising Storm
SE
M / 20
14F-14LNCLNC
HMTSPw6F
Electric Volley
SE
H / 27
23F-9KDNKDN
TSTJ7F
Hurricane Axle
SE
MM / 6,22
13F-6+11Sp+11Sp
Silent Entry (SE)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Silent Entry
Combination
SP / -
 
 
WB
Lightning Thrust
SE
M / 27
12F-10KDNKDN
・Causes Wall Bounce on hit
Bolt Smash
SE
M / 20
14F±0C+8CLNC
Forces an opponent to crouching on block or NH.
(S3)– Changed the frame advantage when blocked from -4F to ±0F.
– Changed the frame advantage upon normal hit from +4F to +8F.
– Changed the opponent’s behavior when the move lands as a counter hit (from +4CF to KDN).
– Increased the move’s tracking.
– Decreased the range of the attack.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
TC12F
Turbine Hook
SE
L / 20
19F-12+6CKDN
Forces an opponent to crouching on NH.
Returns to crouching.
・Startup changed from 22F to 19F.
(S3)– Changed the frame advantage upon normal hit from +3F to +5F.
(Ver.4.00) - Changed the frame advantage when blocked from -13F to -12F.
- Changed the frame advantage upon hit from +5F to +6F.
TJ14F
Rising Storm
SE
M / 20
14F-14LNCLNC
・Recovery for both players incerased by 2F.
・Opponent farther away on block.
・Jump status start changed from 15F to 14F.
HMTSPw6F
Electric Volley
SE
H / 27
23F-9KDNKDN
(S3)- New move.
(Ver.3.10)- Shortened the recovery time by 1 frame. This changes the frame advantage when blocked from -10 frames to -9 frames.
- Increased the lower range of the attack.
- Changed the move to a homing attack.
TSTJ7F
Hurricane Axle
SE
MM / 6,22
13F-6+11Sp+11Sp
(Ver.4.00) - New move.
Dynamic Entry (DE)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC4~10F
Dynamic Entry
or Combination
SP / -
 40Enable Cancel by Side Step.
Cost 15F
・Crouch status added for 4-10F.
(Ver.3.10)- Made the move less likely to put you on the other side of the opponent, which would occur under certain conditions.
Dynamic Entry to SE
DE
/ -
 Cost 19F.
・Transitions to Silent Entry.
Lock & Load
DE
H / 14
11F-1+8+8
(S3)– Changed the frame advantage when blocked from -3F to -1F.
– Shortened the recovery time for both the character and the opponent by 2 frames upon hit to speed up the interaction.
Lock & Load to SE
DE
H,SP / 14
 -5+4+4
(S3)– Changed the frame advantage upon hit from +6F to -+4F.
Double Barrel
DE
H,H / 14,20
 -6KDNKDNCombo from 1st hit.
Rimfire
DE
M / 19
17F-7+7KDN
(S3)– Changed the damage from 17 to 19.
– Changed the frame advantage when blocked from -8F to -7F.
– Changed the frame advantage upon normal hit from +6F to +7F.
WB
Spiral Kick
DE
M / 25
27F+6KDNKDN
・Changed from +6F to +4F on block.
・Causes Wall Bounce on hit.
(Ver.4.00) - Changed the frame advantage when blocked from +4F to +6F.
- Decreased the distance between the character and the opponent when the move is blocked.
Double Pulse
DE
L,M / 14,20
21F-16+3+3Combo from 1st hit.
Equivalent to .
・New move added.
(S3)– Changed the frame advantage upon hit from ±0F to +3F.
TS
Into the Storm
DE
H / 20
12F-10KDNKDNReturns to crouching.
Dynamic Entry (DE)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TC4~10F
Dynamic Entry
or Combination
SP / -
 40
Dynamic Entry to SE
DE
/ -
 
