LIDIA SOBIESKA:DATA

MOVE LIST & FRAME DATA Ver.4.20

The patch notes are included in "▶Patch Notes".
【Command】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means force to Crouching.
B means force Back Toward.
Sd means force Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

【On the mobile devices】
 On the devices with the width less than 480px, this page displays the simple datas for the mobile devices.
 The tapping "⟩⟩" changes to the detail datas.
 The tapping "⟨⟨" on the detail datas changes to the simple datas.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
High Jab

H / 7
10F +1 +8 +8 27
High Jab to Mid Four-Finger Jab

H,M / 7,17
  -11 +5 KDN  Combo from 1st hit.
Can be delayed.
Flurry

H,H / 7,8
  -2 +5 +5  Combo from 1st hit.
Flurry to Mid Chaser to Cat Foot Stance Ⅱ

H,H,M,SP / 7,8,10
  -10 +8 +8  Combo from 1st hit.
Shift to Cat Foot Stance Ⅱ when hit.
Flurry to Gale Kick

H,H,H / 7,8,27
  -6 KDN KDN  TSTJ
Flurry to Low Right Kick

H,H,L / 7,8,15
  -13 +3 KDN  
Flurry to Low Right Kick to Triangle Kick

H,H,L,H / 7,8,15,20
  +6C KDN KDN  TS
Forced to crouching.
Whiff 25F.
High Jab to High Right Kick

H,H / 7,17
  -8 +1 +1  Combo from 1st hit.
High Right Reverse Jab

H / 10
10F ±0 +6 +6  
10 Hit Combo (2)

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

H,H,H / 10,10,15
  -9 +2 +2  TS
High Right Reverse Jab to Mid Right Front Kick

H,M / 10,13
  -8 +8 +8  Combo from 1st hit.
Gankaku (1)

H / 10
17F -7 +9 +9  
(Ver.4.20)- Couldn't perform move while running. Now fixed.
Gankaku

H,H / 10,12(14)
  +2 KDN KDN  Combo from 1st hit.
Damage () is when just input.
Whiff 20F.
(Ver.4.20)- Changed the damage from 14 to 12. ※ Changed the damage when command was input at the precise timing (just frame) from 16 to 14.
- Increased the recovery when the attack missed by 4F. Since the damage of the aerial combo was too high, reduced the damage. Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
High Right Roundhouse Kick

H / 17
13F -8 +1 +1A  
High Right Roundhouse Kick to High Reverse Thrust

H,H / 17,11
  -2 +7 +7  Combo from 1st CH.
High Right Roundhouse Kick to Jumping Back Spin Kick

H,M / 17,23
  -10 +8Sp +8Sp  TSTJ
Combo from 1st CH.
Meaty 1F.
Heian Shodan (Level 1)

M / 20
31F -9 KDN KDN  Direct start-up 11F.
Heian Shodan (Level 2)
hold
M / 25
36F -5 KDN KDN  Start-up from 35 to 64F.
Heian Shodan (Level 3)
hold (max)
M / 30
65F +17G KDN KDN  Direct start-up 11F.
Heian Shodan (cancel) to Step In
hold
SP / -
  15
Heian Shodan (cancel) to Back Step
hold
SP / -
  25
Horned Lark (1)

H / 10
12F -5 +6 +6  
(Ver.4.20)- Increased pushback to reduce the possibility of of characters passing through each other when they collide.
Horned Lark

H,H / 10,23
  -13 KDN KDN  Combo from 1st hit.
Jumping Mid Front Kick

M / 17
17F -9 +4 +4  TJ6-19F
Meaty 2F.
(Ver.4.20)- Changed the opponent's behavior on hit. Since the jump status was fast and low risk, changed so that the hit would not knock down the opponent.
Kusanku Double Kick (1)

M / 17
17F -4 +1 +1  
Kusanku Double Kick

M,M / 17,15
  -10 ±0 ±0  TJ
Combo from 1st hit.
Kusanku Double Kick to Uraken-uchi

M,M,M / 17,15,28
  -12 KDN KDN  Combo from 2nd CH.
Kusanku Double Kick to Jumping Back Roundhouse Kick

M,M,H / 17,15,23
  -2 KDN KDN*  TSTJ
Combo from 2nd CH.
Political Storm (2)

H,M / 5,4
14F -8 +3 +3  
Political Storm (3)

H,M,M / 5,4,5
  -10 +1 +1  Combo from 1st hit.
Political Storm (4)

H,M,M,M / 5,4,5,4
  -10 +1 +1  Combo from 1st hit.
Political Storm

H,M,M,M,M / 5,4,5,4,23
  -15 KDN KDN  Combo from 1st hit.
(Ver.4.20)- Changed the frame advantage when blocked from -14F to -15F.
- Distance to the opponent when blocked closer. Shortened the distance when blocked and increased the frame disadvantage because it was a low risk move with long reach that can performed while checking theopponent's action.
Mid Left Hook Thrust

M / 13
13F -5 +2 +2 37
Mid Left Hook Thrust to Reverse Chop

M,H / 13,10
  -3 +8 +8  Combo from 1st hit.
Mid Left Hook Thrust to Mid Left Sidekick

M,M / 13,17
  -13 KDN KDN  Combo from 1st CH.
Can be delayed.
(Ver.4.20)- Changed the damage from 20 to 17. Since the damage of the aerial combo was too high, reduced the damage.
Shadowless Fist to Cat Foot Stance Ⅱ

M,SP / 17
15F -6 +12 KDN 44Shift to Cat Foot Stance Ⅱ when hit.
Mid Left Knee

M / 15
14F -8 +5 +5 44
Mid Left Knee to Mid Right Sidekick

M,M / 15,20
  -12 KDN KDN  Combo from 1st CH.
Majority Rules (1)

H / 13
32F -3 +5 +5  
Majority Rules

H,H / 13,20
  +7 KDN KDN  Combo from 1st hit.
Crescent Kick

M / 16
15F -4 +4 +6 41
Crescent Kick to High Elbow Strike

M,H / 16,25
  +1 KDN KDN  Combo from 1st CH.
Crescent Kick to Jumping Spinning Back Kick

M,M / 16,23
  -10 +8Sp +8Sp  TSTJ
Combo from 1st CH.
Meaty 1F.
Triangle Kick

H / 27
24F +6C KDN KDN  TS
Gyre

Parry (H/M),M / 21
23F -2 +7 +7 46Right Punch Parry (H/M) during 2 to 17F.
(Ver.4.20)- Changed the damage from 24 to 21. Since the damage of the aerial combo was too high, reduced the damage.
Vortex
when parrying a right punch
Parry (H/M),M,H / 21,29(31)
  KDN KDN  Damage () is upon just input.
Tourbillion

