DETAIL:

MARSHALL LAW:DATA

MOVE LIST & FRAME DATA Ver.5.01

【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
Machine Gun Arrow (2)

H,H / 7,5
 -7-8-8Combo from 1st hit.
Machine Gun Arrow (3)

H,H,H / 7,5,5
 -7-8-8Combo from 1st CH.
Machine Gun Arrow (4)

H,H,H,H / 7,5,5,5
 -7-8-8Combo from 1st CH.
Machine Gun Arrow

H,H,H,H,H / 7,5,5,5,5
 -7+13+13When hit and enemy input , to go down.
Combo & +5F from 1st CH.
Left Right Combo

H,H / 7,8
 -1+6+6Connect from Machine Gun Arrow (2 to 4).
Combo from 1st NH.
Left Right Combo to DC

H,H,SP / 7,8
 -1+6+6Advance Input is unavailable after connect to DC.
Left Right Dragon Fist Combo (3)

H,H,M / 7,8,10
 -8+4+4Combo from 2nd CH.
Combo from 1st CH (Disable Combo from Machine Gun Arrow).
Left Right Dragon Fist Combo

H,H,M,H / 7,8,10,10
 -9+4KDNCombo from 3rd hit.
Can be delayed 18F.
Combo can be delayed 17F from CH.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Left Right Dragon Fist Combo to DC

H,H,M,H,SP / 7,8,10,10
 -4+9KDNAdvance Input is unavailable after connect to DC.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
WB
Left Right Blazing Fist Combo

H,M,M / 7,8,10,21
 -13KDNKDNCombo from 3rd CH.
Can be delayed 18F.
Combo can be delayed 11F from CH.
(Ver.4.00) - Enabled the move to cause a wall bound if it hits.
Left Right to Knee

H,H,M / 7,8,10
 -6+5KDNCombo from 1st CH and to Down.
TJ
Left Right Combo to Feint

H,H,SP / 7,8
 -23-16-16Returns to crouching.
Left Right Combo to Somersault Feint

H,H,SP,M / 7,8,20
 -9LNCLNC
Right Jab

H / 8
10F±0+6+6
Rave War Combo (2)

H,M / 8,10
 -8+4+4
Rave War Combo

H,M,H / 8,10,10
 -9+4KDNCombo from 2nd hit.
Can be delayed 18F.
Combo can be delayed 17F from CH.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Rave War Combo to DC

H,M,H,SP / 8,10,10
 -4+9KDNAdvance Input is unavailable after connect to DC.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
WB
Blazing Fist Combo

H,M,M / 8,10,21
 -13KDNKDNCombo from 2nd CH.
Can be delayed 18F.
Combo can be delayed 11F from CH.
(Ver.4.00) - Enabled the move to cause a wall bound if it hits.
Rage Dragon Combo (2) to BT

H,H / 8,8
 -4+7+7Combo from 1st hit.
Can be delayed.
Rage Dragon Combo (3)

H,H,H / 8,8,8
 -3+3+3Combo from 2nd CH.
Can be delayed 15F.
Combo can be delayed 7F from CH.
Rage Dragon Combo

H,H,H,M / 8,8,8,21
 -3CKDNLNCForces an opponent to crouching on block.
Combo from 3rd CH.
Can be delayed 17F.
Combo can be delayed 5F from CH.
Rage Dragon Combo to Crouching

H,H,H,M / 8,8,8,21
 -3CKDNLNCForces an opponent to crouching on block.
Returns to crouching.
Combo from 3rd CH.
Can be delayed 17F.
Combo can be delayed 5F from CH.
High Kick

H / 12
12F-9+2+240
28
Feint to Middle Kick

H,M / 12,17
 -14-3KDNCombo from 1st CH.
Can be delayed 10F.
・Opponent reaction after counter hit has changed.
TS
High Kick to Bloody Cleaver

H,H / 12,20
 -10KDNKDNCombo from 1st hit.
Right High Kick

H / 14
11F-9+7LNC39
28
Shaolin Spin Kicks (2)

H,H / 14,12
 -14-5-5Combo from 1st hit.
Shaolin Spin Kicks (2) to DC2

H,H,SP / 14,12
 -10-1-1Fast Input data.
Shaolin Spin Kicks (2) to DC2 to DC1

H,H,SP / 14,12
 +7+16G+16GFast Input data.
Shaolin Spin Kicks

H,H,H / 14,12,14
 -6-1LNC
Shaolin Spin Kicks to DC2

H,H,H,SP / 14,12,14
 -10-5LNCFast Input data.
Shaolin Spin Kicks to DC2 to DC1

H,H,H,SP / 14,12,14
 +7+12LNCFast Input data.
TJ
Crescent Kick Combo

H,M / 14,23
 -1KDNKDN
(S3)– Reduced the strength of the pushback, and made the move easier to land.
TJ
Crescent Kick Combo to DC2

H,M,SP / 14,23
 -2KDNKDN
(S3)- New move.
Pressing Kick

MM / 5,10
14F-14KDNKDN
(Ver.2.10)・Hitbox increased.
(S3)– Changed the damage from 5,12 to 5,10.
(Ver.4.00) - Changed the frame advantage when blocked from -12F to -14F.
- Increased the recovery time after the move hits by 2F.
TS
Pressing Kick Combo

MM,H / 5,10,15
 -13+5Sp+5Sp
(S3)– Changed the damage from 17 to 15.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Right Jab

H / 10
12F±0+6+6Connect to combinations.
High Kick

H / 16
15F-13-2KDN47
32
Connect to combinations (disable delay).
Right Hick Kick

H / 16
13F-9+7LNC41
28
Connect to combinations.
Poison Arrow

M / 32
20F
(1)
+5KDNKDNStart-up 21F in actualy.
(S3)– Increased the lower range of the attack.
Dragon Hammer

M / 20
20F+3C+8CLNCForces an opponent to crouching on block or NH.
Dragon Hammer to Crouching

M / 20
 +3C+8CLNCForces an opponent to crouching on block or NH.
Returns to crouching.
TJ11F
Dragon Killer

M / 20
25F-2+7CLNCForces an opponent to crouching on NH.
(Ver.4.20)- The opponent was able to guard some specific middle attacks when the opponent was inputting command while guarding. This is now fiexed.
Spinning Dragon Blow

M / 25
23F-14KDNKDN
Quick Upper

M / 10
13F-1+5+5
・Opponent closer on hit.
・Hitbox increased.
10 Hit Combo 1 (2)

M,H / 10,5
 -10+1+1Combo from 1st hit.
10 Hit Combo 1 (3)

M,H,H / 10,5,6
 -18-7-7Combo from 1st hit.
10 Hit Combo 2 (2)

M,L / 10,6
 -16-5-5Combo from 1st hit.
-22GF on block.
10 Hit Combo 2 (3)

M,L,M / 10,6,6
 -12-1-1Combo from 1st hit.
Uppercut

M / 12
15F-7LNCLNC41
26
+4F against crouch hit.
Step In Kick

M / 18
17F-12-1-1
Step In Combo (2)

M,L / 18,8
 -14-2-2Combo from 1st CH.
Can be delayed 13F.
Combo can be delayed 6F from CH.
(S3)– Fixed an issue in which the 1st hit’s range would be reduced when the 2nd hit was input.
Step In Combo

M,L,H / 18,8,14
 -8+1+1Combo from 2nd hit.
Can be delayed 12F.
Combo can be delayed 9F from CH.
TJ
Mid Kick Combo to Somersault Kick

M,L,M / 18,8,23
 -16KDNKDNReturns to crouching.
Combo from 2nd CH.
Can be delayed 13F.
Combo can be delayed 1F from CH.
・Opponent reaction changed when hit while down.
Right Middle Kick

M / 15
13F-8+3+3
TJ
Right Middle Kick to Somersault Kick

M,M / 15,23
 -17LNCLNCReturns to crouching.
Combo from 1st CH.
TC6F
Banana Peel

L / 12
18F-15+4CKDNForces an opponent to crouching on NH.
Returns to crouching.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
TC6F
Low Backhand

L / 15
21F-12+2C+2CForces an opponent to crouching on hit.
Returns to crouching.
(S3)– Changed the frame advantage when blocked from -13F to -12F.
– Changed the frame advantage upon hit from +1F to +2F.
TS
Low Backhand to High Kick

L,H / 15,21
 -9KDNKDNCombo from 1st CH.
Can be delayed 9F.
Combo can be delayed 9F from CH.
・Startup changed from 30F to 24F.
・Hit property changed from mid to high.
・Changed from -11F to -9F on block.
・Opponent closer on hit.
・Input window increased from 22F to 30F.
(S3)– Changed the move to send the opponent spinning when it lands as a counter hit.
TC4F
Body Blow
or FC
SM / 8
11F-4+7+7
Body Blow to Dragon Lift

SM,M / 8,21
 -15LNCLNCCombo from 1st CH.
(S3)– Reduced the attack’s side range and increased its lower range.
Dragon Low Kick

L / 8
16F-14-3-3
Dragon Low Kick to Crouching

L / 8
16F-14-3-3Returns to crouching.
Dragon Low Kick to Hook Kick

L,H / 8,17
 -7KDNKDNCombo from 1st CH.
Can be delayed 14F.
Combo can be delayed 14F from CH.
Construct Kick (1)

