DETAIL:

CRAIG MARDUK:DATA

MOVE LIST & FRAME DATA Ver.5.00

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

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

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

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

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

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

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

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

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

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

H / 7
10F+1+8+827
17
2.31.4-2.01.5-2.00.7
Left Right Combo

H,H / 7,12
 -1+5+5Combo from 1st hit.
 1.71.7-2.5
Left Right to Ready Position

H,H,SP / 7,12
 -3+3+3Advance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move and 3F delay.
(S3)– Increased the move’s forward movement.
 
Left Right to Ready Position Cancel

H,H,SP / 7,12
 -2+4+4
 
Left Right To Gut Check(3)

H,H,M / 7,12,12
 -16-5-5Can be delayed.
 
Left Right To Gut Check

H,H,M,H / 7,12,12,28
 +4C+8C+8CForces an opponent to crouching on block or hit.
Combo from 3rd hit.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +4F.
- Changed the frame advantage upon hit from +4F to +8F.
 
Left Right To Gut Check to Ready Position

H,H,M,H,SP / 7,12,12,28
 +3C+7C+7CForces an opponent to crouching on block or hit.
Combo from 3rd hit.
Can be delayed.
(Ver.4.00) - New move.
 
Left Right to Power Elbow Combo

H,H,H / 7,12,21
 +4+6KDNCan be delayed.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move lands as a counter hit.
 
Jab Body Combo

H,M / 7,13
 -9+7+7Combo from 1st hit.
 1.9-2.3
W2.1-2.3
1.7-2.4
Right Jab

H / 10
10F±0+8+829
19
2.31.7-2.41.6-2.40.5
Quick Elbow Combo

H,H / 10,12
 +3+5+5Combo from 1st hit.
 1.5-1.71.2
Catapult Tackle Combo

H,M / 10,22
 -12LNCLNCCan be delayed.
 
Side Kick

H / 28
17F-14KDNKDN50
33
2.42.1-2.6
W2.3-2.7
Right High Kick

H / 16
13F-5+6LNC37
24
2.32.1-2.4
W2.1-2.4
2.5-3.00.2
Shove

M / 0
15F-9+3+1645
30
2.52.4-2.92.1-2.30.9
Double Hook Combo (1)

H / 20
16F-7+7KDN49
33
2.91.4-2.01.1
TS
Double Hook Combo

H,H / 20,25
 -7KDNKDNCan be delayed.
 
Hook Smash Combo (2)

H,M / 20,17
 -13C+2C+2CForces an opponent to crouching on block or hit.
Can be delayed.
 
Hook Smash Combo

H,M,M / 20,17,16
 -15LNCLNCCombo from 2nd hit.
 
Knee Lift

M / 13
23F-8+5+559
36
(S3)– Changed the damage from 17 to 13.
– Changed the opponent’s behavior when the move lands as a counter hit (from LNC to +5F).
– Decreased the distance between the character and the opponent when the move hits or is blocked.
2.81.9-2.2
Mammoth Charge

M,M / 13,20
 -11CLNCLNCForces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed.
CH is Launch.
(S3)– Changed the frame advantage when blocked from -9F to -11CF.
– Changed the opponent’s behavior when guarding the move.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
 
Stampede

M / 20
19F-8C+2CKDN60
41
Forces an opponent to crouching on block or NH.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
2.72.1-2.7
W2.2-2.9
2.50.7
Pw8F
Double Thruster

H / 21
15F-10KDNKDN49
34
Power Crush.
3.02.0-2.7
W2.0-2.7
1.1
Shoulder Bash

UB(H) / 30
32FKDNKDNKDN
 
Shoulder Bash Cancel to Ready Position

SP / -
 45Advance Input is available Ready Position, FC or WS move.
 
TJ16F
Blitz

M / 25
21F
(14)
-18+9G+9G
Disable down.
4.41.4-2.1
Air Lift Uppercut

M / 15
15F-13LNCLNC47
32
Start-up 16F to 15F.
(S3)– Changed the frame advantage when blocked from -12F to -13F.
- Changed total from 46F to 47F.
– Decreased the distance between the character and the opponent when the move is blocked.
– Increased the move’s reach.
2.81.5-2.10.9
Body Blow

M / 16
15F-7+6+641
26
2.31.8-2.4
W1.9-2.5
1.6-2.20.7
TS
Double Impact

M,M / 16,21
 -13KDNKDNCombo from 1st CH.
Can be delayed 15F.
Combo can be delayed 15F from CH.
 
Gut Kick

M / 13
17F-10+2+245
28
(S3)– Increased the move’s reach.
(Ver.4.00) - Increased the range of the attack.
2.51.7-2.00.9
Raging Beast (2)

M,H / 13,7
 +2+5+5Combo from 1st hit.
(S3)– Increased the lower range of the attack.
 
Raging Beast

M,H,H / 13,7,10
 -1+5+5Combo from 1st hit.
 
Raging Beast Ready Position

M,H,H,SP / 13,7,10
 -3+3+3Combo from 1st hit.
Advance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move and 3F delay.
 
Raging Beast Ready Position to Cancel

M,H,H,SP / 13,7,10
 -2+4+4Combo from 1st hit.
 
Raging Beast Headbutt (4)

M,H,H,M / 13,7,10,12
 -16-5-5Can be delayed.
 
Raging Beast Headbutt

M,H,H,M,H / 13,7,10,12,28
 +4C+8C+8CForces an opponent to crouching on block or hit.
Combo from 4th hit.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +4F.
- Changed the frame advantage upon hit from +4F to +8F.
 
Raging Beast Headbutt to Ready Position

M,H,H,M,H,SP / 13,7,10,12,28
 +3C+7C+7CForces an opponent to crouching on block or hit.
Combo from 4th hit.
Can be delayed.
(Ver.4.00) - New move.
 
Raging Beast Sting

M,H,H,H / 13,7,10,12,21
 +4+6KDNCan be delayed.
 
Raging Beast Body Blow

M,H,M / 13,7,13
 -9+7+7Combo from 1st hit.
 1.8
Gut Kick Combo

M,H / 13,28
 +4C+8C+8CForces an opponent to crouching on block or hit.
Combo from 1st hit.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +4F.
- Changed the frame advantage upon hit from +4F to +8F.
 
Gut Kick Combo to Ready Position

M,H,SP / 13,28
 +3C+7C+7CForces an opponent to crouching on block or hit.
Combo from 1st hit.
Can be delayed.
(Ver.4.00) - New move.
 
Gorilla Blitz (2)

M,M / 13,10
 -12LNCLNCCombo from 1st hit.
 
Gorilla Blitz

M,M,H / 13,10,20
 -7KDNKDN
(S3)– New move.
 
TS
Gorilla Blitz (Hold)
hold
M,M,H / 13,10,28
 +13GKDNKDN
(S3)– New move.
 