M / 25
22F -12 +9Sp +9Sp  TSPC8F
Shop

M / 20
19F +2C +8C +8C  Forced to crouching.
Meaty 1F.
Crouch Straight

SM / 8
11F -4 +7 +7  TC4F
Returns to crouching.
Kansetsu-geri

L / 9
15F -14 -3 -3  
Kansetsu-geri to High Left Jab

L,H / 9,8
  +4 +9 +9  Combo from 1st CH.
Kansetsu-geri to Back Spin Kick

L,H / 9,21
  -3 +6 +6  HTS
(Ver.4.20)- When the 1st attack was successful, the opponent was unable to evade the 2nd attack even when crouching before the 2nd attack. This is now fixed.
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon (3)

L,H,L / 9,21,13
  -26 KDN KDN  TC
Combo from 2nd hit.
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon

L,H,L,M / 9,21,13,25
  -14 KDN KDN  TJ
Returns to crouching.
Meaty 1F.
Crouch Chin Kick

L / 7
12F -13 -2 -2  TC4F
Returns to crouching.
Crouch Jab

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

L / 14
18F -14 -1 +12G  TC6F
Returns to crouching.
Meaty 1F.
(Ver.4.20)- Changed the damage from 17 to 14. Since it has crouch status, and the start up was fast, we reduced the damage.
Red Tape (1)

L / 13
16F -26 -2 -2  
Red Tape (1) (clean hit)

L / 19
16F -26 +3 +3  
Red Tape
during a clean hit from the front
L,Th / 19,18
  Th Th  Combo from 1st hit.
Low Right Roundhouse Kick

L / 17
22F -13 +1 KDN  
Iron Lady

M / 25
20F -14 KDN KDN  WBPC8F
For the People

Absorbs(L),M / 21
22F -3 +6 +6 46Parry (L) during 2 to 13F.
(Ver.4.20)- Changed the damage from 22 to 21. Since the damage of the aerial combo was too high, reduced the damage.
For the Nation
when parrying a low attack
Absorbs(L),M,H / 21,21
  KDN KDN  
High Left Hook Thrust

H / 13
11F -7 +4 +4  
High Left Hook Thrust to Neck Chop

H,M / 13,15
  -10 +5C +5C  Combo from 1st hit.
Ruling Party

H / 14
13F -5 +6 +6  
Ruling Party to High Left Reverse Jab

H,H / 14,15
  -6 +5 +5  Combo from 1st hit.
Ruling Party to Crushing Left Knee

H,M / 14,17
  -9 +4 KDN  Combo from 1st CH.
Birds of Prey (1)

M / 16
17F -7 +4 +4 43
Birds of Prey

M,M / 16,10
  -11 +5 +14  Combo from 1st hit.
Birds and Beasts (2)

M,H / 16,18
  -9 ±0 ±0  Combo from 1st hit.
Birds and Beasts

M,H,M / 16,18,19
  -5 KDN KDN  Combo from 2nd CH.
Can be delayed 17F.
Combo can be delayed 8F from 2nd CH.
Birds and Beasts (just)
just
M,H,M / 16,18,23
  -5 KDN KDN  
Back Spin Kick

H / 21
16F -3 +6 +6  HTS
Back Spin Kick to Crouching Tiger, Rising Dragon (2)

H,L / 21,13
  -26 KDN KDN  TC
Combo from 1st hit.
Back Spin Kick to Crouching Tiger, Rising Dragon

H,L,M / 21,13,25
  -14 KDN KDN  TJ
Returns to crouching.
Valley Breeze

M / 14
16F -8 +6 +6  
Counter Reverse Strike

Absorbs Punch(H/M),UB(M) / 35
60F KDN KDN KDN  Punch Parry (H/M) during 2 to 25F.
(Ver.4.20)- When successfully parrying a punch, the move unnaturally missed the opponent even when they were not doing anything. This is now fixed.
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
High Jab

H / 7
10F +1 +8 +8 27
High Jab to Mid Four-Finger Jab

H,M / 7,17
  -11 +5 KDN  
Flurry

H,H / 7,8
  -2 +5 +5  
Flurry to Mid Chaser to Cat Foot Stance Ⅱ

H,H,M,SP / 7,8,10
  -10 +8 +8  
ScJS
Flurry to Gale Kick

H,H,H / 7,8,27
  -6 KDN KDN  
Flurry to Low Right Kick

H,H,L / 7,8,15
  -13 +3 KDN  
Sc
Flurry to Low Right Kick to Triangle Kick

H,H,L,H / 7,8,15,20
  +6C KDN KDN  
High Jab to High Right Kick

H,H / 7,17
  -8 +1 +1  
High Right Reverse Jab

H / 10
10F ±0 +6 +6  
10 Hit Combo (2)

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

H,H,H / 10,10,15
  -9 +2 +2  
High Right Reverse Jab to Mid Right Front Kick

H,M / 10,13
  -8 +8 +8  
Gankaku (1)

H / 10
17F -7 +9 +9  
Gankaku

H,H / 10,12(14)
  +2 KDN KDN  
High Right Roundhouse Kick

H / 17
13F -8 +1 +1A  
High Right Roundhouse Kick to High Reverse Thrust

H,H / 17,11
  -2 +7 +7  
ScJS
High Right Roundhouse Kick to Jumping Back Spin Kick

H,M / 17,23
  -10 +8Sp +8Sp  
Heian Shodan (Level 1)

M / 20
31F -9 KDN KDN  
Heian Shodan (Level 2)
hold
M / 25
36F -5 KDN KDN  
Heian Shodan (Level 3)
hold (max)
M / 30
65F +17G KDN KDN  
Heian Shodan (cancel) to Step In
hold
SP / -
  15
Heian Shodan (cancel) to Back Step
hold
SP / -
  25
Horned Lark (1)

H / 10
12F -5 +6 +6  
Horned Lark

H,H / 10,23
  -13 KDN KDN  
JS
Jumping Mid Front Kick

M / 17
17F -9 +4 +4  
Kusanku Double Kick (1)

M / 17
17F -4 +1 +1  
JS
Kusanku Double Kick

M,M / 17,15
  -10 ±0 ±0  
Kusanku Double Kick to Uraken-uchi

M,M,M / 17,15,28
  -12 KDN KDN  
ScJS
Kusanku Double Kick to Jumping Back Roundhouse Kick

M,M,H / 17,15,23
  -2 KDN KDN*  
Political Storm (2)

H,M / 5,4
14F -8 +3 +3  
Political Storm (3)

H,M,M / 5,4,5
  -10 +1 +1  
Political Storm (4)