L / 7
15F-11±0±0
Construct Kick

L,H / 7,12
 -12±0+5Combo from 1st hit.
When hit and enemy input , to go down.
TC4F
Low Kick

L / 7
12F-13-2-2Returns to crouching.
TJ
Low Kick to Somersault

L,M / 7,23
 -17LNCLNCCombo from 1st CH.
Returns to crouching.
TC4F
Crouch Jab

SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
Elbow Spring Kick (1) to BT

M / 15
14F-4+7+7
TJ
Elbow Spring Kick

M,M / 15,25
 -14KDNKDNMeaty 2F in actualy.
TJ
Elbow Spring Kick to Down

M,M / 15,25
 -3KDNKDN
Shin Crusher

L / 15
17F-12+4C+14GForces an opponent to crouching on NH.
・Opponent closer on hit.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
HMTC6F
Dragon's Tail

L / 20
26F-37KDNKDN
・Changed to homing attack.
(S3)– Increased the recovery time after the move hits by 1F.
(Ver.4.00) - Fixed an issue in which the frame advantage when block after inputting was not correct.
Dragon's Tail to Somersault Kick

L,M / 20,27
 -9KDNKDNDisable connect to 2nd after 1st block.
・Opponent reaction on grounded hit changed.
Charge Power Punch

ガード不能 / 90
78FKDNKDNKDN
Charge Power Punch to Cancel

SP / -
 66
TC6F
Dragon Lance

M / 23
21F-13KDNKDNReturns to crouching.
(Ver.4.00) - Replaced with a new move.
Dragon Storm (1)

M / 12
14F-9+2+2
(S3)– Increased the range of the attack.
Dragon Storm (1) to DC

M,SP / 12
 -5+6+6Advance Input is unavailable after connect to DC.
Dragon Storm (2)

M,M / 12,12
 -14±0±0Combo from 1st hit.
Can be delayed.
Combo can be delayed 11F from hit.
Dragon Storm (2) to DC

M,M,SP / 12,12
 -10+4+4Advance Input is unavailable after connect to DC.
Dragon Storm

M,M,M / 12,12,22
 -14KDNKDNCan be delayed.
Combo from 1st or 2nd CH
Counter Combo can be delayed 12F from 2nd CH.
Knuckle Back Blow (1)

M / 12
16F-8+4+4
(Ver.4.00) - Increased the range of the attack.
TS
Knuckle Back Blow

M,H / 12,15
 -3+16Sp+16SpCombo from 1st hit.
Can be delayed.
Combo can be delayed 4F from hit.
Combo can be delayed 10F from CH.
(S3)– Changed the frame advantage when blocked from -1F to -3F.
Knuckle Rush

M,H / 12,10
 -9+4KDNCombo from 1st hit.
Can be delayed.
Combo can be delayed 11F from hit.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Knuckle Rush to DC

M,H,SP / 12,10
 -4+9KDNAdvance Input is unavailable after connect to DC.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Junkyard Kick (2)

M,L / 12,10
 -12-1-1Combo from 1st CH.
Can be delayed.
Junkyard Kick

M,L,M / 12,10,23
 -7LNCLNCCombo from 2nd CH.
Can be delayed.
Combo can be delayed 7F from CH.
Junkyard Kick to DC2

M,L,M,SP / 12,10,23
 -15LNCLNCFast Input data.
Junkyard Kick to DC2 to DC1

M,L,M,SP / 12,10,23
 +5LNCLNCFast Input data.
TC
Dragon Rush Combo

M,L,L / 12,10,23
 -37KDNKDNReturns to crouching.
Can be delayed.
(S3)– Changed the damage from 21 to 23.
HMTS
Dragon Spin Kick

M / 27
23F-12KDNKDN
HMTS
Dragon Spin Kick to BT

M / 27
23F-11KDNKDN
HM
Tiger Fang (1)

M / 13
14F-7+3+3
HM
Tiger Fang (1) to BT

M / 13
 -4+6+6
TS
Tiger Fang

M,H / 13,21
 -5KDNKDNCombo from 1st hit.
Dragon Arrow

M / 25
23F-18KDNKDN
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Jab

H / 7
10F+1+8+8
Machine Gun Arrow (2)

H,H / 7,5
 -7-8-8
Machine Gun Arrow (3)

H,H,H / 7,5,5
 -7-8-8
Machine Gun Arrow (4)

H,H,H,H / 7,5,5,5
 -7-8-8
Machine Gun Arrow

H,H,H,H,H / 7,5,5,5,5
 -7+13+13
Left Right Combo

H,H / 7,8
 -1+6+6
Left Right Combo to DC

H,H,SP / 7,8
 -1+6+6
Left Right Dragon Fist Combo (3)

H,H,M / 7,8,10
 -8+4+4
Left Right Dragon Fist Combo

H,H,M,H / 7,8,10,10
 -9+4KDN
Left Right Dragon Fist Combo to DC

H,H,M,H,SP / 7,8,10,10
 -4+9KDN
WB
Left Right Blazing Fist Combo

H,M,M / 7,8,10,21
 -13KDNKDN
Left Right to Knee

H,H,M / 7,8,10
 -6+5KDN
TJ
Left Right Combo to Feint

H,H,SP / 7,8
 -23-16-16
Left Right Combo to Somersault Feint

H,H,SP,M / 7,8,20
 -9LNCLNC
Right Jab

H / 8
10F±0+6+6
Rave War Combo (2)

H,M / 8,10
 -8+4+4
Rave War Combo

H,M,H / 8,10,10
 -9+4KDN
Rave War Combo to DC

H,M,H,SP / 8,10,10
 -4+9KDN
WB
Blazing Fist Combo

H,M,M / 8,10,21
 -13KDNKDN
Rage Dragon Combo (2) to BT

H,H / 8,8
 -4+7+7
Rage Dragon Combo (3)

H,H,H / 8,8,8
 -3+3+3
Rage Dragon Combo

H,H,H,M / 8,8,8,21
 -3CKDNLNC
Rage Dragon Combo to Crouching

H,H,H,M / 8,8,8,21
 -3CKDNLNC
High Kick

H / 12
12F-9+2+240
28
Feint to Middle Kick

H,M / 12,17
 -14-3KDN
TS
High Kick to Bloody Cleaver

H,H / 12,20
 -10KDNKDN
Right High Kick

H / 14
11F-9+7LNC39
28
Shaolin Spin Kicks (2)

H,H / 14,12
 -14-5-5
Shaolin Spin Kicks (2) to DC2

H,H,SP / 14,12
 -10-1-1
Shaolin Spin Kicks (2) to DC2 to DC1

H,H,SP / 14,12
 +7+16G+16G
Shaolin Spin Kicks

H,H,H / 14,12,14
 -6-1LNC
Shaolin Spin Kicks to DC2

H,H,H,SP / 14,12,14
 -10-5LNC
Shaolin Spin Kicks to DC2 to DC1

H,H,H,SP / 14,12,14
 +7+12LNC
TJ
Crescent Kick Combo

H,M / 14,23
 -1KDNKDN
TJ
Crescent Kick Combo to DC2

H,M,SP / 14,23
 -2KDNKDN
Pressing Kick

MM / 5,10
14F-14KDNKDN
TS
Pressing Kick Combo

MM,H / 5,10,15
 -13+5Sp+5Sp
Right Jab

H / 10
12F±0+6+6
High Kick

H / 16
15F-13-2KDN47
32
Right Hick Kick

H / 16
13F-9+7LNC41
28
Poison Arrow

M / 32
20F
(1)
+5KDNKDN
Dragon Hammer

M / 20
20F+3C+8CLNC
Dragon Hammer to Crouching

M / 20
 +3C+8CLNC
TJ11F
Dragon Killer

M / 20
25F-2+7CLNC
Spinning Dragon Blow

M / 25
23F-14KDNKDN
Quick Upper

M / 10
13F-1+5+5
10 Hit Combo 1 (2)

M,H / 10,5
 -10+1+1
10 Hit Combo 1 (3)

M,H,H / 10,5,6
 -18-7-7
10 Hit Combo 2 (2)

M,L / 10,6
 -16-5-5
10 Hit Combo 2 (3)

M,L,M / 10,6,6
 -12-1-1
Uppercut

M / 12
15F-7LNCLNC41
26
Step In Kick

M / 18
17F-12-1-1
Step In Combo (2)

M,L / 18,8
 -14-2-2
Step In Combo

M,L,H / 18,8,14
 -8+1+1
TJ
Mid Kick Combo to Somersault Kick

M,L,M / 18,8,23
 -16KDNKDN
Right Middle Kick

M / 15
13F-8+3+3
TJ
Right Middle Kick to Somersault Kick

M,M / 15,23
 -17LNCLNC
TC6F
Banana Peel

L / 12
18F-15+4CKDN
TC6F
Low Backhand

L / 15
21F-12+2C+2C
TS
Low Backhand to High Kick

L,H / 15,21
 -9KDNKDN
TC4F
Body Blow
or FC
SM / 8
11F-4+7+7
Body Blow to Dragon Lift

SM,M / 8,21
 -15LNCLNC
Dragon Low Kick

L / 8
16F-14-3-3
Dragon Low Kick to Crouching

L / 8
16F-14-3-3
Dragon Low Kick to Hook Kick

L,H / 8,17
 -7KDNKDN
Construct Kick (1)