Compressor Swing (1)

M / 13
13F
(1)
-4+2+241
28
(S3)– Increased the move’s reach.
(Ver.4.00) - Changed the frame advantage when blocked from -9F to -4F.
2.41.6-2.01.8-2.21.0
TS
Compressor Swing

M,H / 13,25
 -5+12SpKDNCombo from 1st hit.
Can be delayed.
New Move.
(Ver.4.00) - Increased the lower range of the attack.
 2.2
TC6F
Cannonball

M / 23
17F
(1)
-11+3C+3C52
35
Forces an opponent to crouching on hit.
2.51.7-2.22.1-2.51.0
Dunk Elbow

M / 20
18F±0C+5CKDN46
28
Forces an opponent to crouching on block or NH.
(Ver.4.00) - Increased the range of the attack.
2.81.6-2.11.9-2.31.2
Alligator Combo (1)

M / 15
16F-7C+7C+7C47
31
Forces an opponent to crouching on block or hit.
2.31.4-1.80.9
Alligator Combo

M,M / 15,21
 -9+5+5Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
 2.4-2.72.5
Low Kick

L / 18
16F-12-1-147
31
2.52.1-2.5
W2.1-2.7
2.1-2.50.4
TC6F
Knee Slicer

L / 16
14F-16-5-549
35
Disable Low Absorbs.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
2.61.5-1.81.6-2.21.0
Battering Ram

M / 22
19F-12LNCLNCNon Crouch Status.
2.61.91.2
TC4F
Crouch Jab

SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
2.11.8-2.41.6-2.50.1
TS
Flash Hook

M / 20
16F-8KDNKDN47
31
2.71.9-2.41.4
Revolving Hammer (1)

L / 10
18F-12-4+4
2.51.21.21.6
Revolving Hammer (2)

L,H / 10,16
 -6+8KDNCombo from 1st CH.
 
TS
Revolving Hammer

L,H,M / 10,16,23
 -8KDNKDNCan be delayed.
 
Revolving Hammer Cancel to Ready Position

L,H,SP / 10,16
 -20-6KDNAdvance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move.
New Move.
 
Revolving Hammer Cancel to Ready Position Cancel

L,H,SP / 10,16
 -21-7KDN
New Move.
 
Revolving Trap Kick

L,M / 10,16
 -13+3+3
 2.2-2.5
W2.3-2.5
2.5
Revolving Trap Kick Cancel to Double Leg Take Down

L,Th(M) / 10,12(10)
 Th(M)Th(M)Th(M)Interrupt 16F from 1st NH.
New Move.
 
Crab Leg

L,Th / 12(,10)
23F-26ThThAir Status 12F.
To Throw from close hit.
Damage () is throw bonus.
Connect to throw from NH.
2.31.7-2.0
Annihilator Hammer

M / 23
26F-22LNCLNC
 
Fist Hammer

M / 10
21F-8C+2CKDNForces an opponent to crouching on block or NH.
3.31.5-2.1
Double Fist Hammer

M,M / 10,15
 -14CKDNKDNForces an opponent to crouching on block.
Knock Down from NH.
 
HM
Spinning Backfist

M / 24
22F-9+4KDN61
39
(Ver.4.00) - Changed the frame advantage upon hit from +1F to +4F.
3.42.1-2.5
W2.1-2.9
2.4-2.91.6
Sasquatch Cannon

M / 26
21F±0+8KDN50
29
Not Knock Down from NH.
Changed CH effect.
2.92.0-2.5
W1.2
1.6-1.81.9
Quick Bazooka

M / 20
14F-9+2KDN47
33
2.61.2-1.91.5-2.21.3
WB
Heel Bazooka

H / 30
18F-14KDNKDN60
42
New Move.
2.92.7-3.5
W1.8-2.7
1.3
Death Bringer

UB(M) / 70
80FKDNKDNKDNInput to Cancel.
 
Death Bringer Cancel to Double Leg Take Down

Th(M) / 12(10)
100FTh(M)Th(M)Th(M)
New Move.
 
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Jab

H / 7
10F+1+8+827
17
Left Right Combo

H,H / 7,12
 -1+5+5
Left Right to Ready Position

H,H,SP / 7,12
 -3+3+3
Left Right to Ready Position Cancel

H,H,SP / 7,12
 -2+4+4
Left Right To Gut Check(3)

H,H,M / 7,12,12
 -16-5-5
Left Right To Gut Check

H,H,M,H / 7,12,12,28
 +4C+8C+8C
Left Right To Gut Check to Ready Position

H,H,M,H,SP / 7,12,12,28
 +3C+7C+7C
Left Right to Power Elbow Combo

H,H,H / 7,12,21
 +4+6KDN
Jab Body Combo

H,M / 7,13
 -9+7+7
Right Jab

H / 10
10F±0+8+829
19
Quick Elbow Combo

H,H / 10,12
 +3+5+5
Catapult Tackle Combo

H,M / 10,22
 -12LNCLNC
Side Kick

H / 28
17F-14KDNKDN50
33
Right High Kick

H / 16
13F-5+6LNC37
24
Shove

M / 0
15F-9+3+1645
30
Double Hook Combo (1)

H / 20
16F-7+7KDN49
33
TS
Double Hook Combo

H,H / 20,25
 -7KDNKDN
Hook Smash Combo (2)

H,M / 20,17
 -13C+2C+2C
Hook Smash Combo

H,M,M / 20,17,16
 -15LNCLNC
Knee Lift

M / 13
23F-8+5+559
36
Mammoth Charge

M,M / 13,20
 -11CLNCLNC
Stampede

M / 20
19F-8C+2CKDN60
41
Pw8F
Double Thruster

H / 21
15F-10KDNKDN49
34
Shoulder Bash

UB(H) / 30
32FKDNKDNKDN
Shoulder Bash Cancel to Ready Position

SP / -
 45
TJ16F
Blitz

M / 25
21F
(14)
-18+9G+9G
Air Lift Uppercut

M / 15
15F-13LNCLNC47
32
Body Blow

M / 16
15F-7+6+641
26
TS
Double Impact

M,M / 16,21
 -13KDNKDN
Gut Kick

M / 13
17F-10+2+245
28
Raging Beast (2)

M,H / 13,7
 +2+5+5
Raging Beast

M,H,H / 13,7,10
 -1+5+5
Raging Beast Ready Position

M,H,H,SP / 13,7,10
 -3+3+3
Raging Beast Ready Position to Cancel

M,H,H,SP / 13,7,10
 -2+4+4
Raging Beast Headbutt (4)

M,H,H,M / 13,7,10,12
 -16-5-5
Raging Beast Headbutt

M,H,H,M,H / 13,7,10,12,28
 +4C+8C+8C
Raging Beast Headbutt to Ready Position

M,H,H,M,H,SP / 13,7,10,12,28
 +3C+7C+7C
Raging Beast Sting

M,H,H,H / 13,7,10,12,21
 +4+6KDN
Raging Beast Body Blow

M,H,M / 13,7,13
 -9+7+7
Gut Kick Combo

M,H / 13,28
 +4C+8C+8C
Gut Kick Combo to Ready Position

M,H,SP / 13,28
 +3C+7C+7C
Gorilla Blitz (2)