H,M,M,M / 5,4,5,4
  -10 +1 +1  
Political Storm

H,M,M,M,M / 5,4,5,4,23
  -15 KDN KDN  
Mid Left Hook Thrust

M / 13
13F -5 +2 +2 37
Mid Left Hook Thrust to Reverse Chop

M,H / 13,10
  -3 +8 +8  
Mid Left Hook Thrust to Mid Left Sidekick

M,M / 13,17
  -13 KDN KDN  
Shadowless Fist to Cat Foot Stance Ⅱ

M,SP / 17
15F -6 +12 KDN 44
Mid Left Knee

M / 15
14F -8 +5 +5 44
Mid Left Knee to Mid Right Sidekick

M,M / 15,20
  -12 KDN KDN  
Majority Rules (1)

H / 13
32F -3 +5 +5  
Majority Rules

H,H / 13,20
  +7 KDN KDN  
Crescent Kick

M / 16
15F -4 +4 +6 41
Crescent Kick to High Elbow Strike

M,H / 16,25
  +1 KDN KDN  
ScJS
Crescent Kick to Jumping Spinning Back Kick

M,M / 16,23
  -10 +8Sp +8Sp  
Sc
Triangle Kick

H / 27
24F +6C KDN KDN  
Gyre

Parry (H/M),M / 21
23F -2 +7 +7 46
Vortex
when parrying a right punch
Parry (H/M),M,H / 21,29(31)
  KDN KDN  
ScPw
Tourbillion

M / 25
22F -12 +9Sp +9Sp  
Shop

M / 20
19F +2C +8C +8C  
CS
Crouch Straight

SM / 8
11F -4 +7 +7  
Kansetsu-geri

L / 9
15F -14 -3 -3  
Kansetsu-geri to High Left Jab

L,H / 9,8
  +4 +9 +9  
HSc
Kansetsu-geri to Back Spin Kick

L,H / 9,21
  -3 +6 +6  
CS
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon (3)

L,H,L / 9,21,13
  -26 KDN KDN  
JS
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon

L,H,L,M / 9,21,13,25
  -14 KDN KDN  
CS
Crouch Chin Kick

L / 7
12F -13 -2 -2  
CS
Crouch Jab

SM / 5
10F -5 +6 +6  
CS
Lame Duck

L / 14
18F -14 -1 +12G  
Red Tape (1)

L / 13
16F -26 -2 -2  
Red Tape (1) (clean hit)

L / 19
16F -26 +3 +3  
Red Tape
during a clean hit from the front
L,Th / 19,18
  Th Th  
Low Right Roundhouse Kick

L / 17
22F -13 +1 KDN  
WBPw
Iron Lady

M / 25
20F -14 KDN KDN  
For the People

Absorbs(L),M / 21
22F -3 +6 +6 46
For the Nation
when parrying a low attack
Absorbs(L),M,H / 21,21
  KDN KDN  
High Left Hook Thrust

H / 13
11F -7 +4 +4  
High Left Hook Thrust to Neck Chop

H,M / 13,15
  -10 +5C +5C  
Ruling Party

H / 14
13F -5 +6 +6  
Ruling Party to High Left Reverse Jab

H,H / 14,15
  -6 +5 +5  
Ruling Party to Crushing Left Knee

H,M / 14,17
  -9 +4 KDN  
Birds of Prey (1)

M / 16
17F -7 +4 +4 43
Birds of Prey

M,M / 16,10
  -11 +5 +14  
Birds and Beasts (2)

M,H / 16,18
  -9 ±0 ±0  
Birds and Beasts

M,H,M / 16,18,19
  -5 KDN KDN  
Birds and Beasts (just)
just
M,H,M / 16,18,23
  -5 KDN KDN  
HSc
Back Spin Kick

H / 21
16F -3 +6 +6  
CS
Back Spin Kick to Crouching Tiger, Rising Dragon (2)

H,L / 21,13
  -26 KDN KDN  
JS
Back Spin Kick to Crouching Tiger, Rising Dragon

H,L,M / 21,13,25
  -14 KDN KDN  
Valley Breeze

M / 14
16F -8 +6 +6  
Counter Reverse Strike

Absorbs Punch(H/M),UB(M) / 35
60F KDN KDN KDN  
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
High Jab

H / 7
10F +1 +8 +8 27
 
High Jab to Mid Four-Finger Jab

H,M / 7,17
  -11 +5 KDN  
Combo from 1st hit.
Can be delayed.
Flurry

H,H / 7,8
  -2 +5 +5  
Combo from 1st hit.
Flurry to Mid Chaser to Cat Foot Stance Ⅱ

H,H,M,SP / 7,8,10
  -10 +8 +8  
Combo from 1st hit.
Shift to Cat Foot Stance Ⅱ when hit.
Flurry to Gale Kick

H,H,H / 7,8,27
  -6 KDN KDN  
TSTJ
Flurry to Low Right Kick

H,H,L / 7,8,15
  -13 +3 KDN  
 
Flurry to Low Right Kick to Triangle Kick

H,H,L,H / 7,8,15,20
  +6C KDN KDN  
TS
Forced to crouching.
Whiff 25F.
High Jab to High Right Kick

H,H / 7,17
  -8 +1 +1  
Combo from 1st hit.
High Right Reverse Jab

H / 10
10F ±0 +6 +6  
 
10 Hit Combo (2)

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

H,H,H / 10,10,15
  -9 +2 +2  
TS
High Right Reverse Jab to Mid Right Front Kick

H,M / 10,13
  -8 +8 +8  
Combo from 1st hit.
Gankaku (1)

H / 10
17F -7 +9 +9  
(Ver.4.20)- Couldn't perform move while running. Now fixed.
Gankaku

H,H / 10,12(14)
  +2 KDN KDN  
Combo from 1st hit.
Damage () is when just input.
Whiff 20F.
(Ver.4.20)- Changed the damage from 14 to 12. ※ Changed the damage when command was input at the precise timing (just frame) from 16 to 14.
- Increased the recovery when the attack missed by 4F. Since the damage of the aerial combo was too high, reduced the damage. Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
High Right Roundhouse Kick

H / 17
13F -8 +1 +1A  
 
High Right Roundhouse Kick to High Reverse Thrust

H,H / 17,11
  -2 +7 +7  
Combo from 1st CH.
High Right Roundhouse Kick to Jumping Back Spin Kick

H,M / 17,23
  -10 +8Sp +8Sp  
TSTJ
Combo from 1st CH.
Meaty 1F.
Heian Shodan (Level 1)

M / 20
31F -9 KDN KDN  
Direct start-up 11F.
Heian Shodan (Level 2)
hold
M / 25
36F -5 KDN KDN  
Start-up from 35 to 64F.
Heian Shodan (Level 3)
hold (max)
M / 30
65F +17G KDN KDN  
Direct start-up 11F.
Heian Shodan (cancel) to Step In
hold
SP / -
  15
 
Heian Shodan (cancel) to Back Step
hold
SP / -
  25
 
Horned Lark (1)

H / 10
12F -5 +6 +6  
(Ver.4.20)- Increased pushback to reduce the possibility of of characters passing through each other when they collide.
Horned Lark