L / 7
15F-11±0±0
Construct Kick

L,H / 7,12
 -12±0+5
TC4F
Low Kick

L / 7
12F-13-2-2
TJ
Low Kick to Somersault

L,M / 7,23
 -17LNCLNC
TC4F
Crouch Jab

SM / 5
10F-5+6+6
Elbow Spring Kick (1) to BT

M / 15
14F-4+7+7
TJ
Elbow Spring Kick

M,M / 15,25
 -14KDNKDN
TJ
Elbow Spring Kick to Down

M,M / 15,25
 -3KDNKDN
Shin Crusher

L / 15
17F-12+4C+14G
HMTC6F
Dragon's Tail

L / 20
26F-37KDNKDN
Dragon's Tail to Somersault Kick

L,M / 20,27
 -9KDNKDN
Charge Power Punch

ガード不能 / 90
78FKDNKDNKDN
Charge Power Punch to Cancel

SP / -
 66
TC6F
Dragon Lance

M / 23
21F-13KDNKDN
Dragon Storm (1)

M / 12
14F-9+2+2
Dragon Storm (1) to DC

M,SP / 12
 -5+6+6
Dragon Storm (2)

M,M / 12,12
 -14±0±0
Dragon Storm (2) to DC

M,M,SP / 12,12
 -10+4+4
Dragon Storm

M,M,M / 12,12,22
 -14KDNKDN
Knuckle Back Blow (1)

M / 12
16F-8+4+4
TS
Knuckle Back Blow

M,H / 12,15
 -3+16Sp+16Sp
Knuckle Rush

M,H / 12,10
 -9+4KDN
Knuckle Rush to DC

M,H,SP / 12,10
 -4+9KDN
Junkyard Kick (2)

M,L / 12,10
 -12-1-1
Junkyard Kick

M,L,M / 12,10,23
 -7LNCLNC
Junkyard Kick to DC2

M,L,M,SP / 12,10,23
 -15LNCLNC
Junkyard Kick to DC2 to DC1

M,L,M,SP / 12,10,23
 +5LNCLNC
TC
Dragon Rush Combo

M,L,L / 12,10,23
 -37KDNKDN
HMTS
Dragon Spin Kick

M / 27
23F-12KDNKDN
HMTS
Dragon Spin Kick to BT

M / 27
23F-11KDNKDN
HM
Tiger Fang (1)

M / 13
14F-7+3+3
HM
Tiger Fang (1) to BT

M / 13
 -4+6+6
TS
Tiger Fang

M,H / 13,21
 -5KDNKDN
Dragon Arrow

M / 25
23F-18KDNKDN
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Jab

H / 7
10F+1+8+8
 
Machine Gun Arrow (2)

H,H / 7,5
 -7-8-8
Combo from 1st hit.
Machine Gun Arrow (3)

H,H,H / 7,5,5
 -7-8-8
Combo from 1st CH.
Machine Gun Arrow (4)

H,H,H,H / 7,5,5,5
 -7-8-8
Combo from 1st CH.
Machine Gun Arrow

H,H,H,H,H / 7,5,5,5,5
 -7+13+13
When hit and enemy input , to go down.
Combo & +5F from 1st CH.
Left Right Combo

H,H / 7,8
 -1+6+6
Connect from Machine Gun Arrow (2 to 4).
Combo from 1st NH.
Left Right Combo to DC

H,H,SP / 7,8
 -1+6+6
Advance Input is unavailable after connect to DC.
Left Right Dragon Fist Combo (3)

H,H,M / 7,8,10
 -8+4+4
Combo from 2nd CH.
Combo from 1st CH (Disable Combo from Machine Gun Arrow).
Left Right Dragon Fist Combo

H,H,M,H / 7,8,10,10
 -9+4KDN
Combo from 3rd hit.
Can be delayed 18F.
Combo can be delayed 17F from CH.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Left Right Dragon Fist Combo to DC

H,H,M,H,SP / 7,8,10,10
 -4+9KDN
Advance Input is unavailable after connect to DC.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
WB
Left Right Blazing Fist Combo

H,M,M / 7,8,10,21
 -13KDNKDN
Combo from 3rd CH.
Can be delayed 18F.
Combo can be delayed 11F from CH.
(Ver.4.00) - Enabled the move to cause a wall bound if it hits.
Left Right to Knee

H,H,M / 7,8,10
 -6+5KDN
Combo from 1st CH and to Down.
TJ
Left Right Combo to Feint

H,H,SP / 7,8
 -23-16-16
Returns to crouching.
Left Right Combo to Somersault Feint

H,H,SP,M / 7,8,20
 -9LNCLNC
 
Right Jab

H / 8
10F±0+6+6
 
Rave War Combo (2)

H,M / 8,10
 -8+4+4
 
Rave War Combo

H,M,H / 8,10,10
 -9+4KDN
Combo from 2nd hit.
Can be delayed 18F.
Combo can be delayed 17F from CH.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Rave War Combo to DC

H,M,H,SP / 8,10,10
 -4+9KDN
Advance Input is unavailable after connect to DC.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
WB
Blazing Fist Combo

H,M,M / 8,10,21
 -13KDNKDN
Combo from 2nd CH.
Can be delayed 18F.
Combo can be delayed 11F from CH.
(Ver.4.00) - Enabled the move to cause a wall bound if it hits.
Rage Dragon Combo (2) to BT

H,H / 8,8
 -4+7+7
Combo from 1st hit.
Can be delayed.
Rage Dragon Combo (3)

H,H,H / 8,8,8
 -3+3+3
Combo from 2nd CH.
Can be delayed 15F.
Combo can be delayed 7F from CH.
Rage Dragon Combo

H,H,H,M / 8,8,8,21
 -3CKDNLNC
Forces an opponent to crouching on block.
Combo from 3rd CH.
Can be delayed 17F.
Combo can be delayed 5F from CH.
Rage Dragon Combo to Crouching

H,H,H,M / 8,8,8,21
 -3CKDNLNC
Forces an opponent to crouching on block.
Returns to crouching.
Combo from 3rd CH.
Can be delayed 17F.
Combo can be delayed 5F from CH.
High Kick

H / 12
12F-9+2+240
28
 
Feint to Middle Kick

H,M / 12,17
 -14-3KDN
Combo from 1st CH.
Can be delayed 10F.
・Opponent reaction after counter hit has changed.
TS
High Kick to Bloody Cleaver

H,H / 12,20
 -10KDNKDN
Combo from 1st hit.
Right High Kick

H / 14
11F-9+7LNC39
28
 
Shaolin Spin Kicks (2)

H,H / 14,12
 -14-5-5
Combo from 1st hit.
Shaolin Spin Kicks (2) to DC2

H,H,SP / 14,12
 -10-1-1
Fast Input data.
Shaolin Spin Kicks (2) to DC2 to DC1

H,H,SP / 14,12
 +7+16G+16G
Fast Input data.
Shaolin Spin Kicks

H,H,H / 14,12,14
 -6-1LNC
 
Shaolin Spin Kicks to DC2

H,H,H,SP / 14,12,14
 -10-5LNC
Fast Input data.
Shaolin Spin Kicks to DC2 to DC1

H,H,H,SP / 14,12,14
 +7+12LNC
Fast Input data.
TJ
Crescent Kick Combo

H,M / 14,23
 -1KDNKDN
(S3)– Reduced the strength of the pushback, and made the move easier to land.
TJ
Crescent Kick Combo to DC2

H,M,SP / 14,23
 -2KDNKDN
(S3)- New move.
Pressing Kick

MM / 5,10
14F-14KDNKDN
(Ver.2.10)・Hitbox increased.
(S3)– Changed the damage from 5,12 to 5,10.
(Ver.4.00) - Changed the frame advantage when blocked from -12F to -14F.
- Increased the recovery time after the move hits by 2F.
TS
Pressing Kick Combo

MM,H / 5,10,15
 -13+5Sp+5Sp
(S3)– Changed the damage from 17 to 15.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Right Jab

H / 10
12F±0+6+6
Connect to combinations.
High Kick

H / 16
15F-13-2KDN47
32
Connect to combinations (disable delay).
Right Hick Kick

H / 16
13F-9+7LNC41
28
Connect to combinations.
Poison Arrow

M / 32
20F
(1)
+5KDNKDN
Start-up 21F in actualy.
(S3)– Increased the lower range of the attack.
Dragon Hammer

M / 20
20F+3C+8CLNC
Forces an opponent to crouching on block or NH.
Dragon Hammer to Crouching

M / 20
 +3C+8CLNC
Forces an opponent to crouching on block or NH.
Returns to crouching.
TJ11F
Dragon Killer

M / 20
25F-2+7CLNC
Forces an opponent to crouching on NH.
(Ver.4.20)- The opponent was able to guard some specific middle attacks when the opponent was inputting command while guarding. This is now fiexed.
Spinning Dragon Blow

M / 25
23F-14KDNKDN
 
Quick Upper

M / 10
13F-1+5+5
・Opponent closer on hit.
・Hitbox increased.
10 Hit Combo 1 (2)

M,H / 10,5
 -10+1+1
Combo from 1st hit.
10 Hit Combo 1 (3)