M,M / 13,10
 -12LNCLNC
Gorilla Blitz

M,M,H / 13,10,20
 -7KDNKDN
TS
Gorilla Blitz (Hold)
hold
M,M,H / 13,10,28
 +13GKDNKDN
Compressor Swing (1)

M / 13
13F
(1)
-4+2+241
28
TS
Compressor Swing

M,H / 13,25
 -5+12SpKDN
TC6F
Cannonball

M / 23
17F
(1)
-11+3C+3C52
35
Dunk Elbow

M / 20
18F±0C+5CKDN46
28
Alligator Combo (1)

M / 15
16F-7C+7C+7C47
31
Alligator Combo

M,M / 15,21
 -9+5+5
Low Kick

L / 18
16F-12-1-147
31
TC6F
Knee Slicer

L / 16
14F-16-5-549
35
Battering Ram

M / 22
19F-12LNCLNC
TC4F
Crouch Jab

SM / 5
10F-5+6+6
TS
Flash Hook

M / 20
16F-8KDNKDN47
31
Revolving Hammer (1)

L / 10
18F-12-4+4
Revolving Hammer (2)

L,H / 10,16
 -6+8KDN
TS
Revolving Hammer

L,H,M / 10,16,23
 -8KDNKDN
Revolving Hammer Cancel to Ready Position

L,H,SP / 10,16
 -20-6KDN
Revolving Hammer Cancel to Ready Position Cancel

L,H,SP / 10,16
 -21-7KDN
Revolving Trap Kick

L,M / 10,16
 -13+3+3
Revolving Trap Kick Cancel to Double Leg Take Down

L,Th(M) / 10,12(10)
 Th(M)Th(M)Th(M)
Crab Leg

L,Th / 12(,10)
23F-26ThTh
Annihilator Hammer

M / 23
26F-22LNCLNC
Fist Hammer

M / 10
21F-8C+2CKDN
Double Fist Hammer

M,M / 10,15
 -14CKDNKDN
HM
Spinning Backfist

M / 24
22F-9+4KDN61
39
Sasquatch Cannon

M / 26
21F±0+8KDN50
29
Quick Bazooka

M / 20
14F-9+2KDN47
33
WB
Heel Bazooka

H / 30
18F-14KDNKDN60
42
Death Bringer

UB(M) / 70
80FKDNKDNKDN
Death Bringer Cancel to Double Leg Take Down

Th(M) / 12(10)
100FTh(M)Th(M)Th(M)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Jab

H / 7
10F+1+8+827
17
2.31.4-2.01.5-2.00.7
 
Left Right Combo

H,H / 7,12
 -1+5+5
 1.71.7-2.5
Combo from 1st hit.
Left Right to Ready Position

H,H,SP / 7,12
 -3+3+3
 
Advance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move and 3F delay.
(S3)– Increased the move’s forward movement.
Left Right to Ready Position Cancel

H,H,SP / 7,12
 -2+4+4
 
 
Left Right To Gut Check(3)

H,H,M / 7,12,12
 -16-5-5
 
Can be delayed.
Left Right To Gut Check

H,H,M,H / 7,12,12,28
 +4C+8C+8C
 
Forces an opponent to crouching on block or hit.
Combo from 3rd hit.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +4F.
- Changed the frame advantage upon hit from +4F to +8F.
Left Right To Gut Check to Ready Position

H,H,M,H,SP / 7,12,12,28
 +3C+7C+7C
 
Forces an opponent to crouching on block or hit.
Combo from 3rd hit.
Can be delayed.
(Ver.4.00) - New move.
Left Right to Power Elbow Combo

H,H,H / 7,12,21
 +4+6KDN
 
Can be delayed.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move lands as a counter hit.
Jab Body Combo

H,M / 7,13
 -9+7+7
 1.9-2.3
W2.1-2.3
1.7-2.4
Combo from 1st hit.
Right Jab

H / 10
10F±0+8+829
19
2.31.7-2.41.6-2.40.5
 
Quick Elbow Combo

H,H / 10,12
 +3+5+5
 1.5-1.71.2
Combo from 1st hit.
Catapult Tackle Combo

H,M / 10,22
 -12LNCLNC
 
Can be delayed.
Side Kick

H / 28
17F-14KDNKDN50
33
2.42.1-2.6
W2.3-2.7
 
Right High Kick

H / 16
13F-5+6LNC37
24
2.32.1-2.4
W2.1-2.4
2.5-3.00.2
 
Shove

M / 0
15F-9+3+1645
30
2.52.4-2.92.1-2.30.9
 
Double Hook Combo (1)

H / 20
16F-7+7KDN49
33
2.91.4-2.01.1
 
TS
Double Hook Combo

H,H / 20,25
 -7KDNKDN
 
Can be delayed.
Hook Smash Combo (2)

H,M / 20,17
 -13C+2C+2C
 
Forces an opponent to crouching on block or hit.
Can be delayed.
Hook Smash Combo

H,M,M / 20,17,16
 -15LNCLNC
 
Combo from 2nd hit.
Knee Lift

M / 13
23F-8+5+559
36
2.81.9-2.2
(S3)– Changed the damage from 17 to 13.
– Changed the opponent’s behavior when the move lands as a counter hit (from LNC to +5F).
– Decreased the distance between the character and the opponent when the move hits or is blocked.
Mammoth Charge

M,M / 13,20
 -11CLNCLNC
 
Forces an opponent to crouching on block.
Combo from 1st hit.
Can be delayed.
CH is Launch.
(S3)– Changed the frame advantage when blocked from -9F to -11CF.
– Changed the opponent’s behavior when guarding the move.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
Stampede

M / 20
19F-8C+2CKDN60
41
2.72.1-2.7
W2.2-2.9
2.50.7
Forces an opponent to crouching on block or NH.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
Pw8F
Double Thruster

H / 21
15F-10KDNKDN49
34
3.02.0-2.7
W2.0-2.7
1.1
Power Crush.
Shoulder Bash

UB(H) / 30
32FKDNKDNKDN
 
 
Shoulder Bash Cancel to Ready Position

SP / -
 45
 
Advance Input is available Ready Position, FC or WS move.
TJ16F
Blitz

M / 25
21F
(14)
-18+9G+9G
4.41.4-2.1
Disable down.
Air Lift Uppercut

M / 15
15F-13LNCLNC47
32
2.81.5-2.10.9
Start-up 16F to 15F.
(S3)– Changed the frame advantage when blocked from -12F to -13F.
- Changed total from 46F to 47F.
– Decreased the distance between the character and the opponent when the move is blocked.
– Increased the move’s reach.
Body Blow

M / 16
15F-7+6+641
26
2.31.8-2.4
W1.9-2.5
1.6-2.20.7
 
TS
Double Impact

M,M / 16,21
 -13KDNKDN
 
Combo from 1st CH.
Can be delayed 15F.
Combo can be delayed 15F from CH.
Gut Kick

M / 13
17F-10+2+245
28
2.51.7-2.00.9
(S3)– Increased the move’s reach.
(Ver.4.00) - Increased the range of the attack.
Raging Beast (2)