H,H / 10,23
  -13 KDN KDN  
Combo from 1st hit.
Jumping Mid Front Kick

M / 17
17F -9 +4 +4  
TJ6-19F
Meaty 2F.
(Ver.4.20)- Changed the opponent's behavior on hit. Since the jump status was fast and low risk, changed so that the hit would not knock down the opponent.
Kusanku Double Kick (1)

M / 17
17F -4 +1 +1  
 
Kusanku Double Kick

M,M / 17,15
  -10 ±0 ±0  
TJ
Combo from 1st hit.
Kusanku Double Kick to Uraken-uchi

M,M,M / 17,15,28
  -12 KDN KDN  
Combo from 2nd CH.
Kusanku Double Kick to Jumping Back Roundhouse Kick

M,M,H / 17,15,23
  -2 KDN KDN*  
TSTJ
Combo from 2nd CH.
Political Storm (2)

H,M / 5,4
14F -8 +3 +3  
 
Political Storm (3)

H,M,M / 5,4,5
  -10 +1 +1  
Combo from 1st hit.
Political Storm (4)

H,M,M,M / 5,4,5,4
  -10 +1 +1  
Combo from 1st hit.
Political Storm

H,M,M,M,M / 5,4,5,4,23
  -15 KDN KDN  
Combo from 1st hit.
(Ver.4.20)- Changed the frame advantage when blocked from -14F to -15F.
- Distance to the opponent when blocked closer. Shortened the distance when blocked and increased the frame disadvantage because it was a low risk move with long reach that can performed while checking theopponent's action.
Mid Left Hook Thrust

M / 13
13F -5 +2 +2 37
 
Mid Left Hook Thrust to Reverse Chop

M,H / 13,10
  -3 +8 +8  
Combo from 1st hit.
Mid Left Hook Thrust to Mid Left Sidekick

M,M / 13,17
  -13 KDN KDN  
Combo from 1st CH.
Can be delayed.
(Ver.4.20)- Changed the damage from 20 to 17. Since the damage of the aerial combo was too high, reduced the damage.
Shadowless Fist to Cat Foot Stance Ⅱ

M,SP / 17
15F -6 +12 KDN 44
Shift to Cat Foot Stance Ⅱ when hit.
Mid Left Knee

M / 15
14F -8 +5 +5 44
 
Mid Left Knee to Mid Right Sidekick

M,M / 15,20
  -12 KDN KDN  
Combo from 1st CH.
Majority Rules (1)

H / 13
32F -3 +5 +5  
 
Majority Rules

H,H / 13,20
  +7 KDN KDN  
Combo from 1st hit.
Crescent Kick

M / 16
15F -4 +4 +6 41
 
Crescent Kick to High Elbow Strike

M,H / 16,25
  +1 KDN KDN  
Combo from 1st CH.
Crescent Kick to Jumping Spinning Back Kick

M,M / 16,23
  -10 +8Sp +8Sp  
TSTJ
Combo from 1st CH.
Meaty 1F.
Triangle Kick

H / 27
24F +6C KDN KDN  
TS
Gyre

Parry (H/M),M / 21
23F -2 +7 +7 46
Right Punch Parry (H/M) during 2 to 17F.
(Ver.4.20)- Changed the damage from 24 to 21. Since the damage of the aerial combo was too high, reduced the damage.
Vortex
when parrying a right punch
Parry (H/M),M,H / 21,29(31)
  KDN KDN  
Damage () is upon just input.
Tourbillion

M / 25
22F -12 +9Sp +9Sp  
TSPC8F
Shop

M / 20
19F +2C +8C +8C  
Forced to crouching.
Meaty 1F.
Crouch Straight

SM / 8
11F -4 +7 +7  
TC4F
Returns to crouching.
Kansetsu-geri

L / 9
15F -14 -3 -3  
 
Kansetsu-geri to High Left Jab

L,H / 9,8
  +4 +9 +9  
Combo from 1st CH.
Kansetsu-geri to Back Spin Kick

L,H / 9,21
  -3 +6 +6  
HTS
(Ver.4.20)- When the 1st attack was successful, the opponent was unable to evade the 2nd attack even when crouching before the 2nd attack. This is now fixed.
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon (3)

L,H,L / 9,21,13
  -26 KDN KDN  
TC
Combo from 2nd hit.
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon

L,H,L,M / 9,21,13,25
  -14 KDN KDN  
TJ
Returns to crouching.
Meaty 1F.
Crouch Chin Kick

L / 7
12F -13 -2 -2  
TC4F
Returns to crouching.
Crouch Jab

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

L / 14
18F -14 -1 +12G  
TC6F
Returns to crouching.
Meaty 1F.
(Ver.4.20)- Changed the damage from 17 to 14. Since it has crouch status, and the start up was fast, we reduced the damage.
Red Tape (1)

L / 13
16F -26 -2 -2  
 
Red Tape (1) (clean hit)

L / 19
16F -26 +3 +3  
 
Red Tape
during a clean hit from the front
L,Th / 19,18
  Th Th  
Combo from 1st hit.
Low Right Roundhouse Kick

L / 17
22F -13 +1 KDN  
 
Iron Lady

M / 25
20F -14 KDN KDN  
WBPC8F
For the People

Absorbs(L),M / 21
22F -3 +6 +6 46
Parry (L) during 2 to 13F.
(Ver.4.20)- Changed the damage from 22 to 21. Since the damage of the aerial combo was too high, reduced the damage.
For the Nation
when parrying a low attack
Absorbs(L),M,H / 21,21
  KDN KDN  
 
High Left Hook Thrust

H / 13
11F -7 +4 +4  
 
High Left Hook Thrust to Neck Chop

H,M / 13,15
  -10 +5C +5C  
Combo from 1st hit.
Ruling Party

H / 14
13F -5 +6 +6  
 
Ruling Party to High Left Reverse Jab

H,H / 14,15
  -6 +5 +5  
Combo from 1st hit.
Ruling Party to Crushing Left Knee

H,M / 14,17
  -9 +4 KDN  
Combo from 1st CH.
Birds of Prey (1)

M / 16
17F -7 +4 +4 43
 
Birds of Prey

M,M / 16,10
  -11 +5 +14  
Combo from 1st hit.
Birds and Beasts (2)

M,H / 16,18
  -9 ±0 ±0  
Combo from 1st hit.
Birds and Beasts

M,H,M / 16,18,19
  -5 KDN KDN  
Combo from 2nd CH.
Can be delayed 17F.
Combo can be delayed 8F from 2nd CH.
Birds and Beasts (just)
just
M,H,M / 16,18,23
  -5 KDN KDN  
 
Back Spin Kick

H / 21
16F -3 +6 +6  
HTS
Back Spin Kick to Crouching Tiger, Rising Dragon (2)