M,H,H / 10,5,6
 -18-7-7
Combo from 1st hit.
10 Hit Combo 2 (2)

M,L / 10,6
 -16-5-5
Combo from 1st hit.
-22GF on block.
10 Hit Combo 2 (3)

M,L,M / 10,6,6
 -12-1-1
Combo from 1st hit.
Uppercut

M / 12
15F-7LNCLNC41
26
+4F against crouch hit.
Step In Kick

M / 18
17F-12-1-1
 
Step In Combo (2)

M,L / 18,8
 -14-2-2
Combo from 1st CH.
Can be delayed 13F.
Combo can be delayed 6F from CH.
(S3)– Fixed an issue in which the 1st hit’s range would be reduced when the 2nd hit was input.
Step In Combo

M,L,H / 18,8,14
 -8+1+1
Combo from 2nd hit.
Can be delayed 12F.
Combo can be delayed 9F from CH.
TJ
Mid Kick Combo to Somersault Kick

M,L,M / 18,8,23
 -16KDNKDN
Returns to crouching.
Combo from 2nd CH.
Can be delayed 13F.
Combo can be delayed 1F from CH.
・Opponent reaction changed when hit while down.
Right Middle Kick

M / 15
13F-8+3+3
 
TJ
Right Middle Kick to Somersault Kick

M,M / 15,23
 -17LNCLNC
Returns to crouching.
Combo from 1st CH.
TC6F
Banana Peel

L / 12
18F-15+4CKDN
Forces an opponent to crouching on NH.
Returns to crouching.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
TC6F
Low Backhand

L / 15
21F-12+2C+2C
Forces an opponent to crouching on hit.
Returns to crouching.
(S3)– Changed the frame advantage when blocked from -13F to -12F.
– Changed the frame advantage upon hit from +1F to +2F.
TS
Low Backhand to High Kick

L,H / 15,21
 -9KDNKDN
Combo from 1st CH.
Can be delayed 9F.
Combo can be delayed 9F from CH.
・Startup changed from 30F to 24F.
・Hit property changed from mid to high.
・Changed from -11F to -9F on block.
・Opponent closer on hit.
・Input window increased from 22F to 30F.
(S3)– Changed the move to send the opponent spinning when it lands as a counter hit.
TC4F
Body Blow
or FC
SM / 8
11F-4+7+7
 
Body Blow to Dragon Lift

SM,M / 8,21
 -15LNCLNC
Combo from 1st CH.
(S3)– Reduced the attack’s side range and increased its lower range.
Dragon Low Kick

L / 8
16F-14-3-3
 
Dragon Low Kick to Crouching

L / 8
16F-14-3-3
Returns to crouching.
Dragon Low Kick to Hook Kick

L,H / 8,17
 -7KDNKDN
Combo from 1st CH.
Can be delayed 14F.
Combo can be delayed 14F from CH.
Construct Kick (1)

L / 7
15F-11±0±0
 
Construct Kick

L,H / 7,12
 -12±0+5
Combo from 1st hit.
When hit and enemy input , to go down.
TC4F
Low Kick

L / 7
12F-13-2-2
Returns to crouching.
TJ
Low Kick to Somersault

L,M / 7,23
 -17LNCLNC
Combo from 1st CH.
Returns to crouching.
TC4F
Crouch Jab

SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
Elbow Spring Kick (1) to BT

M / 15
14F-4+7+7
 
TJ
Elbow Spring Kick

M,M / 15,25
 -14KDNKDN
Meaty 2F in actualy.
TJ
Elbow Spring Kick to Down

M,M / 15,25
 -3KDNKDN
 
Shin Crusher

L / 15
17F-12+4C+14G
Forces an opponent to crouching on NH.
・Opponent closer on hit.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
HMTC6F
Dragon's Tail

L / 20
26F-37KDNKDN
・Changed to homing attack.
(S3)– Increased the recovery time after the move hits by 1F.
(Ver.4.00) - Fixed an issue in which the frame advantage when block after inputting was not correct.
Dragon's Tail to Somersault Kick

L,M / 20,27
 -9KDNKDN
Disable connect to 2nd after 1st block.
・Opponent reaction on grounded hit changed.
Charge Power Punch

ガード不能 / 90
78FKDNKDNKDN
 
Charge Power Punch to Cancel

SP / -
 66
 
TC6F
Dragon Lance

M / 23
21F-13KDNKDN
Returns to crouching.
(Ver.4.00) - Replaced with a new move.
Dragon Storm (1)

M / 12
14F-9+2+2
(S3)– Increased the range of the attack.
Dragon Storm (1) to DC

M,SP / 12
 -5+6+6
Advance Input is unavailable after connect to DC.
Dragon Storm (2)

M,M / 12,12
 -14±0±0
Combo from 1st hit.
Can be delayed.
Combo can be delayed 11F from hit.
Dragon Storm (2) to DC

M,M,SP / 12,12
 -10+4+4
Advance Input is unavailable after connect to DC.
Dragon Storm

M,M,M / 12,12,22
 -14KDNKDN
Can be delayed.
Combo from 1st or 2nd CH
Counter Combo can be delayed 12F from 2nd CH.
Knuckle Back Blow (1)

M / 12
16F-8+4+4
(Ver.4.00) - Increased the range of the attack.
TS
Knuckle Back Blow

M,H / 12,15
 -3+16Sp+16Sp
Combo from 1st hit.
Can be delayed.
Combo can be delayed 4F from hit.
Combo can be delayed 10F from CH.
(S3)– Changed the frame advantage when blocked from -1F to -3F.
Knuckle Rush

M,H / 12,10
 -9+4KDN
Combo from 1st hit.
Can be delayed.
Combo can be delayed 11F from hit.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Knuckle Rush to DC

M,H,SP / 12,10
 -4+9KDN
Advance Input is unavailable after connect to DC.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Junkyard Kick (2)

M,L / 12,10
 -12-1-1
Combo from 1st CH.
Can be delayed.
Junkyard Kick

M,L,M / 12,10,23
 -7LNCLNC
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 7F from CH.
Junkyard Kick to DC2

M,L,M,SP / 12,10,23
 -15LNCLNC
Fast Input data.
Junkyard Kick to DC2 to DC1

M,L,M,SP / 12,10,23
 +5LNCLNC
Fast Input data.
TC
Dragon Rush Combo

M,L,L / 12,10,23
 -37KDNKDN
Returns to crouching.
Can be delayed.
(S3)– Changed the damage from 21 to 23.
HMTS
Dragon Spin Kick

M / 27
23F-12KDNKDN
 
HMTS
Dragon Spin Kick to BT

M / 27
23F-11KDNKDN
 
HM
Tiger Fang (1)

M / 13
14F-7+3+3
 
HM
Tiger Fang (1) to BT

M / 13
 -4+6+6
 
TS
Tiger Fang

M,H / 13,21
 -5KDNKDN
Combo from 1st hit.
Dragon Arrow

M / 25
23F-18KDNKDN
 
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
Blackout Muggin' (1)
or or Charge
H / 10
12F-5+6+6
Blackout Muggin'

H,L / 10,10
 -13-1-1Combo from 1st hit.
Hook
or or
H / 17
15F-12+9+9
TJ9F
Jumping Kick
or or
M / 25
21F-17KDNKDN
TJ
Jumping Kick to Somersault
or or
M,M / 25,23
 -17LNCLNCReturns to crouching.
TJ9F
Somersault
or or
SP / -
 Returns to crouching.
Somersault Fake
or or
SP,M / 20
44F-9LNCLNC
・Opponent reaction on grounded hit changed.
TJ9F
Rising Toe Kick

M / 10
15F-20-8-8
TJ9F
Rising Toe Kick

M / 12
15F-13KDNLNC
TJ9F
Rising Toe Kick

M / 14
15F-13LNCLNC
TJ9F
Somersault Kick
or FC
M / 15
18F-17-6-6Returns to crouching.
TJ9F
Somersault Kick
or FC
M / 18
18F-17LNCLNCReturns to crouching.
TJ9F
Somersault Kick
or FC
M / 23
18F-17LNCLNCReturns to crouching.
TJ
Backflipper
or or
M,M / 23,23
 -18LNCLNC
・Opponent reaction on grounded hit changed.
TJ8F
Dragon's Descent

L / 27
29F
(1)
-24+5+5
・Increased damage from 23 to 27.
・Changed startup from 30F to 29F-30F.
TJ9F
Delay Rising Toekick

M / 25
19F-15LNCLNC
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ9F
Jumping Knuckle
or
M / 12
18F-12-1-1
Blackout Muggin' (1)
or or Charge
H / 10
12F-5+6+6
Blackout Muggin'

H,L / 10,10
 -13-1-1
Hook
or or
H / 17
15F-12+9+9
TJ9F
Jumping Kick
or or
M / 25
21F-17KDNKDN
TJ
Jumping Kick to Somersault
or or
M,M / 25,23
 -17LNCLNC
TJ9F
Somersault
or or
SP / -
 
Somersault Fake
or or
SP,M / 20
44F-9LNCLNC
TJ9F
Rising Toe Kick

M / 10
15F-20-8-8
TJ9F
Rising Toe Kick

M / 12
15F-13KDNLNC
TJ9F
Rising Toe Kick

M / 14
15F-13LNCLNC
TJ9F
Somersault Kick
or FC
M / 15
18F-17-6-6
TJ9F
Somersault Kick
or FC
M / 18
18F-17LNCLNC
TJ9F
Somersault Kick
or FC
M / 23
18F-17LNCLNC
TJ
Backflipper
or or
M,M / 23,23
 -18LNCLNC
TJ8F
Dragon's Descent