Lock & Load
DE
H / 14
11F-1+8+8
Lock & Load to SE
DE
H,SP / 14
 -5+4+4
Double Barrel
DE
H,H / 14,20
 -6KDNKDN
Rimfire
DE
M / 19
17F-7+7KDN
WB
Spiral Kick
DE
M / 25
27F+6KDNKDN
Double Pulse
DE
L,M / 14,20
21F-16+3+3
TS
Into the Storm
DE
H / 20
12F-10KDNKDN
Dynamic Entry (DE)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC4~10F
Dynamic Entry
or Combination
SP / -
 40
Enable Cancel by Side Step.
Cost 15F
・Crouch status added for 4-10F.
(Ver.3.10)- Made the move less likely to put you on the other side of the opponent, which would occur under certain conditions.
Dynamic Entry to SE
DE
/ -
 
Cost 19F.
・Transitions to Silent Entry.
Lock & Load
DE
H / 14
11F-1+8+8
(S3)– Changed the frame advantage when blocked from -3F to -1F.
– Shortened the recovery time for both the character and the opponent by 2 frames upon hit to speed up the interaction.
Lock & Load to SE
DE
H,SP / 14
 -5+4+4
(S3)– Changed the frame advantage upon hit from +6F to -+4F.
Double Barrel
DE
H,H / 14,20
 -6KDNKDN
Combo from 1st hit.
Rimfire
DE
M / 19
17F-7+7KDN
(S3)– Changed the damage from 17 to 19.
– Changed the frame advantage when blocked from -8F to -7F.
– Changed the frame advantage upon normal hit from +6F to +7F.
WB
Spiral Kick
DE
M / 25
27F+6KDNKDN
・Changed from +6F to +4F on block.
・Causes Wall Bounce on hit.
(Ver.4.00) - Changed the frame advantage when blocked from +4F to +6F.
- Decreased the distance between the character and the opponent when the move is blocked.
Double Pulse
DE
L,M / 14,20
21F-16+3+3
Combo from 1st hit.
Equivalent to .
・New move added.
(S3)– Changed the frame advantage upon hit from ±0F to +3F.
TS
Into the Storm
DE
H / 20
12F-10KDNKDN
Returns to crouching.
Avalanche Flip
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ11F
Avalanche Flip
or or
SP / -
 
TC50F
Avalanche Spike

L / 20
53F-13+3CKDNForces an opponent to crouching on NH.
Returns to crouching.
Avalanche Stomp

M / 20(,20)
39F-8+8CThForces an opponent to crouching on NH.
Damage () is throw bonus.
Avalanche Flip
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ11F
Avalanche Flip
or or
SP / -
 
TC50F
Avalanche Spike

L / 20
53F-13+3CKDN
Avalanche Stomp

M / 20(,20)
39F-8+8CTh
Avalanche Flip
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ11F
Avalanche Flip
or or
SP / -
 
 
TC50F
Avalanche Spike

L / 20
53F-13+3CKDN
Forces an opponent to crouching on NH.
Returns to crouching.
Avalanche Stomp

M / 20(,20)
39F-8+8CTh
Forces an opponent to crouching on NH.
Damage () is throw bonus.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-22ThThGuard point 8F.
・Distance traveled backward during animation decreased.
・Reach increased.
・(Ver.2.02) Power Crush Start-up changed from 7F to 8F.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage
M,Th / 55
20F-22ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-22ThTh
Guard point 8F.
・Distance traveled backward during animation decreased.
・Reach increased.
・(Ver.2.02) Power Crush Start-up changed from 7F to 8F.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive 1 to DE
Rage & SE
M,SP / 27
12F+9KDNKDN
Rage Drive 1 to Zeus
Rage Drive - DE
UB(M) / 30
47FLNCLNCLNC
Rage Drive 2
Rage & DE
L,M / 16,16
21F-13LNCLNC
(Ver.4.00) New move
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Drive 1 to DE
Rage & SE
M,SP / 27
12F+9KDNKDN
Rage Drive 1 to Zeus
Rage Drive - DE
UB(M) / 30
47FLNCLNCLNC
Rage Drive 2
Rage & DE
L,M / 16,16
21F-13LNCLNC
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive 1 to DE
Rage & SE
M,SP / 27
12F+9KDNKDN
 