H,L / 21,13
  -26 KDN KDN  
TC
Combo from 1st hit.
Back Spin Kick to Crouching Tiger, Rising Dragon

H,L,M / 21,13,25
  -14 KDN KDN  
TJ
Returns to crouching.
Valley Breeze

M / 14
16F -8 +6 +6  
 
Counter Reverse Strike

Absorbs Punch(H/M),UB(M) / 35
60F KDN KDN KDN  
Punch Parry (H/M) during 2 to 25F.
(Ver.4.20)- When successfully parrying a punch, the move unnaturally missed the opponent even when they were not doing anything. This is now fixed.
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Spring Mist

M / 25
19F -12 KDN KDN  
Jumping Knuckle
or
M / 12
18F -12 -1 -1  TJ9F
Hook
or or
H / 17
15F -12 +9 +9  
Jumping Side Kick

M / 25
21F -17 KDN KDN  TJ9F
Willow Branch
or or BT
M / 20
25F -7 +4C KDN  TJ11F
Meaty 2F.
Rising Toe Kick

M / 11
15F -19 -8 -8  TJ9F
Cleaving Spirit to Cat Foot Stance Ⅱ
or
M,H,SP / 13,23
15F -13 KDN KDN 48TSTJ9F
Shift to Cat Foot Stance Ⅱ when hit.
(Ver.4.20)- Increased recovery when blocked by 2F for both players. Since the recovery was short, it was difficult to counter attack, so slowed down the pace.
Delay Rising Toe Kick

M / 25
23F -11 LNC LNC  TJ9F
Include Command
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Spring Mist

M / 25
19F -12 KDN KDN  
JS
Jumping Knuckle
or
M / 12
18F -12 -1 -1  
Hook
or or
H / 17
15F -12 +9 +9  
JS
Jumping Side Kick

M / 25
21F -17 KDN KDN  
JS
Willow Branch
or or BT
M / 20
25F -7 +4C KDN  
JS
Rising Toe Kick

M / 11
15F -19 -8 -8  
ScJS
Cleaving Spirit to Cat Foot Stance Ⅱ
or
M,H,SP / 13,23
15F -13 KDN KDN 48
JS
Delay Rising Toe Kick

M / 25
23F -11 LNC LNC  
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Spring Mist

M / 25
19F -12 KDN KDN  
 
Jumping Knuckle
or
M / 12
18F -12 -1 -1  
TJ9F
Hook
or or
H / 17
15F -12 +9 +9  
 
Jumping Side Kick

M / 25
21F -17 KDN KDN  
TJ9F
Willow Branch
or or BT
M / 20
25F -7 +4C KDN  
TJ11F
Meaty 2F.
Rising Toe Kick

M / 11
15F -19 -8 -8  
TJ9F
Cleaving Spirit to Cat Foot Stance Ⅱ
or
M,H,SP / 13,23
15F -13 KDN KDN 48
TSTJ9F
Shift to Cat Foot Stance Ⅱ when hit.
(Ver.4.20)- Increased recovery when blocked by 2F for both players. Since the recovery was short, it was difficult to counter attack, so slowed down the pace.
Delay Rising Toe Kick

M / 25
23F -11 LNC LNC  
TJ9F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Lightning Thrust to Cat Foot Stance Ⅰ

M,SP / 20
13F -2 +15 +15 39Disable advanced input.
Start-up 14F in actualy.
Shift to Cat Foot Stance Ⅰ when hit.
Flying Forward Kick

M / 21
19F -14 LNC LNC  TJ11F
Disable advanced input.
Start-up 20F in actualy.
Mid Right Roundhouse Kick

M / 21
15F -3 +7 +7 40Disable advanced input.
Start-up 16F in actualy.
Rapture

H / 21
32F +8 KDN KDN  Disable advanced input.
Start-up 33F in actualy.
White Whale

M / 23(34)
15F -13 KDN KDN  Disable advanced input.
Start-up 16F in actualy.
Damage () is upon clean hit.
Flying Blade

M / 22
19F -8 KDN KDN  TJ10F
Disable advanced input.
Start-up 20F in actualy.
Meaty 2F.
Blossom Fury (1)

M / 14
16F -8 ±0 ±0  
Blossom Fury (2)

M,M / 14,17
  -14 -1 -1  Combo from 1st CH.
Blossom Fury

M,M,M / 14,17,25
  -16 KDN KDN  Combo from 2nd hit.
Can be delayed 14F.
Combo can be delayed 12F from 2nd hit.
Blossom Fury ()

M,M,M / 14,17,30
  -16 KDN KDN  
Swift High Jab

H / 24
13F +7 KDN KDN 44Meaty 2F
More Than One Command
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Lightning Thrust to Cat Foot Stance Ⅰ

M,SP / 20
13F -2 +15 +15 39
JS
Flying Forward Kick

M / 21
19F -14 LNC LNC  
Mid Right Roundhouse Kick

M / 21
15F -3 +7 +7 40
Rapture

H / 21
32F +8 KDN KDN  
White Whale

M / 23(34)
15F -13 KDN KDN  
JS
Flying Blade

M / 22
19F -8 KDN KDN  
Blossom Fury (1)

M / 14
16F -8 ±0 ±0  
Blossom Fury (2)

M,M / 14,17
  -14 -1 -1  
Blossom Fury

M,M,M / 14,17,25
  -16 KDN KDN  
Blossom Fury ()

M,M,M / 14,17,30
  -16 KDN KDN  
Swift High Jab

H / 24
13F +7 KDN KDN 44
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Lightning Thrust to Cat Foot Stance Ⅰ

M,SP / 20
13F -2 +15 +15 39
Disable advanced input.
Start-up 14F in actualy.
Shift to Cat Foot Stance Ⅰ when hit.
Flying Forward Kick

M / 21
19F -14 LNC LNC  
TJ11F
Disable advanced input.
Start-up 20F in actualy.
Mid Right Roundhouse Kick

M / 21
15F -3 +7 +7 40
Disable advanced input.
Start-up 16F in actualy.
Rapture

H / 21
32F +8 KDN KDN  
Disable advanced input.
Start-up 33F in actualy.
White Whale

M / 23(34)
15F -13 KDN KDN  
Disable advanced input.
Start-up 16F in actualy.
Damage () is upon clean hit.
Flying Blade

M / 22
19F -8 KDN KDN  
TJ10F
Disable advanced input.
Start-up 20F in actualy.
Meaty 2F.
Blossom Fury (1)

M / 14
16F -8 ±0 ±0  
 
Blossom Fury (2)

M,M / 14,17
  -14 -1 -1  
Combo from 1st CH.
Blossom Fury

M,M,M / 14,17,25
  -16 KDN KDN  
Combo from 2nd hit.
Can be delayed 14F.
Combo can be delayed 12F from 2nd hit.
Blossom Fury ()