M,H / 13,7
 +2+5+5
 
Combo from 1st hit.
(S3)– Increased the lower range of the attack.
Raging Beast

M,H,H / 13,7,10
 -1+5+5
 
Combo from 1st hit.
Raging Beast Ready Position

M,H,H,SP / 13,7,10
 -3+3+3
 
Combo from 1st hit.
Advance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move and 3F delay.
Raging Beast Ready Position to Cancel

M,H,H,SP / 13,7,10
 -2+4+4
 
Combo from 1st hit.
Raging Beast Headbutt (4)

M,H,H,M / 13,7,10,12
 -16-5-5
 
Can be delayed.
Raging Beast Headbutt

M,H,H,M,H / 13,7,10,12,28
 +4C+8C+8C
 
Forces an opponent to crouching on block or hit.
Combo from 4th hit.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +4F.
- Changed the frame advantage upon hit from +4F to +8F.
Raging Beast Headbutt to Ready Position

M,H,H,M,H,SP / 13,7,10,12,28
 +3C+7C+7C
 
Forces an opponent to crouching on block or hit.
Combo from 4th hit.
Can be delayed.
(Ver.4.00) - New move.
Raging Beast Sting

M,H,H,H / 13,7,10,12,21
 +4+6KDN
 
Can be delayed.
Raging Beast Body Blow

M,H,M / 13,7,13
 -9+7+7
 1.8
Combo from 1st hit.
Gut Kick Combo

M,H / 13,28
 +4C+8C+8C
 
Forces an opponent to crouching on block or hit.
Combo from 1st hit.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to +4F.
- Changed the frame advantage upon hit from +4F to +8F.
Gut Kick Combo to Ready Position

M,H,SP / 13,28
 +3C+7C+7C
 
Forces an opponent to crouching on block or hit.
Combo from 1st hit.
Can be delayed.
(Ver.4.00) - New move.
Gorilla Blitz (2)

M,M / 13,10
 -12LNCLNC
 
Combo from 1st hit.
Gorilla Blitz

M,M,H / 13,10,20
 -7KDNKDN
 
(S3)– New move.
TS
Gorilla Blitz (Hold)
hold
M,M,H / 13,10,28
 +13GKDNKDN
 
(S3)– New move.
Compressor Swing (1)

M / 13
13F
(1)
-4+2+241
28
2.41.6-2.01.8-2.21.0
(S3)– Increased the move’s reach.
(Ver.4.00) - Changed the frame advantage when blocked from -9F to -4F.
TS
Compressor Swing

M,H / 13,25
 -5+12SpKDN
 2.2
Combo from 1st hit.
Can be delayed.
New Move.
(Ver.4.00) - Increased the lower range of the attack.
TC6F
Cannonball

M / 23
17F
(1)
-11+3C+3C52
35
2.51.7-2.22.1-2.51.0
Forces an opponent to crouching on hit.
Dunk Elbow

M / 20
18F±0C+5CKDN46
28
2.81.6-2.11.9-2.31.2
Forces an opponent to crouching on block or NH.
(Ver.4.00) - Increased the range of the attack.
Alligator Combo (1)

M / 15
16F-7C+7C+7C47
31
2.31.4-1.80.9
Forces an opponent to crouching on block or hit.
Alligator Combo

M,M / 15,21
 -9+5+5
 2.4-2.72.5
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Low Kick

L / 18
16F-12-1-147
31
2.52.1-2.5
W2.1-2.7
2.1-2.50.4
 
TC6F
Knee Slicer

L / 16
14F-16-5-549
35
2.61.5-1.81.6-2.21.0
Disable Low Absorbs.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Battering Ram

M / 22
19F-12LNCLNC
2.61.91.2
Non Crouch Status.
TC4F
Crouch Jab

SM / 5
10F-5+6+6
2.11.8-2.41.6-2.50.1
Returns to crouching.
Returns to standing when input .
TS
Flash Hook

M / 20
16F-8KDNKDN47
31
2.71.9-2.41.4
 
Revolving Hammer (1)

L / 10
18F-12-4+4
2.51.21.21.6
 
Revolving Hammer (2)

L,H / 10,16
 -6+8KDN
 
Combo from 1st CH.
TS
Revolving Hammer

L,H,M / 10,16,23
 -8KDNKDN
 
Can be delayed.
Revolving Hammer Cancel to Ready Position

L,H,SP / 10,16
 -20-6KDN
 
Advance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move.
New Move.
Revolving Hammer Cancel to Ready Position Cancel

L,H,SP / 10,16
 -21-7KDN
 
New Move.
Revolving Trap Kick

L,M / 10,16
 -13+3+3
 2.2-2.5
W2.3-2.5
2.5
 
Revolving Trap Kick Cancel to Double Leg Take Down

L,Th(M) / 10,12(10)
 Th(M)Th(M)Th(M)
 
Interrupt 16F from 1st NH.
New Move.
Crab Leg

L,Th / 12(,10)
23F-26ThTh
2.31.7-2.0
Air Status 12F.
To Throw from close hit.
Damage () is throw bonus.
Connect to throw from NH.
Annihilator Hammer

M / 23
26F-22LNCLNC
 
 
Fist Hammer

M / 10
21F-8C+2CKDN
3.31.5-2.1
Forces an opponent to crouching on block or NH.
Double Fist Hammer

M,M / 10,15
 -14CKDNKDN
 
Forces an opponent to crouching on block.
Knock Down from NH.
HM
Spinning Backfist

M / 24
22F-9+4KDN61
39
3.42.1-2.5
W2.1-2.9
2.4-2.91.6
(Ver.4.00) - Changed the frame advantage upon hit from +1F to +4F.
Sasquatch Cannon

M / 26
21F±0+8KDN50
29
2.92.0-2.5
W1.2
1.6-1.81.9
Not Knock Down from NH.
Changed CH effect.
Quick Bazooka

M / 20
14F-9+2KDN47
33
2.61.2-1.91.5-2.21.3
 
WB
Heel Bazooka

H / 30
18F-14KDNKDN60
42
2.92.7-3.5
W1.8-2.7
1.3
New Move.
Death Bringer

UB(M) / 70
80FKDNKDNKDN
 
Input to Cancel.
Death Bringer Cancel to Double Leg Take Down

Th(M) / 12(10)
100FTh(M)Th(M)Th(M)
 
New Move.
Include ⇧ Command
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
TJ9F
Jumping Knuckle
or
M / 12
18F-12-1-1
 
Quick Gorilla Rush (1)

H / 14
12F-5+5+536
24
(Ver.4.00) - New move.
2.81.5-2.31.0
Quick Gorilla Rush

H,H / 14,20
 -2C+6CKDNForces an opponent to crouching on block or NH.
Combo from 1st hit.
(Ver.4.00) - New move.
 1.6-2.21.8
Hook
or or
H / 17
15F-12+9+9
 
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
2.21.7-2.11.6
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
2.31.7-2.11.7
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
2.71.5-1.92.4
TJ9F
Jumping Mid Kick

M / 14
23F-16KDNKDN60
37
 
TJ9F
Jumping Mid Kick

M / 18
23F-9KDNKDN53
30
(S3)– Decreased the distance between the character and the opponent when the move hits.
1.82.2-2.7
W2.2-2.6
-0.1
TJ9F
Jumping Mid Kick

M / 18
23F-9KDNKDN53
30
(S3)– Decreased the distance between the character and the opponent when the move hits.
2.51.6-2.30.8
Earthquake

M / 21
22F-6CKDNKDNForces an opponent to crouching on block.
Returns to crouching.
Changed command.
3.01.8-2.21.3
Earthquake to Ready Position

M,SP / 21
 -7CKDNKDNForces an opponent to crouching on block.
Advance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move.
New Move.
 