Rage Drive 1 to Zeus
Rage Drive - DE
UB(M) / 30
47FLNCLNCLNC
 
Rage Drive 2
Rage & DE
L,M / 16,16
21F-13LNCLNC
(Ver.4.00) New move
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Hostile Takedown

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

Th(H) / 35
12FClockwise
Foot-sd.
Face-down
or
-3F
Long Range Throw when input (start-up 15F).
Tactical Knee
Approach from left side
Th(H) / 40(45)
 Foot-sd.
Face-up
Damage () is wall hit bonus.
Lethal Force
Approach from right side
Th(H) / 40
 Head-sd.
Face-up
Swift Silence
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
Apocalypse

Th(H) / 40(45)
12FFoot-sd.
Face-up

-3F
Damage () is wall hit bonus.
Avalanche Drop
hold
Th(H) / 40(50)
25FFoot-sd.
Face-up
or or or
-7F
Reverse Pos.
Break Throw 23F.
Damage () is Approach from behind (can break throw).
SHB
or DE
Th(H) / 40
11FHead-sd.
Face-down

-3F
Reverse Pos.
Disable Advanced Input.
Start-up 12F during DE.
Rejection
Approach mid-air enemy or DE
Th(Air) / 45(30)
11FFoot-sd.
Face-up
disableDamage () is wall hit bonus.
Disable Advanced Input.
Wall Stun.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Hostile Takedown

Th(H) / 35
12FCCW.
Head-sd.
Face-up
or
-3F
Raging Thunder

Th(H) / 35
12FClockwise
Foot-sd.
Face-down
or
-3F
Tactical Knee
Approach from left side
Th(H) / 40(45)
 Foot-sd.
Face-up
Lethal Force
Approach from right side
Th(H) / 40
 Head-sd.
Face-up
Swift Silence
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
Apocalypse

Th(H) / 40(45)
12FFoot-sd.
Face-up

-3F
Avalanche Drop
hold
Th(H) / 40(50)
25FFoot-sd.
Face-up
or or or
-7F
Reverse Pos.
SHB
or DE
Th(H) / 40
11FHead-sd.
Face-down

-3F
Reverse Pos.
Rejection
Approach mid-air enemy or DE
Th(Air) / 45(30)
11FFoot-sd.
Face-up
disable
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Hostile Takedown

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

Th(H) / 35
12FClockwise
Foot-sd.
Face-down
or
-3F
Long Range Throw when input (start-up 15F).
Tactical Knee
Approach from left side
Th(H) / 40(45)
 Foot-sd.
Face-up
Damage () is wall hit bonus.
Lethal Force
Approach from right side
Th(H) / 40
 Head-sd.
Face-up
 
Swift Silence
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
 
Apocalypse

Th(H) / 40(45)
12FFoot-sd.
Face-up

-3F
Damage () is wall hit bonus.
Avalanche Drop
hold
Th(H) / 40(50)
25FFoot-sd.
Face-up
or or or
-7F
Reverse Pos.
Break Throw 23F.
Damage () is Approach from behind (can break throw).
SHB
or DE
Th(H) / 40
11FHead-sd.
Face-down

-3F
Reverse Pos.
Disable Advanced Input.
Start-up 12F during DE.
Rejection
Approach mid-air enemy or DE
Th(Air) / 45(30)
11FFoot-sd.
Face-up
disable
Damage () is wall hit bonus.
Disable Advanced Input.
Wall Stun.
10 Hit Combo
INPUT
HIT LEVELHMMMLMMMMM
DAMAGE127812610761,217
block-16-25-16-25-26-27
NH-5-14-5-14-15LNC
CH
start-up 13F