L / 27
29F
(1)
-24+5+5
TJ9F
Delay Rising Toekick

M / 25
19F-15LNCLNC
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
 
Blackout Muggin' (1)
or or Charge
H / 10
12F-5+6+6
 
Blackout Muggin'

H,L / 10,10
 -13-1-1
Combo from 1st hit.
Hook
or or
H / 17
15F-12+9+9
 
TJ9F
Jumping Kick
or or
M / 25
21F-17KDNKDN
 
TJ
Jumping Kick to Somersault
or or
M,M / 25,23
 -17LNCLNC
Returns to crouching.
TJ9F
Somersault
or or
SP / -
 
Returns to crouching.
Somersault Fake
or or
SP,M / 20
44F-9LNCLNC
・Opponent reaction on grounded hit changed.
TJ9F
Rising Toe Kick

M / 10
15F-20-8-8
 
TJ9F
Rising Toe Kick

M / 12
15F-13KDNLNC
 
TJ9F
Rising Toe Kick

M / 14
15F-13LNCLNC
 
TJ9F
Somersault Kick
or FC
M / 15
18F-17-6-6
Returns to crouching.
TJ9F
Somersault Kick
or FC
M / 18
18F-17LNCLNC
Returns to crouching.
TJ9F
Somersault Kick
or FC
M / 23
18F-17LNCLNC
Returns to crouching.
TJ
Backflipper
or or
M,M / 23,23
 -18LNCLNC
・Opponent reaction on grounded hit changed.
TJ8F
Dragon's Descent

L / 27
29F
(1)
-24+5+5
・Increased damage from 23 to 27.
・Changed startup from 30F to 29F-30F.
TJ9F
Delay Rising Toekick

M / 25
19F-15LNCLNC
 
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Dragon Strike Combo (1)

M / 12
14F-7+7+7Start-up 15F in actualy.
Dragon Strike Combo (2)

M,H / 12,12
 -4+2+2Combo from 1st hit.
Can be delayed.
Combo can be delayed 13F from hit.
Dragon Strike Combo

M,H,M / 12,12,23
 -13KDNKDNCombo from 2nd CH.
Can be delayed.
・Opponent reaction after mid-air hit has changed.
Dragon Dagger

M,H / 12,20
 -15KDNKDNCombo from 1st hit.
Can be delayed 13F.
Combo can be delayed 13F from hit.
・Opponent reaction after normal or mid-air hit has changed.
(S3)– Changed the frame advantage when blocked from -17F to -15F.
– Shortened the recovery time after the move hits by 2 frames.
– The 2nd hit can now be ducked under if the 1st hit is blocked.
WBPw6F
Dragon Cannon

M / 30
20F-17KDNKDNStart-up 21F in actualy.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
Night and Day (1)

M / 17
16F-13-2A-2A
(S3)– Changed the damage from 10 to 12.
– Changed the opponent’s behavior when hit (from -2F to -2AF).
(Ver.4.00) - Changed the damage from 12 to 17.
TS
Night and Day

M,M / 17,23
 -14KDNKDNCombo from 1st NH & mid-air hit on 2nd.
(S3)– Replaced with a new move.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Fury Fist Rush (1)

H / 4
12F-3+3+3
Fury Fist Rush (2)

H,H / 4,4
 -3+3+3Combo from 1st hit.
Fury Fist Rush (3)

H,H,H / 4,4,4
 -3+3+3Combo from 1st hit.
Fury Fist Rush

H,H,H,M / 4,4,4,12
 -16LNCLNCCombo from 1st CH.
TJ3F
Running Side Kick

M / 30
20F+7GKDNKDNMeaty 6F in actualy.
(Ver.4.00) - Increased the lower range of the attack.
TJ3F
Running Side Kick to Charge
(must hit)
M,SP / 30
 KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Dragon Strike Combo (1)

M / 12
14F-7+7+7
Dragon Strike Combo (2)

M,H / 12,12
 -4+2+2
Dragon Strike Combo

M,H,M / 12,12,23
 -13KDNKDN
Dragon Dagger

M,H / 12,20
 -15KDNKDN
WBPw6F
Dragon Cannon

M / 30
20F-17KDNKDN
Night and Day (1)

M / 17
16F-13-2A-2A
TS
Night and Day

M,M / 17,23
 -14KDNKDN
Fury Fist Rush (1)

H / 4
12F-3+3+3
Fury Fist Rush (2)

H,H / 4,4
 -3+3+3
Fury Fist Rush (3)

H,H,H / 4,4,4
 -3+3+3
Fury Fist Rush

H,H,H,M / 4,4,4,12
 -16LNCLNC
TJ3F
Running Side Kick

M / 30
20F+7GKDNKDN
TJ3F
Running Side Kick to Charge
(must hit)
M,SP / 30
 KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Dragon Strike Combo (1)

M / 12
14F-7+7+7
Start-up 15F in actualy.
Dragon Strike Combo (2)

M,H / 12,12
 -4+2+2
Combo from 1st hit.
Can be delayed.
Combo can be delayed 13F from hit.
Dragon Strike Combo

M,H,M / 12,12,23
 -13KDNKDN
Combo from 2nd CH.
Can be delayed.
・Opponent reaction after mid-air hit has changed.
Dragon Dagger

M,H / 12,20
 -15KDNKDN
Combo from 1st hit.
Can be delayed 13F.
Combo can be delayed 13F from hit.
・Opponent reaction after normal or mid-air hit has changed.
(S3)– Changed the frame advantage when blocked from -17F to -15F.
– Shortened the recovery time after the move hits by 2 frames.
– The 2nd hit can now be ducked under if the 1st hit is blocked.
WBPw6F
Dragon Cannon

M / 30
20F-17KDNKDN
Start-up 21F in actualy.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
Night and Day (1)

M / 17
16F-13-2A-2A
(S3)– Changed the damage from 10 to 12.
– Changed the opponent’s behavior when hit (from -2F to -2AF).
(Ver.4.00) - Changed the damage from 12 to 17.
TS
Night and Day

M,M / 17,23
 -14KDNKDN
Combo from 1st NH & mid-air hit on 2nd.
(S3)– Replaced with a new move.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Fury Fist Rush (1)

H / 4
12F-3+3+3
 
Fury Fist Rush (2)

H,H / 4,4
 -3+3+3
Combo from 1st hit.
Fury Fist Rush (3)

H,H,H / 4,4,4
 -3+3+3
Combo from 1st hit.
Fury Fist Rush

H,H,H,M / 4,4,4,12
 -16LNCLNC
Combo from 1st CH.
TJ3F
Running Side Kick

M / 30
20F+7GKDNKDN
Meaty 6F in actualy.
(Ver.4.00) - Increased the lower range of the attack.
TJ3F
Running Side Kick to Charge
(must hit)
M,SP / 30
 KDNKDN
 