Earthquake to Ready Position Cancel

M,SP / 21
 -6CKDNKDNForces an opponent to crouching on block.
 
Mongolian Chop

H / 21
17F-6KDNKDN42
25
2.51.2-1.61.4
TJ6F
Foot Stomp
or or
M / 25
31F-3C+7CKDNForces an opponent to crouching on block or NH.
2.61.21.9
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ9F
Jumping Knuckle
or
M / 12
18F-12-1-1
Quick Gorilla Rush (1)

H / 14
12F-5+5+536
24
Quick Gorilla Rush

H,H / 14,20
 -2C+6CKDN
Hook
or or
H / 17
15F-12+9+9
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
TJ9F
Jumping Mid Kick

M / 14
23F-16KDNKDN60
37
TJ9F
Jumping Mid Kick

M / 18
23F-9KDNKDN53
30
TJ9F
Jumping Mid Kick

M / 18
23F-9KDNKDN53
30
Earthquake

M / 21
22F-6CKDNKDN
Earthquake to Ready Position

M,SP / 21
 -7CKDNKDN
Earthquake to Ready Position Cancel

M,SP / 21
 -6CKDNKDN
Mongolian Chop

H / 21
17F-6KDNKDN42
25
TJ6F
Foot Stomp
or or
M / 25
31F-3C+7CKDN
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
TJ9F
Jumping Knuckle
or
M / 12
18F-12-1-1
 
 
Quick Gorilla Rush (1)

H / 14
12F-5+5+536
24
2.81.5-2.31.0
(Ver.4.00) - New move.
Quick Gorilla Rush

H,H / 14,20
 -2C+6CKDN
 1.6-2.21.8
Forces an opponent to crouching on block or NH.
Combo from 1st hit.
(Ver.4.00) - New move.
Hook
or or
H / 17
15F-12+9+9
 
 
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
2.21.7-2.11.6
 
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
2.31.7-2.11.7
 
TJ12F
Knee Sling

M / 25
20F
(2)
-2KDNLNC48
28
2.71.5-1.92.4
 
TJ9F
Jumping Mid Kick

M / 14
23F-16KDNKDN60
37
 
 
TJ9F
Jumping Mid Kick

M / 18
23F-9KDNKDN53
30
1.82.2-2.7
W2.2-2.6
-0.1
(S3)– Decreased the distance between the character and the opponent when the move hits.
TJ9F
Jumping Mid Kick

M / 18
23F-9KDNKDN53
30
2.51.6-2.30.8
(S3)– Decreased the distance between the character and the opponent when the move hits.
Earthquake

M / 21
22F-6CKDNKDN
3.01.8-2.21.3
Forces an opponent to crouching on block.
Returns to crouching.
Changed command.
Earthquake to Ready Position

M,SP / 21
 -7CKDNKDN
 
Forces an opponent to crouching on block.
Advance Input is available Ready Position Move.
Advance Input is unavailable FC or WS Move.
New Move.
Earthquake to Ready Position Cancel

M,SP / 21
 -6CKDNKDN
 
Forces an opponent to crouching on block.
Mongolian Chop

H / 21
17F-6KDNKDN42
25
2.51.2-1.61.4
 
TJ6F
Foot Stomp
or or
M / 25
31F-3C+7CKDN
2.61.21.9
Forces an opponent to crouching on block or NH.
TJ9F
Delay Rising Toekick

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

H / 21
11F-1KDNKDN38
27
2.51.3
Burning Mountain (1)

M / 18
19F-7+1+150
31
New Move.
(Ver.2.20)・Increased the range of the attack to prevent it from missing when performed directly next to the opponent.
3.01.3-1.8
Burning Mountain

M,M / 18,26
 -14LNCLNCCombo from 1st CH.
New Move.
 2.1-2.5
HMTS
Side Sweep

M / 26
18F-8KDNKDN52
34
(S3)– Changed the frame advantage when blocked from -10F to -8F.
– Shortened the recovery time after the move hits by 2 frames.
2.82.3-2.8
2.5
1.4
Giant Brat (2)

MM / 14,16
15F-12+4+4
Changed command.
(Ver.4.00) - Changed the command from .
2.71.9
Giant Brat

MM,M / 14,16,25
 -15KDNKDNCombo from 2nd CH.
Can be delayed 13F.
Combo can be delayed 12F from CH.
 1.7
Ballista Fist (1)

M / 21
18F-10LNCLNC54
36
2.31.5-2.30.9
Ballista Fist

M,M / 21,24
 -7KDNKDNInput to Ukemi from NH.
 2.6-3.3
W1.6
WG
Ballista Fist (Hold)
hold
M,M / 21,40
 +14G
+16W
KDNKDN(Ver.5.00)・Changed the opponent's behavior on block (+23GF→+14GF).
 Wall crush inducing guard is implemented.
 3.4
TC6F
Babel Smasher

L(,Th) / 20(,35)
24F-12+5Th55
31
Connect to Warhammer (throw) from CH.
Damage () is throw bonus.
Warhammer enable Floor Break.
New Move from CH.
2.71.8-2.00.8
TJ13F
Bicycle Kick

M / 30
32F
(2)
+6KDNKDN
 1.8
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Elbow Rush

H / 21
11F-1KDNKDN38
27
Burning Mountain (1)

M / 18
19F-7+1+150
31
Burning Mountain

M,M / 18,26
 -14LNCLNC
HMTS
Side Sweep

M / 26
18F-8KDNKDN52
34
Giant Brat (2)

MM / 14,16
15F-12+4+4
Giant Brat

MM,M / 14,16,25
 -15KDNKDN
Ballista Fist (1)

M / 21
18F-10LNCLNC54
36
Ballista Fist

M,M / 21,24
 -7KDNKDN
WG
Ballista Fist (Hold)
hold
M,M / 21,40
 +14G
+16W
KDNKDN
TC6F
Babel Smasher

L(,Th) / 20(,35)
24F-12+5Th55
31
TJ13F
Bicycle Kick

M / 30
32F
(2)
+6KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Elbow Rush

H / 21
11F-1KDNKDN38
27
2.51.3
 
Burning Mountain (1)

M / 18
19F-7+1+150
31
3.01.3-1.8
New Move.
(Ver.2.20)・Increased the range of the attack to prevent it from missing when performed directly next to the opponent.
Burning Mountain