M,M,M / 14,17,30
  -16 KDN KDN  
 
Swift High Jab

H / 24
13F +7 KDN KDN 44
Meaty 2F
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Jab
FC
SM / 5
10F -5 +6 +6  TC
Returns to crouching.
Returns to standing when input .
Crouch Straight
FC or
SM / 8
11F -4 +7 +7  TC
Returns to crouching.
Crouch Spin Kick
FC or
L / 12
16F -17 -3 -3  TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  TC
Returns to crouching.
White-tailed Eagle (1)
WS
M / 12
13F -3 +4 +4  
White-tailed Eagle
WS
M,H / 12,18
  -5 +6 +6  Combo from 1st hit.
Wild Eagle
WS
M,M / 12,20
  -12 KDN KDN  Combo from 1st hit.
Upward Thrust
WS
M / 15
15F -12 LNC LNC  
(Ver.4.20)- The attack sometimes hit the opponent even when the opponent was behind her. Reduced the attack hit range.
Izumo (1)
WS
M / 15
14F -8 +3 +3  
Izumo
WS
M,M / 15,23
  -13 KDN KDN  WB
Combo from 1st hit.
Forward Kick
WS
M / 13
11F -4 +7 +7  
Forward Kick to High Jab
WS
M,H / 13,12
  -6 +8 +8  Combo from 1st hit.
Flash Elbow
FC
M / 28
12F -14 KDN KDN  
Odd-tooth Snake
FC
L / 20
20F -26 KDN KDN  TC
Returns to crouching.
Full Crouch
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
CS
Crouch Jab
FC
SM / 5
10F -5 +6 +6  
CS
Crouch Straight
FC or
SM / 8
11F -4 +7 +7  
CS
Crouch Spin Kick
FC or
L / 12
16F -17 -3 -3  
CS
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  
White-tailed Eagle (1)
WS
M / 12
13F -3 +4 +4  
White-tailed Eagle
WS
M,H / 12,18
  -5 +6 +6  
Wild Eagle
WS
M,M / 12,20
  -12 KDN KDN  
Upward Thrust
WS
M / 15
15F -12 LNC LNC  
Izumo (1)
WS
M / 15
14F -8 +3 +3  
WB
Izumo
WS
M,M / 15,23
  -13 KDN KDN  
Forward Kick
WS
M / 13
11F -4 +7 +7  
Forward Kick to High Jab
WS
M,H / 13,12
  -6 +8 +8  
Flash Elbow
FC
M / 28
12F -14 KDN KDN  
CS
Odd-tooth Snake
FC
L / 20
20F -26 KDN KDN  
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Crouch Jab
FC
SM / 5
10F -5 +6 +6  
TC
Returns to crouching.
Returns to standing when input .
Crouch Straight
FC or
SM / 8
11F -4 +7 +7  
TC
Returns to crouching.
Crouch Spin Kick
FC or
L / 12
16F -17 -3 -3  
TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  
TC
Returns to crouching.
White-tailed Eagle (1)
WS
M / 12
13F -3 +4 +4  
 
White-tailed Eagle
WS
M,H / 12,18
  -5 +6 +6  
Combo from 1st hit.
Wild Eagle
WS
M,M / 12,20
  -12 KDN KDN  
Combo from 1st hit.
Upward Thrust
WS
M / 15
15F -12 LNC LNC  
(Ver.4.20)- The attack sometimes hit the opponent even when the opponent was behind her. Reduced the attack hit range.
Izumo (1)
WS
M / 15
14F -8 +3 +3  
 
Izumo
WS
M,M / 15,23
  -13 KDN KDN  
WB
Combo from 1st hit.
Forward Kick
WS
M / 13
11F -4 +7 +7  
 
Forward Kick to High Jab
WS
M,H / 13,12
  -6 +8 +8  
Combo from 1st hit.
Flash Elbow
FC
M / 28
12F -14 KDN KDN  
 
Odd-tooth Snake
FC
L / 20
20F -26 KDN KDN  
TC
Returns to crouching.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Monkey Strike
SS
M / 18
18F ±0C +5C KDN  
Evasive High Right Back Kick
SS
H / 21
16F -6 KDN KDN 43TS
Veto
While enemy is down
L / 27
23F -13 -7C -7C  
Bow
or BT
SP / -
  50
Charge
or BT
SP / -
  55Shift to charging.
Wall Jump Attack
with back against wall
M / 21
36F ±0C KDN KDN  Disable advanced input.
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 -8 KDN KDN  
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9  TC1F
Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3  TC1F
Returns to crouching.
Others
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Monkey Strike
SS
M / 18
18F ±0C +5C KDN  
Sc
Evasive High Right Back Kick
SS
H / 21
16F -6 KDN KDN 43
Veto
While enemy is down
L / 27
23F -13 -7C -7C  
Bow
or BT
SP / -
  50
Charge
or BT
SP / -
  55
Wall Jump Attack
with back against wall
M / 21
36F ±0C KDN KDN  
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3  
Spin Kick
BT or
H / 18
10F -8 KDN KDN  
CS
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9  
CS
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3  
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Monkey Strike
SS
M / 18
18F ±0C +5C KDN  
 
Evasive High Right Back Kick
SS
H / 21
16F -6 KDN KDN 43
TS
Veto
While enemy is down
L / 27
23F -13 -7C -7C  
 
Bow
or BT
SP / -
  50
 
Charge
or BT
SP / -
  55
Shift to charging.
Wall Jump Attack
with back against wall
M / 21
36F ±0C KDN KDN  
Disable advanced input.
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 -8 KDN KDN  
 
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9  
TC1F
Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3  
TC1F
Returns to crouching.
Cat Foot Stance Ⅰ(CFSⅠ)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Cat Foot Stance Ⅰ

SP / -
  44Cost 20F.
Sashi-te
CFSⅠ
H / 22
19F +4 KDN KDN  
Mid Chop
CFSⅠ
M / 17
17F -10 +4 KDN  
(Ver.4.20)- Changed the frame advantage when blocked from -9F to -10F. Since the move was safe on block but lead to a combo on counter hit, there wasn't much motivation to use other moves from the stance. Move is now punishableon block.
High Left Reverse Roundhouse Kick
CFSⅠ
H / 28
26F -1Sd KDN KDN  TS
Muramasa
CFSⅠ
M / 20
28F +8C KDN LNC  
Heaven and Earth (H&E)
CFSⅠ ☆
SP / -
  43Cost 20F.
Magpie Strike
H&E
M / 17
16F -6 KDN KDN  
(Ver.4.20)- Changed the damage from 21 to 17. Since the damage of the aerial combo was too high, reduced the damage.
Low Chop
H&E
L / 25
20F -13 +4C KDN  TC8F
Returns to crouching.
Morote-zuki
H&E
H / 25
16F +14 KDN KDN 45
(Ver.4.20)- Can now be reversed.
- Increased recovery when the move whiffs by 3F. Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
Cat Foot Stance Ⅰ(CFSⅠ)
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Cat Foot Stance Ⅰ