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-14-3-3Returns to crouching.
TJ
Double Impact
FC
L,M / 12,23
 -17LNCLNCReturns to crouching.
Combo from 1st CH.
TC
Crouch Chin Kick
FC or
L / 7
12F-15-4-4Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4Returns to crouching.
TJ
Low Kick to Somersault
FC
L,M / 7(10),23
 -17LNCLNCReturns to crouching.
Combo from 1st CH.
Returns to crouching.
Combo from 1st CH.
Flash Fist (1)
WS
M / 10
13F-7-1+4
(S3)– Increased the lower range of the attack.
(Ver.4.00) - Changed the damage from 13 to 10.
Flash Fist (1) to DC
WS
M,SP / 10
 -5+1+6
Flash Fist
WS
M,H / 10,25
 -9KDNKDNCombo from 1st hit.
Can be delayed.
Combo can be delayed 9F from hit.
Flash Fist to DC
WS
M,H,SP / 10,25
 +3KDNKDN
Dragon Uppercut
WS
M / 20
15F
(1)
-18LNCLNC
Uppercut
WS or WS or WS
M / 12
10F
(1)
-5+6+6Input or during Rage.
Side Kick to DC2
WS
H,SP / 16
16F±0+2+2
Side Kick to DC2 to DC1
WS
H,SP / 16
 +16G+18+18Fast Input data.
Front Kick
WS
M / 14(12)
11F-4+7+7Damage () is when connect to Somersault Variation.
・Opponent closer on hit.
Front Kick to DC2
WS
M,SP / 14
 -8+3+3Fast Input data.
・Opponent closer on hit.
Front Kick to DC2 to DC1
WS
M,SP / 14
 +6+17G+17Fast Input data.
・Opponent closer on hit.
TJ
Front Kick Somersault Variation
WS
M,M / 12,23
 -17LNCLNCReturns to crouching.
Combo from 1st CH.
TJ9F
Catapult Kick
FC
M / 25
14F-21-10-10
TJ9F
Catapult Kick
FC
M / 28
14F-21KDNKDN
TJ9F
Catapult Kick
FC
M / 30
14F-21KDNKDN
TJ9F
Catapult Kick to Crouch
FC
M / 30
 -21KDNKDNReturns to crouching.
TJ9F
Rainbow Kick
FC or or
MM / 30,20
47F-4KDNKDN
TC
Slide Kick
FC
L / 22
16F-23KDNKDNMeaty 2F in actualy.
・Changed from -27F to -23F on block.
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-14-3-3
TJ
Double Impact
FC
L,M / 12,23
 -17LNCLNC
TC
Crouch Chin Kick
FC or
L / 7
12F-15-4-4
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
TJ
Low Kick to Somersault
FC
L,M / 7(10),23
 -17LNCLNC
Flash Fist (1)
WS
M / 10
13F-7-1+4
Flash Fist (1) to DC
WS
M,SP / 10
 -5+1+6
Flash Fist
WS
M,H / 10,25
 -9KDNKDN
Flash Fist to DC
WS
M,H,SP / 10,25
 +3KDNKDN
Dragon Uppercut
WS
M / 20
15F
(1)
-18LNCLNC
Uppercut
WS or WS or WS
M / 12
10F
(1)
-5+6+6
Side Kick to DC2
WS
H,SP / 16
16F±0+2+2
Side Kick to DC2 to DC1
WS
H,SP / 16
 +16G+18+18
Front Kick
WS
M / 14(12)
11F-4+7+7
Front Kick to DC2
WS
M,SP / 14
 -8+3+3
Front Kick to DC2 to DC1
WS
M,SP / 14
 +6+17G+17
TJ
Front Kick Somersault Variation
WS
M,M / 12,23
 -17LNCLNC
TJ9F
Catapult Kick
FC
M / 25
14F-21-10-10
TJ9F
Catapult Kick
FC
M / 28
14F-21KDNKDN
TJ9F
Catapult Kick
FC
M / 30
14F-21KDNKDN
TJ9F
Catapult Kick to Crouch
FC
M / 30
 -21KDNKDN
TJ9F
Rainbow Kick
FC or or
MM / 30,20
47F-4KDNKDN
TC
Slide Kick
FC
L / 22
16F-23KDNKDN
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-14-3-3
Returns to crouching.
TJ
Double Impact
FC
L,M / 12,23
 -17LNCLNC
Returns to crouching.
Combo from 1st CH.
TC
Crouch Chin Kick
FC or
L / 7
12F-15-4-4
Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Returns to crouching.
TJ
Low Kick to Somersault
FC
L,M / 7(10),23
 -17LNCLNC
Returns to crouching.
Combo from 1st CH.
Returns to crouching.
Combo from 1st CH.
Flash Fist (1)
WS
M / 10
13F-7-1+4
(S3)– Increased the lower range of the attack.
(Ver.4.00) - Changed the damage from 13 to 10.
Flash Fist (1) to DC
WS
M,SP / 10
 -5+1+6
 
Flash Fist
WS
M,H / 10,25
 -9KDNKDN
Combo from 1st hit.
Can be delayed.
Combo can be delayed 9F from hit.
Flash Fist to DC
WS
M,H,SP / 10,25
 +3KDNKDN
 
Dragon Uppercut
WS
M / 20
15F
(1)
-18LNCLNC
 
Uppercut
WS or WS or WS
M / 12
10F
(1)
-5+6+6
Input or during Rage.
Side Kick to DC2
WS
H,SP / 16
16F±0+2+2
 
Side Kick to DC2 to DC1
WS
H,SP / 16
 +16G+18+18
Fast Input data.
Front Kick
WS
M / 14(12)
11F-4+7+7
Damage () is when connect to Somersault Variation.
・Opponent closer on hit.
Front Kick to DC2
WS
M,SP / 14
 -8+3+3
Fast Input data.
・Opponent closer on hit.
Front Kick to DC2 to DC1
WS
M,SP / 14
 +6+17G+17
Fast Input data.
・Opponent closer on hit.
TJ
Front Kick Somersault Variation
WS
M,M / 12,23
 -17LNCLNC
Returns to crouching.
Combo from 1st CH.
TJ9F
Catapult Kick
FC
M / 25
14F-21-10-10
 
TJ9F
Catapult Kick
FC
M / 28
14F-21KDNKDN
 
TJ9F
Catapult Kick
FC
M / 30
14F-21KDNKDN
 
TJ9F
Catapult Kick to Crouch
FC
M / 30
 -21KDNKDN
Returns to crouching.
TJ9F
Rainbow Kick
FC or or
MM / 30,20
47F-4KDNKDN
 
TC
Slide Kick
FC
L / 22
16F-23KDNKDN
Meaty 2F in actualy.
・Changed from -27F to -23F on block.
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Dragon Judgement (1) to DC
SS
M,SP / 5
17F-5+6+6
Dragon Judgement (2) to DC
SS
M,H,SP / 5,6
 -5+6+6Combo from 1st hit.
Dragon Judgement (3) to DC
SS
M,H,M,SP / 5,6,7
 -5+6+6Combo from 1st hit.
Dragon Judgement
SS
M,H,M,M / 5,6,7,25
 -20KDNKDNCombo from 1st hit.
TSTJ11F
Double Dragon
SS
MH / 14,26
15F-12KDNKDN
・Damage changed from 9,21 to 14,26.
・Opponent reaction changed on first hit.
・Active frames of second attack decreased by 1 frame.
・Changed from -10F to -12F on block for second attack.
・Second attack now causes screw on normal and mid-air hit.
・Second attack hitbox expanded downward.
KI Charge

SP / -
 55
KI Charge (Hold)
hold
SP / -
 
KI Charge to Cloud Gates
hold
H / 24
88F-4LNC
Taunt
While down (facing up)
SP / -
 105Secret Move.
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDNAir Status 5F.
Invinciblity during 8 to 13F.
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Dragon Judgement (1) to DC
SS
M,SP / 5
17F-5+6+6
Dragon Judgement (2) to DC
SS
M,H,SP / 5,6
 -5+6+6
Dragon Judgement (3) to DC
SS
M,H,M,SP / 5,6,7
 -5+6+6
Dragon Judgement
SS
M,H,M,M / 5,6,7,25
 -20KDNKDN
TSTJ11F
Double Dragon
SS
MH / 14,26
15F-12KDNKDN
KI Charge

SP / -
 55
KI Charge (Hold)
hold
SP / -
 
KI Charge to Cloud Gates
hold
H / 24
88F-4LNC
Taunt
While down (facing up)
SP / -
 105
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDN
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Dragon Judgement (1) to DC
SS
M,SP / 5
17F-5+6+6
 
Dragon Judgement (2) to DC
SS
M,H,SP / 5,6
 -5+6+6
Combo from 1st hit.
Dragon Judgement (3) to DC
SS
M,H,M,SP / 5,6,7
 -5+6+6
Combo from 1st hit.
Dragon Judgement
SS
M,H,M,M / 5,6,7,25
 -20KDNKDN
Combo from 1st hit.
TSTJ11F
Double Dragon
SS
MH / 14,26
15F-12KDNKDN
・Damage changed from 9,21 to 14,26.
・Opponent reaction changed on first hit.
・Active frames of second attack decreased by 1 frame.
・Changed from -10F to -12F on block for second attack.
・Second attack now causes screw on normal and mid-air hit.
・Second attack hitbox expanded downward.
KI Charge

SP / -
 55
 
KI Charge (Hold)
hold
SP / -
 
 
KI Charge to Cloud Gates
hold
H / 24
88F-4LNC
 
Taunt
While down (facing up)
SP / -
 105
Secret Move.
Wall Jumping Attack
With back against wall
M / 25
29F-1KDNKDN
Air Status 5F.
Invinciblity during 8 to 13F.
Dragon Charge (DC)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Dragon Charge
or Combination
SP / -
 No Cost to DC combinations.
DC1 is connected from punch moves.
DC2 is connected from kick moves.
DC2 to DC1
DC2 ☆
SP / -
 
Dragon Knuckle
DC
H / 14
12F-11KDNKDN
Dragon Knuckle Combo
DC
H,M / 14,25
 -14KDNKDN
WGTJ
Dragon Knuckle Flight
DC
H,H / 14,30
(8)+7G
+10W
KDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
(Ver.5.00)・Changed the opponent's behavior on block.
 Wall crush inducing guard is implemented.
(Ver.5.01)・Bug fix. In certain situations, when a wall crush was triggered, there was a guaranteed hit from the opponent's side or back.
Cloud Gates
DC
H / 20
14F-4KDNLNC
HMTS
Dragon Spin Kick
DC
H / 30
19F-3KDNKDN
・Changed startup from 22F to 19F.
・Hitbox expanded downward.
(S3)– Changed the damage from 28 to 30.
Dragon Charge Kick
DC
L / 19
24F-13+6CKDNForces an opponent to crouching on NH.
・Increased damage from 17 to 19.
(Ver.4.00) - Changed the frame advantage when blocked from -14F to -13F.
- Changed the frame advantage upon hit from +5F to +6F.
Pw8F
Quick Hook
DC
H / 30
19F-10KDNKDN
・Opponent reaction after hit has changed.
・Decreased recovery by 3F on hit.
Dragon Roar
DC
M / 25
17F-14KDNKDN
DC
H / 10
12F±0+6+6Connect to combinations.
WBPw8F
Dragon Cannon
DC
M / 30
20F-17KDNKDNChange effect after counter & clean hit.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
WGTJ10F
Dragon's Flight
DC
H / 40
20F
(8)
+7G
+10W
KDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
(Ver.5.00)・Changed the opponent's behavior on block.
 Wall crush inducing guard is implemented.
(Ver.5.01)・Bug fix. In certain situations, when a wall crush was triggered, there was a guaranteed hit from the opponent's side or back.
Dragon Charge (DC)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Dragon Charge
or Combination
SP / -
 