M,M / 18,26
 -14LNCLNC
 2.1-2.5
Combo from 1st CH.
New Move.
HMTS
Side Sweep

M / 26
18F-8KDNKDN52
34
2.82.3-2.8
2.5
1.4
(S3)– Changed the frame advantage when blocked from -10F to -8F.
– Shortened the recovery time after the move hits by 2 frames.
Giant Brat (2)

MM / 14,16
15F-12+4+4
2.71.9
Changed command.
(Ver.4.00) - Changed the command from .
Giant Brat

MM,M / 14,16,25
 -15KDNKDN
 1.7
Combo from 2nd CH.
Can be delayed 13F.
Combo can be delayed 12F from CH.
Ballista Fist (1)

M / 21
18F-10LNCLNC54
36
2.31.5-2.30.9
 
Ballista Fist

M,M / 21,24
 -7KDNKDN
 2.6-3.3
W1.6
Input to Ukemi from NH.
WG
Ballista Fist (Hold)
hold
M,M / 21,40
 +14G
+16W
KDNKDN
 3.4
(Ver.5.00)・Changed the opponent's behavior on block (+23GF→+14GF).
 Wall crush inducing guard is implemented.
TC6F
Babel Smasher

L(,Th) / 20(,35)
24F-12+5Th55
31
2.71.8-2.00.8
Connect to Warhammer (throw) from CH.
Damage () is throw bonus.
Warhammer enable Floor Break.
New Move from CH.
TJ13F
Bicycle Kick

M / 30
32F
(2)
+6KDNKDN
 1.8
 
Full Crouch
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
TC
Crouch Jab
FC
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
 
TC
Crouch Straight
FC
SM / 8
11F-4+7+7Returns to crouching.
2.42.1-2.6
W2.2-2.7
2.3-2.90.1
TC
Crouch Spin Low Kick
FC
L / 12
16F-17-3-3Returns to crouching.
 
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4Returns to crouching.
 
Bull-charge
FC
M,Th / 25(,15)
22F-7ThThDisable during Ready Position.
Connect to throw from close hit.
Damage () is throw bonus.
Hit +7F from distant hit.
Meaty 1F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from -4F to -7F.
- Increased the lower range of the attack.
1.8
2.7
1.9-2.70.9
Hell Stab
WS
M / 14
11F-7+3+337
26
2.51.6-2.31.8-2.50.7
Hell Stab to Ready Position
WS
M,SP / 14
 -7+3+3Advance Input is available Ready Position, FC or WS Move.
 
Hell Stab to Ready Position Cancel
WS
M,SP / 14
 -8+2+2
 
Heavy Artillery
WS
M,H / 14,18
 -7KDNKDNCombo from 1st CH.
Can be delayed 19F.
Combo can be delayed 13F from CH.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
 1.5
TS
Tornado Hook
WS
M / 22
19F-8KDNKDN54
35
2.91.4-2.01.3
Power Punt
WS
M / 20
18F-13LNCLNC52
34
2.81.7-2.32.0
Stun Knee
WS
M / 21
13F-9KDNKDN50
37
2.42.3-2.61.3
Quick Uppercut
WS
M / 12
10F
(1)
-4+7+7Disable during Ready Position.
2.0
Tornado Chop
FC
H / 28
20F-3KDNKDN54
34
(S3)– Improved the move’s evasive properties.
2.71.4-2.10.8
TC
Shin Breaker
FC
L / 19
21F-26+8KDNReturns to crouching.
NH force to knock down from BT hit.
Changed from CH.
3.61.4-1.91.4-1.62.3
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
TC
Crouch Straight
FC
SM / 8
11F-4+7+7
TC
Crouch Spin Low Kick
FC
L / 12
16F-17-3-3
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Bull-charge
FC
M,Th / 25(,15)
22F-7ThTh
Hell Stab
WS
M / 14
11F-7+3+337
26
Hell Stab to Ready Position
WS
M,SP / 14
 -7+3+3
Hell Stab to Ready Position Cancel
WS
M,SP / 14
 -8+2+2
Heavy Artillery
WS
M,H / 14,18
 -7KDNKDN
TS
Tornado Hook
WS
M / 22
19F-8KDNKDN54
35
Power Punt
WS
M / 20
18F-13LNCLNC52
34
Stun Knee
WS
M / 21
13F-9KDNKDN50
37
Quick Uppercut
WS
M / 12
10F
(1)
-4+7+7
Tornado Chop
FC
H / 28
20F-3KDNKDN54
34
TC
Shin Breaker
FC
L / 19
21F-26+8KDN
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
 
Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
11F-4+7+7
2.42.1-2.6
W2.2-2.7
2.3-2.90.1
Returns to crouching.
TC
Crouch Spin Low Kick
FC
L / 12
16F-17-3-3
 
Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
 
Returns to crouching.
Bull-charge
FC
M,Th / 25(,15)
22F-7ThTh
1.8
2.7
1.9-2.70.9
Disable during Ready Position.
Connect to throw from close hit.
Damage () is throw bonus.
Hit +7F from distant hit.
Meaty 1F in actualy.
(Ver.4.00) - Changed the frame advantage when blocked from -4F to -7F.
- Increased the lower range of the attack.
Hell Stab
WS
M / 14
11F-7+3+337
26
2.51.6-2.31.8-2.50.7
 
Hell Stab to Ready Position
WS
M,SP / 14
 -7+3+3
 
Advance Input is available Ready Position, FC or WS Move.
Hell Stab to Ready Position Cancel
WS
M,SP / 14
 -8+2+2
 
 
Heavy Artillery
WS
M,H / 14,18
 -7KDNKDN
 1.5
Combo from 1st CH.
Can be delayed 19F.
Combo can be delayed 13F from CH.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
TS
Tornado Hook
WS
M / 22
19F-8KDNKDN54
35
2.91.4-2.01.3
 
Power Punt
WS
M / 20
18F-13LNCLNC52
34
2.81.7-2.32.0
 
Stun Knee
WS
M / 21
13F-9KDNKDN50
37
2.42.3-2.61.3
 
Quick Uppercut
WS
M / 12
10F
(1)
-4+7+7
2.0
Disable during Ready Position.
Tornado Chop
FC
H / 28
20F-3KDNKDN54
34
2.71.4-2.10.8
(S3)– Improved the move’s evasive properties.
TC
Shin Breaker
FC
L / 19
21F-26+8KDN
3.61.4-1.91.4-1.62.3
Returns to crouching.
NH force to knock down from BT hit.
Changed from CH.
Others
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Spinning Hammer
SS
M / 18
21F-3±0C±0C54
33
Forces an opponent to crouching on hit.
3.02.0-2.41.3-1.91.9
Spinning Hammer to Ready Position
SS
M,SP / 18
 +2+5C+5CForces an opponent to crouching on hit.
Advance Input is available Ready Position, FC or WS Move.
 
Spinning Hammer to Ready Position Cancel
SS
M,SP / 18
 +1+4C+4CForces an opponent to crouching on hit.
 