SP / -
  44
Sashi-te
CFSⅠ
H / 22
19F +4 KDN KDN  
Mid Chop
CFSⅠ
M / 17
17F -10 +4 KDN  
Sc
High Left Reverse Roundhouse Kick
CFSⅠ
H / 28
26F -1Sd KDN KDN  
Muramasa
CFSⅠ
M / 20
28F +8C KDN LNC  
Heaven and Earth (H&E)
CFSⅠ ☆
SP / -
  43
Magpie Strike
H&E
M / 17
16F -6 KDN KDN  
CS
Low Chop
H&E
L / 25
20F -13 +4C KDN  
Morote-zuki
H&E
H / 25
16F +14 KDN KDN 45
Cat Foot Stance Ⅰ(CFSⅠ)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Cat Foot Stance Ⅰ

SP / -
  44
Cost 20F.
Sashi-te
CFSⅠ
H / 22
19F +4 KDN KDN  
 
Mid Chop
CFSⅠ
M / 17
17F -10 +4 KDN  
(Ver.4.20)- Changed the frame advantage when blocked from -9F to -10F. Since the move was safe on block but lead to a combo on counter hit, there wasn't much motivation to use other moves from the stance. Move is now punishableon block.
High Left Reverse Roundhouse Kick
CFSⅠ
H / 28
26F -1Sd KDN KDN  
TS
Muramasa
CFSⅠ
M / 20
28F +8C KDN LNC  
 
Heaven and Earth (H&E)
CFSⅠ ☆
SP / -
  43
Cost 20F.
Magpie Strike
H&E
M / 17
16F -6 KDN KDN  
(Ver.4.20)- Changed the damage from 21 to 17. Since the damage of the aerial combo was too high, reduced the damage.
Low Chop
H&E
L / 25
20F -13 +4C KDN  
TC8F
Returns to crouching.
Morote-zuki
H&E
H / 25
16F +14 KDN KDN 45
(Ver.4.20)- Can now be reversed.
- Increased recovery when the move whiffs by 3F. Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
Cat Foot Stance Ⅱ(CFSⅡ)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Cat Foot Stance Ⅱ

SP / -
  44Cost 20F.
Mid Left Jab
CFSⅡ
M / 27
20F -9 KDN KDN  
Enlightenment (1)
CFSⅡ
H / 17
14F -9 +2 +2  
Enlightenment (2)
CFSⅡ
H,M / 17,15
  -6 +5 +5  Combo from 1st hit.
Enlightenment
CFSⅡ
H,M,M / 17,15,25
  -7 KDN KDN  WB
Combo from 2nd CH.
High Left Reverse Hook Kick
CFSⅡ
H / 23
13F -4 +11Sp KDN  TS
Crouching Tiger, Rising Dragon (1)
CFSⅡ
L / 10
19F -26 KDN KDN  TC11F
Crouching Tiger, Rising Dragon
CFSⅡ
L,M / 10,25
  -14 KDN KDN  TJ
Returns to crouching.
Gojushiho
CFSⅡ
M / 25
17F -10 KDN KDN  
Pouncing Tiger, Stalking Wolf (PTSW)
CFSⅡ ☆
SP / -
  45Cost 19F.
Bassai-zuki
PTSW
M / 30(45)
22F +6 KDN KDN  Damage () is upon clean hit.
Jion Upward Thrust
PTSW
M / 22
15F -7 KDN KDN  
(Ver.4.20)- Changed the damage from 25 to 22. Since the damage of the aerial combo was too high, reduced the damage.
Mid Left Kick
PTSW
M / 19
17F -6 +4 +4  
Mid Left Kick to Nimble Thrust
PTSW
M,M / 19,21
  -6 +9 KDN  Combo from 1st hit.
Pale Rain
PTSW
L / 23
20F -12 KDN KDN*  
Cat Foot Stance Ⅱ(CFSⅡ)
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Cat Foot Stance Ⅱ

SP / -
  44
Mid Left Jab
CFSⅡ
M / 27
20F -9 KDN KDN  
Enlightenment (1)
CFSⅡ
H / 17
14F -9 +2 +2  
Enlightenment (2)
CFSⅡ
H,M / 17,15
  -6 +5 +5  
WB
Enlightenment
CFSⅡ
H,M,M / 17,15,25
  -7 KDN KDN  
Sc
High Left Reverse Hook Kick
CFSⅡ
H / 23
13F -4 +11Sp KDN  
CS
Crouching Tiger, Rising Dragon (1)
CFSⅡ
L / 10
19F -26 KDN KDN  
JS
Crouching Tiger, Rising Dragon
CFSⅡ
L,M / 10,25
  -14 KDN KDN  
Gojushiho
CFSⅡ
M / 25
17F -10 KDN KDN  
Pouncing Tiger, Stalking Wolf (PTSW)
CFSⅡ ☆
SP / -
  45
Bassai-zuki
PTSW
M / 30(45)
22F +6 KDN KDN  
Jion Upward Thrust
PTSW
M / 22
15F -7 KDN KDN  
Mid Left Kick
PTSW
M / 19
17F -6 +4 +4  
Mid Left Kick to Nimble Thrust
PTSW
M,M / 19,21
  -6 +9 KDN  
Pale Rain
PTSW
L / 23
20F -12 KDN KDN*  
Cat Foot Stance Ⅱ(CFSⅡ)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Cat Foot Stance Ⅱ

SP / -
  44
Cost 20F.
Mid Left Jab
CFSⅡ
M / 27
20F -9 KDN KDN  
 
Enlightenment (1)
CFSⅡ
H / 17
14F -9 +2 +2  
 
Enlightenment (2)
CFSⅡ
H,M / 17,15
  -6 +5 +5  
Combo from 1st hit.
Enlightenment
CFSⅡ
H,M,M / 17,15,25
  -7 KDN KDN  
WB
Combo from 2nd CH.
High Left Reverse Hook Kick
CFSⅡ
H / 23
13F -4 +11Sp KDN  
TS
Crouching Tiger, Rising Dragon (1)
CFSⅡ
L / 10
19F -26 KDN KDN  
TC11F
Crouching Tiger, Rising Dragon
CFSⅡ
L,M / 10,25
  -14 KDN KDN  
TJ
Returns to crouching.
Gojushiho
CFSⅡ
M / 25
17F -10 KDN KDN  
 
Pouncing Tiger, Stalking Wolf (PTSW)
CFSⅡ ☆
SP / -
  45
Cost 19F.
Bassai-zuki
PTSW
M / 30(45)
22F +6 KDN KDN  
Damage () is upon clean hit.
Jion Upward Thrust
PTSW
M / 22
15F -7 KDN KDN  
(Ver.4.20)- Changed the damage from 25 to 22. Since the damage of the aerial combo was too high, reduced the damage.
Mid Left Kick
PTSW
M / 19
17F -6 +4 +4  
 