DC2 to DC1
DC2 ☆
SP / -
 
Dragon Knuckle
DC
H / 14
12F-11KDNKDN
Dragon Knuckle Combo
DC
H,M / 14,25
 -14KDNKDN
WGTJ
Dragon Knuckle Flight
DC
H,H / 14,30
(8)+7G
+10W
KDNKDN
Cloud Gates
DC
H / 20
14F-4KDNLNC
HMTS
Dragon Spin Kick
DC
H / 30
19F-3KDNKDN
Dragon Charge Kick
DC
L / 19
24F-13+6CKDN
Pw8F
Quick Hook
DC
H / 30
19F-10KDNKDN
Dragon Roar
DC
M / 25
17F-14KDNKDN
DC
H / 10
12F±0+6+6
WBPw8F
Dragon Cannon
DC
M / 30
20F-17KDNKDN
WGTJ10F
Dragon's Flight
DC
H / 40
20F
(8)
+7G
+10W
KDNKDN
Dragon Charge (DC)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Dragon Charge
or Combination
SP / -
 
No Cost to DC combinations.
DC1 is connected from punch moves.
DC2 is connected from kick moves.
DC2 to DC1
DC2 ☆
SP / -
 
 
Dragon Knuckle
DC
H / 14
12F-11KDNKDN
 
Dragon Knuckle Combo
DC
H,M / 14,25
 -14KDNKDN
 
WGTJ
Dragon Knuckle Flight
DC
H,H / 14,30
(8)+7G
+10W
KDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
(Ver.5.00)・Changed the opponent's behavior on block.
 Wall crush inducing guard is implemented.
(Ver.5.01)・Bug fix. In certain situations, when a wall crush was triggered, there was a guaranteed hit from the opponent's side or back.
Cloud Gates
DC
H / 20
14F-4KDNLNC
 
HMTS
Dragon Spin Kick
DC
H / 30
19F-3KDNKDN
・Changed startup from 22F to 19F.
・Hitbox expanded downward.
(S3)– Changed the damage from 28 to 30.
Dragon Charge Kick
DC
L / 19
24F-13+6CKDN
Forces an opponent to crouching on NH.
・Increased damage from 17 to 19.
(Ver.4.00) - Changed the frame advantage when blocked from -14F to -13F.
- Changed the frame advantage upon hit from +5F to +6F.
Pw8F
Quick Hook
DC
H / 30
19F-10KDNKDN
・Opponent reaction after hit has changed.
・Decreased recovery by 3F on hit.
Dragon Roar
DC
M / 25
17F-14KDNKDN
 
DC
H / 10
12F±0+6+6
Connect to combinations.
WBPw8F
Dragon Cannon
DC
M / 30
20F-17KDNKDN
Change effect after counter & clean hit.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
WGTJ10F
Dragon's Flight
DC
H / 40
20F
(8)
+7G
+10W
KDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
(Ver.5.00)・Changed the opponent's behavior on block.
 Wall crush inducing guard is implemented.
(Ver.5.01)・Bug fix. In certain situations, when a wall crush was triggered, there was a guaranteed hit from the opponent's side or back.
Fake Step (FS)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Fake Step
or DC
Parry Punch(H/M) / -
 65Cost 65F to combinations.
Absorbs Punch(H/M) during 3 to 71F in actualy.
Tricky Trap
After Fake Step succeeds
H / 12
 +6B+6B
Tricky Fist
After Fake Step succeeds
H / 12
 +27G+27G
Tricky Mid Kick
After Fake Step succeeds
M / 22
 KDNKDN
Tricky Low Kick
After Fake Step succeeds
L / 15
 KDN+19CForces an opponent to crouching on CH.
Dragon Knuckle
FS
H / 14
12F-11KDNKDN
Dragon Knuckle Combo
FS
H,M / 14,25
 -14KDNKDN
TJ
Dragon Knuckle Flight
FS
H,H / 14,30
(8)+7GKDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Fake Step Uppercut
FS
M / 28
16F-20LNCLNC
HMTS
Dragon Spin Kick
FS
H / 30
19F-3KDNKDN
・Changed startup from 22F to 19F.
・Hitbox expanded downward.
(S3)– Changed the damage from 28 to 30.
Dragon Charge Kick
FS
L / 19
24F-13+6CKDNForces an opponent to crouching on NH.
・Increased damage from 17 to 19.
(Ver.4.00) - Changed the frame advantage when blocked from -14F to -13F.
- Changed the frame advantage upon hit from +5F to +6F.
Pw8F
Quick Hook
FS
H / 30
19F-10KDNKDN
・Opponent reaction after hit has changed.
・Decreased recovery by 3F on hit.
Dragon Roar
FS
M / 25
17F-14KDNKDN
WBPw8F
Dragon Cannon
FS
M / 30
20F-17KDNKDNDamage () is upon clean hit.
Change effect after counter & clean hit.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
TJ10F
Dragon's Flight
FS
H / 40
20F
(7)
+7GKDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Fake Step (FS)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Fake Step
or DC
Parry Punch(H/M) / -
 65
Tricky Trap
After Fake Step succeeds
H / 12
 +6B+6B
Tricky Fist
After Fake Step succeeds
H / 12
 +27G+27G
Tricky Mid Kick
After Fake Step succeeds
M / 22
 KDNKDN
Tricky Low Kick
After Fake Step succeeds
L / 15
 KDN+19C
Dragon Knuckle
FS
H / 14
12F-11KDNKDN
Dragon Knuckle Combo
FS
H,M / 14,25
 -14KDNKDN
TJ
Dragon Knuckle Flight
FS
H,H / 14,30
(8)+7GKDNKDN
Fake Step Uppercut
FS
M / 28
16F-20LNCLNC
HMTS
Dragon Spin Kick
FS
H / 30
19F-3KDNKDN
Dragon Charge Kick
FS
L / 19
24F-13+6CKDN
Pw8F
Quick Hook
FS
H / 30
19F-10KDNKDN
Dragon Roar
FS
M / 25
17F-14KDNKDN
WBPw8F
Dragon Cannon
FS
M / 30
20F-17KDNKDN
TJ10F
Dragon's Flight
FS
H / 40
20F
(7)
+7GKDNKDN
Fake Step (FS)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Fake Step
or DC
Parry Punch(H/M) / -
 65
Cost 65F to combinations.
Absorbs Punch(H/M) during 3 to 71F in actualy.
Tricky Trap
After Fake Step succeeds
H / 12
 +6B+6B
 
Tricky Fist
After Fake Step succeeds
H / 12
 +27G+27G
 
Tricky Mid Kick
After Fake Step succeeds
M / 22
 KDNKDN
 
Tricky Low Kick
After Fake Step succeeds
L / 15
 KDN+19C
Forces an opponent to crouching on CH.
Dragon Knuckle
FS
H / 14
12F-11KDNKDN
 
Dragon Knuckle Combo
FS
H,M / 14,25
 -14KDNKDN
 
TJ
Dragon Knuckle Flight
FS
H,H / 14,30
(8)+7GKDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Fake Step Uppercut
FS
M / 28
16F-20LNCLNC
 
HMTS
Dragon Spin Kick
FS
H / 30
19F-3KDNKDN
・Changed startup from 22F to 19F.
・Hitbox expanded downward.
(S3)– Changed the damage from 28 to 30.
Dragon Charge Kick
FS
L / 19
24F-13+6CKDN
Forces an opponent to crouching on NH.
・Increased damage from 17 to 19.
(Ver.4.00) - Changed the frame advantage when blocked from -14F to -13F.
- Changed the frame advantage upon hit from +5F to +6F.
Pw8F
Quick Hook
FS
H / 30
19F-10KDNKDN
・Opponent reaction after hit has changed.
・Decreased recovery by 3F on hit.
Dragon Roar
FS
M / 25
17F-14KDNKDN
 