Instep Middle Kick
SS
M / 24
21F-6KDNKDN55
34
Input to Ukemi from NH.
2.52.4-2.81.0
Tall Hammer
SS
M / 25
19F+1KDNKDN65
46
2.42.0-2.11.6
Quake Kick
While enemy is down
L / 23
19F
(1)
-14-3-3
 
Wake Up Hammer
While down (facing down)
M / 23
20F-7+4+4
 2.0-2.51.9-2.2
Wake Up Sweep to Diving Blow
While down (facing down)
L,Th / 18(,10)
17F-24ThThConnect to throw & Ready Position.
Damage () is throw bonus.
New Move after hit.
 2.0-2.4
Charge

SP / -
 Shift to charging.
 
Wall Jumping Attack
With back against wall
M / 21
36F±0CKDNKDNForces an opponent to crouching on block.
Air Status 5F.
Invinciblity during 8 to 13F.
 
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
 
Spin Kick
BT or
H / 18
10F-8KDNKDN
 
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9Returns to crouching.
 
Crouch Spin Kick
BT or
L / 12
10F-11+3+3Returns to crouching.
 
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
 
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Spinning Hammer
SS
M / 18
21F-3±0C±0C54
33
Spinning Hammer to Ready Position
SS
M,SP / 18
 +2+5C+5C
Spinning Hammer to Ready Position Cancel
SS
M,SP / 18
 +1+4C+4C
Instep Middle Kick
SS
M / 24
21F-6KDNKDN55
34
Tall Hammer
SS
M / 25
19F+1KDNKDN65
46
Quake Kick
While enemy is down
L / 23
19F
(1)
-14-3-3
Wake Up Hammer
While down (facing down)
M / 23
20F-7+4+4
Wake Up Sweep to Diving Blow
While down (facing down)
L,Th / 18(,10)
17F-24ThTh
Charge

SP / -
 
Wall Jumping Attack
With back against wall
M / 21
36F±0CKDNKDN
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Spin Kick
BT or
H / 18
10F-8KDNKDN
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Spinning Hammer
SS
M / 18
21F-3±0C±0C54
33
3.02.0-2.41.3-1.91.9
Forces an opponent to crouching on hit.
Spinning Hammer to Ready Position
SS
M,SP / 18
 +2+5C+5C
 
Forces an opponent to crouching on hit.
Advance Input is available Ready Position, FC or WS Move.
Spinning Hammer to Ready Position Cancel
SS
M,SP / 18
 +1+4C+4C
 
Forces an opponent to crouching on hit.
Instep Middle Kick
SS
M / 24
21F-6KDNKDN55
34
2.52.4-2.81.0
Input to Ukemi from NH.
Tall Hammer
SS
M / 25
19F+1KDNKDN65
46
2.42.0-2.11.6
 
Quake Kick
While enemy is down
L / 23
19F
(1)
-14-3-3
 
 
Wake Up Hammer
While down (facing down)
M / 23
20F-7+4+4
 2.0-2.51.9-2.2
 
Wake Up Sweep to Diving Blow
While down (facing down)
L,Th / 18(,10)
17F-24ThTh
 2.0-2.4
Connect to throw & Ready Position.
Damage () is throw bonus.
New Move after hit.
Charge

SP / -
 
 
Shift to charging.
Wall Jumping Attack
With back against wall
M / 21
36F±0CKDNKDN
 
Forces an opponent to crouching on block.
Air Status 5F.
Invinciblity during 8 to 13F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
 
 
Spin Kick
BT or
H / 18
10F-8KDNKDN
 
 
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
 
Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
 
Returns to crouching.
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
 
 
Ready Position
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
TC7F
Ready Position

SP / -
 Enable FC, WS, input moves.
Cost 6F.
Input or to Cancel & FC.
 0.4
Advance Ready Position

SP / -
 Cost 20F.
Cost 28F to FC or WS.
 
Cornered Beast

SP / -
 Cost 20F.
Cost 28F to FC or WS.
 
Ready Position to Cancel
Ready Position
SP / -
 1To Standing.
 
Side Shift
Ready Position or
SP / -
 31
 
Power Bump (1)
Ready Position
M / 16
13F-4+3+3
2.25
Power Bump
Ready Position
M,M / 16,20
 -13CKDNKDNForces an opponent to crouching on block.
Combo from 1st hit.
Remove can be delayed.
(S3)– Changed the opponent’s behavior when normal hit (from +2CF to KDN).
 1.9-2.5
TS
Power Hurricane
Ready Position
M,H / 16,26
 -9KDNKDNCombo from 1st hit.
New Move.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
 1.4-1.8
WBPw8F
Power Straight
Ready Position
M / 22
17F-14KDNKDN
Power Crush & Wall Bounds.
2.51.8-2.60.6
Python Explosion
Ready Position
L,M / 20,20
17F-39KDNKDN
(Ver.4.00) - Increased the move’s reach.
2.51.80.8
Python Explosion (2nd)
Ready Position
L,M / 20,20
 -14KDNKDN
Knock Down.
 
Ready Position
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TC7F
Ready Position

SP / -
 
Advance Ready Position

SP / -
 
Cornered Beast

SP / -
 
Ready Position to Cancel
Ready Position
SP / -
 1
Side Shift
Ready Position or
SP / -
 31
Power Bump (1)
Ready Position
M / 16
13F-4+3+3
Power Bump
Ready Position
M,M / 16,20
 -13CKDNKDN
TS
Power Hurricane
Ready Position
M,H / 16,26
 -9KDNKDN
WBPw8F
Power Straight
Ready Position
M / 22
17F-14KDNKDN
Python Explosion
Ready Position
L,M / 20,20
17F-39KDNKDN
Python Explosion (2nd)
Ready Position
L,M / 20,20
 -14KDNKDN
Ready Position
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
TC7F
Ready Position

SP / -
 
 0.4
Enable FC, WS, input moves.
Cost 6F.
Input or to Cancel & FC.
Advance Ready Position

SP / -
 
 
Cost 20F.
Cost 28F to FC or WS.
Cornered Beast

SP / -
 
 
Cost 20F.
Cost 28F to FC or WS.
Ready Position to Cancel
Ready Position
SP / -
 1
 
To Standing.
Side Shift
Ready Position or
SP / -
 31
 
 
Power Bump (1)
Ready Position
M / 16
13F-4+3+3
2.25
 
Power Bump
Ready Position
M,M / 16,20
 -13CKDNKDN
 1.9-2.5
Forces an opponent to crouching on block.
Combo from 1st hit.
Remove can be delayed.
(S3)– Changed the opponent’s behavior when normal hit (from +2CF to KDN).
TS
Power Hurricane
Ready Position
M,H / 16,26
 -9KDNKDN
 1.4-1.8
Combo from 1st hit.
New Move.
(Ver.4.00) - Changed the frame advantage when blocked from -10F to -9F.
WBPw8F
Power Straight
Ready Position
M / 22
17F-14KDNKDN
2.51.8-2.60.6
Power Crush & Wall Bounds.
Python Explosion
Ready Position
L,M / 20,20
17F-39KDNKDN
2.51.80.8
(Ver.4.00) - Increased the move’s reach.
Python Explosion (2nd)
Ready Position
L,M / 20,20
 -14KDNKDN
 
Knock Down.
Rage Art
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Rage Art
Rage
M,Th / 55
20F-22ThThGuard point 8F.
Enable during Ready Position.
New Move.
 