Mid Left Kick to Nimble Thrust
PTSW
M,M / 19,21
  -6 +9 KDN  
Combo from 1st hit.
Pale Rain
PTSW
L / 23
20F -12 KDN KDN*  
 
Vacuity
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Vacuity
CFSⅠ or CFSⅡ ☆
SP / -
  40TJ11F
Vacuity to Swift High Jab
CFSⅠ or CFSⅡ ☆
SP,UB(H) / 45
46F KDN KDN KDN  Cost 30F & Start-up 16F.
Vacuity
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
JS
Vacuity
CFSⅠ or CFSⅡ ☆
SP / -
  40
Vacuity to Swift High Jab
CFSⅠ or CFSⅡ ☆
SP,UB(H) / 45
46F KDN KDN KDN  
Vacuity
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Vacuity
CFSⅠ or CFSⅡ ☆
SP / -
  40
TJ11F
Vacuity to Swift High Jab
CFSⅠ or CFSⅡ ☆
SP,UB(H) / 45
46F KDN KDN KDN  
Cost 30F & Start-up 16F.
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage
M,Th / 10,45
20F -22 Th Th  Guard Point 8F.
Rage Art
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Rage Art
During Rage
M,Th / 10,45
20F -22 Th Th  
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Rage Art
During Rage
M,Th / 10,45
20F -22 Th Th  
Guard Point 8F.
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive 1
During Rage
M,Th / 16,14
13F +15G Th Th  TS
Disable advanced input.
Start-up 14F in actualy.
Shift to Cat Foot Stance Ⅰ when blocked.
(Ver.4.20)- Changed the frame advantage when blocked from +27F to +15F. Reduced the frame advantage when blocked because the attack was too powerful.
Rage Drive 2
During Rage & PTSW
L,M / 12,20
  -12C LNC LNC  Special effect when approach mid-air enemy.
Block strings.
Rage Drive
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Sc
Rage Drive 1
During Rage
M,Th / 16,14
13F +15G Th Th  
Rage Drive 2
During Rage & PTSW
L,M / 12,20
  -12C LNC LNC  
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Rage Drive 1
During Rage
M,Th / 16,14
13F +15G Th Th  
TS
Disable advanced input.
Start-up 14F in actualy.
Shift to Cat Foot Stance Ⅰ when blocked.
(Ver.4.20)- Changed the frame advantage when blocked from +27F to +15F. Reduced the frame advantage when blocked because the attack was too powerful.
Rage Drive 2
During Rage & PTSW
L,M / 12,20
  -12C LNC LNC  
Special effect when approach mid-air enemy.
Block strings.


Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Moonlit Frost

Th(H) / 35
12F ±0F or
-3F
  Long Range Throw.
Parched Valley

Th(H) / 35
12F RP
Head-sd.
Face-up.
or
-6F
  Long Range Throw.
Floor Break.
Moonlit Frost
Approach from left side
Th(H) / 40
  ±0F
-3F
 
Parched Valley
Approach from right side
Th(H) / 40
  RP
Head-sd.
Face-up.

-3F
 
Smear Campaign
Approach from behind
Th(H) / 50
  Foot-sd.
Face-down.
disable  
Trifecta
or BT
Th(H) / 40
12F Foot-sd.
Face-up.

-6F
  Wall Stun.
Upper Parry
or
Absorbs Punch(H/M) / -
  35 Punch Parry (H/M) during 2 to 10F.
Law of the Land (1)
After Upper Parry succeeds
H / 9
  +8F   -13F upon block.
Law of the Land (2)
After Upper Parry succeeds
H,H / 9,9
  +8F   Combo from 1st hit.
Can be delayed.
-13F upon block.
Law of the Land
After Upper Parry succeeds during hit
H,H,H / 9,9,20(22)
  KND   Combo from 1st hit.
Can be delayed.
Damage () is when just input.
-13F upon block.
Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk Thrwtotal
Moonlit Frost

Th(H) / 35
12F ±0F or
-3F
 
Parched Valley

Th(H) / 35
12F RP
Head-sd.
Face-up.
or
-6F
 
Moonlit Frost
Approach from left side
Th(H) / 40
  ±0F
-3F
 
Parched Valley
Approach from right side
Th(H) / 40
  RP
Head-sd.
Face-up.

-3F
 
Smear Campaign
Approach from behind
Th(H) / 50
  Foot-sd.
Face-down.
disable  
Trifecta
or BT
Th(H) / 40
12F Foot-sd.
Face-up.

-6F
 
Upper Parry
or
Absorbs Punch(H/M) / -
  35
Law of the Land (1)
After Upper Parry succeeds
H / 9
  +8F  
Law of the Land (2)
After Upper Parry succeeds
H,H / 9,9
  +8F  
Law of the Land
After Upper Parry succeeds during hit
H,H,H / 9,9,20(22)
  KND  
Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk Thrwtotal
Notes
Moonlit Frost

Th(H) / 35
12F ±0F or
-3F
 
Long Range Throw.
Parched Valley

Th(H) / 35
12F RP
Head-sd.
Face-up.
or
-6F
 
Long Range Throw.
Floor Break.
Moonlit Frost
Approach from left side
Th(H) / 40
  ±0F
-3F
 
 
Parched Valley
Approach from right side
Th(H) / 40
  RP
Head-sd.
Face-up.

-3F
 
 
Smear Campaign
Approach from behind
Th(H) / 50
  Foot-sd.
Face-down.
disable  
 
Trifecta
or BT
Th(H) / 40
12F Foot-sd.
Face-up.

-6F
 
Wall Stun.
Upper Parry
or
Absorbs Punch(H/M) / -
  35
Punch Parry (H/M) during 2 to 10F.
Law of the Land (1)
After Upper Parry succeeds
H / 9
  +8F  
-13F upon block.
Law of the Land (2)
After Upper Parry succeeds
H,H / 9,9
  +8F  
Combo from 1st hit.
Can be delayed.
-13F upon block.
Law of the Land
After Upper Parry succeeds during hit
H,H,H / 9,9,20(22)
  KND  
Combo from 1st hit.
Can be delayed.
Damage () is when just input.
-13F upon block.
10 Hit Combo
CommandTail Spin upon 3rd hit.
Hit LevelHHHLMHHMMM
Damage10101555885427
hit+6+1+2-4-6-17-14-9-10KDN
block±0-10-9-15-16-28-25-20-21-22
10 Hit Combo
Command
Hit LevelHHHLMHHMMM
Damage10101555885427
hit+6+1+2-4-6-17-14-9-10KDN
block±0-10-9-15-16-28-25-20-21-22
Tail Spin upon 3rd hit.