WBPw8F
Dragon Cannon
FS
M / 30
20F-17KDNKDN
Damage () is upon clean hit.
Change effect after counter & clean hit.
・Changed to induce Wall Bounce on hit.
・Decreased recovery by 3F on hit.
(S3)– Removed clean hit detection.
TJ10F
Dragon's Flight
FS
H / 40
20F
(7)
+7GKDNKDN
・Changed from +4F to +7F on block.
・Decreased recovery by 3F on hit.
・Hitbox expanded downward.
Back Toward
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Spin Knuckle Jab
BT
H / 7
10F+1+8+8Connect to combinations.
Blind Elbow Combo (1)
BT
M / 17
15F-14-1KDN
(S3)– Decreased the distance between the character and the opponent when the move hits.
Blind Elbow Combo
BT
M,M / 17,20
 -17KDNKDNCombo from 1st hit.
Can be delayed.
Combo can be delayed 16F from hit.
Spin Kick
BT
H / 18
10F-8KDNKDN
Wolf Fang (1)
BT
H / 14
11F-9+2+2
Wolf Fang
BT
H,M / 14,24
 -12KDNKDNCombo from 1st CH.
Can be delayed 10F.
Combo can be delayed 6F from CH.
TS
Dragon Back Blow
BT
H / 15
15F-1+16Sp+16Sp
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9Returns to crouching.
TC1F
Crouch Spin Kick
BT
L / 12
10F-11+3+3Returns to crouching.
Reverse Low
BT
L / 12
23F-15KDNKDN
TJ10F
Rverse Jumping Middle Kick
BT or or
M / 25
17F-12KDNKDN
TJ
Rverse Jumping Middle Kick to Somersault
BT or or
M,M / 25,23
 -17LNCLNCReturns to crouching.
TJ9F
Rverse Jumping Right Kick
BT
M / 18
17F-12-1-1
TJ9F
Rverse Jumping Right Kick
BT
M / 20
17F-12LNCLNC
TJ9F
Rverse Jumping Right Kick
BT
M / 21
17F-12LNCLNC
Back Toward
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Spin Knuckle Jab
BT
H / 7
10F+1+8+8
Blind Elbow Combo (1)
BT
M / 17
15F-14-1KDN
Blind Elbow Combo
BT
M,M / 17,20
 -17KDNKDN
Spin Kick
BT
H / 18
10F-8KDNKDN
Wolf Fang (1)
BT
H / 14
11F-9+2+2
Wolf Fang
BT
H,M / 14,24
 -12KDNKDN
TS
Dragon Back Blow
BT
H / 15
15F-1+16Sp+16Sp
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
TC1F
Crouch Spin Kick
BT
L / 12
10F-11+3+3
Reverse Low
BT
L / 12
23F-15KDNKDN
TJ10F
Rverse Jumping Middle Kick
BT or or
M / 25
17F-12KDNKDN
TJ
Rverse Jumping Middle Kick to Somersault
BT or or
M,M / 25,23
 -17LNCLNC
TJ9F
Rverse Jumping Right Kick
BT
M / 18
17F-12-1-1
TJ9F
Rverse Jumping Right Kick
BT
M / 20
17F-12LNCLNC
TJ9F
Rverse Jumping Right Kick
BT
M / 21
17F-12LNCLNC
Back Toward
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Spin Knuckle Jab
BT
H / 7
10F+1+8+8
Connect to combinations.
Blind Elbow Combo (1)
BT
M / 17
15F-14-1KDN
(S3)– Decreased the distance between the character and the opponent when the move hits.
Blind Elbow Combo
BT
M,M / 17,20
 -17KDNKDN
Combo from 1st hit.
Can be delayed.
Combo can be delayed 16F from hit.
Spin Kick
BT
H / 18
10F-8KDNKDN
 
Wolf Fang (1)
BT
H / 14
11F-9+2+2
 
Wolf Fang
BT
H,M / 14,24
 -12KDNKDN
Combo from 1st CH.
Can be delayed 10F.
Combo can be delayed 6F from CH.
TS
Dragon Back Blow
BT
H / 15
15F-1+16Sp+16Sp
 
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
Returns to crouching.
TC1F
Crouch Spin Kick
BT
L / 12
10F-11+3+3
Returns to crouching.
Reverse Low
BT
L / 12
23F-15KDNKDN
 
TJ10F
Rverse Jumping Middle Kick
BT or or
M / 25
17F-12KDNKDN
 
TJ
Rverse Jumping Middle Kick to Somersault
BT or or
M,M / 25,23
 -17LNCLNC
Returns to crouching.
TJ9F
Rverse Jumping Right Kick
BT
M / 18
17F-12-1-1
 
TJ9F
Rverse Jumping Right Kick
BT
M / 20
17F-12LNCLNC
 
TJ9F
Rverse Jumping Right Kick
BT
M / 21
17F-12LNCLNC
 
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-26ThThGuard point 8F.
(S3)– Reduced the strength of the pushback, and made the move easier to land.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage
M,Th / 55
20F-26ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-26ThTh
Guard point 8F.
(S3)– Reduced the strength of the pushback, and made the move easier to land.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ
Rage Drive
Rage
L,H / 20,32
26F
(8)
-9KDNKDNBlock String after 1st block.
Actualy, this is Special Throw.
・Decreased damage from 40 to 32.
・2nd Startup changed from 28F to 24F.
・Changed from -11F to -9F on block.
(S3)– Increased the lower range of the attack.
TJ
Rage Drive
Rage & DC
L,H / 20,32
22F-9KDNKDN(Ver.5.01)・New Move.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ
Rage Drive
Rage
L,H / 20,32
26F
(8)
-9KDNKDN
TJ
Rage Drive
Rage & DC
L,H / 20,32
22F-9KDNKDN
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ
Rage Drive
Rage
L,H / 20,32
26F
(8)
-9KDNKDN
Block String after 1st block.
Actualy, this is Special Throw.
・Decreased damage from 40 to 32.
・2nd Startup changed from 28F to 24F.
・Changed from -11F to -9F on block.
(S3)– Increased the lower range of the attack.
TJ
Rage Drive
Rage & DC
L,H / 20,32
22F-9KDNKDN
(Ver.5.01)・New Move.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Dragon's Fire

Th(H) / 35
12FFoot-sd.
Face-up
or
-3F
Long Range Throw when input (start-up 15F).
No bonus after wall hit.
Hopping Frog

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-6F
Long Range Throw when input (start-up 15F).
Floor break.
Input to Back Toward.
Headlock Kick
Approach from left side
Th(H) / 40
 Foot-sd.
Face-up

-3F
Ball Breaker
Approach from right side
Th(H) / 42
 Foot-sd.
Face-up

-3F
Dragon Bites
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
Run Up to Drop

Th(H) / 35
12FCCW.
Foot-sd.
Face-up

-2F
39
27
Headlock Punch

Th(H) / 35
12FFoot-sd.
Face-up

-6F
Headlock Drop

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

-6F
Floor break.
KneeLift

Th(H) / 10
12FLNC
-3F
CCW.
(S3)– Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
Dragon's Fire
DC
Th(H) / 35
12FFoot-sd.
Face-up
or
-3F
No bonus after wall hit.
Facelift
DC
Th(H) / 35
12FClockwise
Foot-sd.
Face-down

-2F
Parry
or
Parry(H/M) / -
 disable35Absorbs (H/M) during 2 to 11F.
After Parry succeeds, +5F
After Parry succeeds, to DC & +14F (dissable connect to Pressing Kick) on input .
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Dragon's Fire

Th(H) / 35
12FFoot-sd.
Face-up
or
-3F
Hopping Frog

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-6F
Headlock Kick
Approach from left side
Th(H) / 40
 Foot-sd.
Face-up

-3F
Ball Breaker
Approach from right side
Th(H) / 42
 Foot-sd.
Face-up

-3F
Dragon Bites
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
Run Up to Drop

Th(H) / 35
12FCCW.
Foot-sd.
Face-up

-2F
39
27
Headlock Punch

Th(H) / 35
12FFoot-sd.
Face-up

-6F
Headlock Drop

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

-6F
KneeLift

Th(H) / 10
12FLNC
-3F
CCW.
Dragon's Fire
DC
Th(H) / 35
12FFoot-sd.
Face-up
or
-3F
Facelift
DC
Th(H) / 35
12FClockwise
Foot-sd.
Face-down

-2F
Parry
or
Parry(H/M) / -
 disable35
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Dragon's Fire

Th(H) / 35
12FFoot-sd.
Face-up
or
-3F
Long Range Throw when input (start-up 15F).
No bonus after wall hit.
Hopping Frog

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up
or
-6F
Long Range Throw when input (start-up 15F).
Floor break.
Input to Back Toward.
Headlock Kick
Approach from left side
Th(H) / 40
 Foot-sd.
Face-up

-3F
 
Ball Breaker
Approach from right side
Th(H) / 42
 Foot-sd.
Face-up

-3F
 
Dragon Bites
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
 
Run Up to Drop

Th(H) / 35
12FCCW.
Foot-sd.
Face-up

-2F
39
27
 
Headlock Punch

Th(H) / 35
12FFoot-sd.
Face-up

-6F
 
Headlock Drop

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

-6F
Floor break.
KneeLift

Th(H) / 10
12FLNC
-3F
CCW.
(S3)– Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
Dragon's Fire
DC
Th(H) / 35
12FFoot-sd.
Face-up
or
-3F
No bonus after wall hit.
Facelift
DC
Th(H) / 35
12FClockwise
Foot-sd.
Face-down

-2F
 
Parry
or
Parry(H/M) / -
 disable35
Absorbs (H/M) during 2 to 11F.
After Parry succeeds, +5F
After Parry succeeds, to DC & +14F (dissable connect to Pressing Kick) on input .
10 Hit Combo 1
INPUT
HIT LEVELMHHHHLHHHM
DAMAGE1056576771025
block-1-10-18-11-16-20-26-17-24-20
NH+5+1-7±0-5-9-15-6+6KDN
CH
start-up 13F
10 Hit Combo 2
INPUT
HIT LEVELMLMHMLMHLM
DAMAGE1066866681525
block-1-16-12-18-25-25-25-22-37-14
NH+5-5-1-7-14-14-14+8KDNKDN
CH
start-up 13F