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage
M,Th / 55
20F-22ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Rage Art
Rage
M,Th / 55
20F-22ThTh
 
Guard point 8F.
Enable during Ready Position.
New Move.
Rage Drive
IMAGEICONS
MOVE NAME
Command
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
reachblock
back
hit
back
forward
length
Rage Drive to Mount
Rage
M,Th / 25(,12)
21F
(11)
+7GThThConnect to Mount.
To down afteer block or whiff.
New Move.
(Ver.5.00)・Changed the damage from 35 to 25.
4.0
Rage Drive to Down
Rage
SM / 10
45F-10+9C+9CForces an opponent to crouching on hit.
Distant attack level is Special Mid.
New Move.
5.5
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Drive to Mount
Rage
M,Th / 25(,12)
21F
(11)
+7GThTh
Rage Drive to Down
Rage
SM / 10
45F-10+9C+9C
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
reachblock
back
hit
back
forward
length
NOTES
Rage Drive to Mount
Rage
M,Th / 25(,12)
21F
(11)
+7GThTh
4.0
Connect to Mount.
To down afteer block or whiff.
New Move.
(Ver.5.00)・Changed the damage from 35 to 25.
Rage Drive to Down
Rage
SM / 10
45F-10+9C+9C
5.5
Forces an opponent to crouching on hit.
Distant attack level is Special Mid.
New Move.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Steam Roller

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
-6F
Reverse Pos.
39
27
Long Range Throw when input (start-up 15F).
Knee Breaker

Th(H) / 35
12FClockwise
Head-sd.
Face-up
or
-6F
Clockwise
Long Range Throw when input (start-up 15F).
Reverse Body Lift
Approach from left side
Th(H) / 45
 Head-sd.
Face-up

-3F
Toy Airplane
Approach from right side
Th(H) / 40
 Head-sd.
Face-up

-3F
Backdrop
Approach from behind
Th(H) / 60
 Foot-sd.
Face-up
disableFloor break.
Arm Bar Flip
Approach from behind
Th(H) / 60
 Foot-sd.
Face-down
disableFloor break.
Around the World

Th(H) / 20
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
(S3)– Changed the input window from 17 frames to 30 frames.
Northern Light Suplex

Th(H) / 30
12FReverse Pos.
Head-sd.
Face-up

-2F
Northern Light Suplex to Mount

Th(H),SP / 20
12F-2F
Power Slam

Th(H) / 30
12FReverse Pos.
Head-sd.
Face-up

-2F
Power Slam to Mount

Th(H),SP / 20
12F-2F
Back Breaker

Th(H) / 40
11FReverse Pos.
Left-sd.
Face-up

-6F
39
28
Disable Advanced Input.
Suplex Bomb

Th(H) / 50
11FReverse Pos.
Right-sd.
Face-up

-2F
Floor break.
Enable input during FC.
Easy command .
(Ver.4.00) - Increased the move’s tracking.
Power Bomb
Approach crouching enemy
Th(L) / 45
13FFoot-sd.
Face-up

-2F
Floor break.
Enable input during FC.
Ultimate Knee
Approach crouching enemy
Th(L) / 45
13FHead-sd.
Face-down

-2F
Enable input during FC.
Trap
or
Reversal(H/M) / -
 disable35Reversal (H/M) during 3 to 8F.
Damage 8 & Connect to Mount after Trap success.
(Ver.4.00) - Fixed an issue in which the damage dealt to the opponent in a specific situations was not correct.
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
Leg Cross Hold Reversal to Leg Cross Hold
During Tackle by enemy
Reversal / 10
 Foot-sd.
Face-up
+3F
disableReversal Leg Cross Hold.
Double Leg Take Down to Mount
RUN (3 step)
Th(M) / 12
16F or
-8F
Throw Break 2F.
Ready Position
Double Leg Take Down (close)
Ready Position
Th(H) / 12
24F
-4F
Throw break from 3 to 6F.
Disable throw break from BT Takedown.
Double Leg Take Down
Ready Position
Th(M) / 12
30F or
-8F
Throw break 2F.
Double Leg Take Down (distant)
Ready Position
SM / 10
50FBlock -22F.
Hit -3F & force to Crouching.
(Ver.2.20)・Fixed an issue in which the move could be parried using Jin's Parry.
Side Shift
During Double Leg Take Down or
SP / -
 43
Stangle Slam
Ready Position
Th(H) / 35
12FCCW.
Head-sd.
Face-up

-2F
Floor break.
Body Slam
Ready Position
Th(H) / 35
12FHead-sd.
Face-up

-2F
Floor break.
Mount
Left Melon Masher
Mount
Combination / 35
18FRight-sd.
Face-up

-5F
Foot-sd. Face-up
Input 【】 to Right Melon Masher.
Neck Lock
Mount
Combination / 40
17FLeft-sd.
Face-up

-9F
Right Melon Masher
Mount
Combination / 35
17FFoot-sd.
Face-up

-5F
Input 【】 to Left Melon Masher.
Knee Bar
Mount
Combination / 40
18FFoot-sd.
Face-up

-9F
Mount Mongolian Chop
Mount
Combination / 40
28FFoot-sd.
Face-up

-9F
Skull Crusher
Mount
Combination / 40
28FFoot-sd.
Face-up

-9F
Down Throw
Hercules' Hammer
While enemy is down
Th(Down) / 20
18F
±0F
Throw break 7F.
Damage is landing bonus.
Reversi Throw
Enemy down by the feet
Th(Down) / 35
18F
±0F
Throw break 7F.
(Ver.4.00) - Changed the damage from 40 to 35.
Alarm Knee
Enemy down by the head
Th(Down) / 40
18F
1F
Throw break 7F.
Wall bonus damage 1.
Mount Position
Enemy face up by the side or
Th(Down) / 12
18F or
±0F
Throw break 7F.
Rib Buster
Enemy face down by the side or
Th(Down) / 30
18F or
1F
Throw break 7F.
Mid-Air Throw
Gator Slam
Approach mid-air enemy
Th(Air) / 29
12FFloor break.
Corkscrew
Approach mid-air enemy
Th(Air) / 26
12FWall bonus (right-side) & damage 25.
Mid-Air Suplex
Approach mid-air enemy
Th(Air) / 60
12FFloor break.
Angry Ape
During enemy wall stun or
Th(Air) / 60
12F
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Steam Roller

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
-6F
Reverse Pos.
39
27
Knee Breaker

Th(H) / 35
12FClockwise
Head-sd.
Face-up
or
-6F
Clockwise
Reverse Body Lift
Approach from left side
Th(H) / 45
 Head-sd.
Face-up

-3F
Toy Airplane
Approach from right side
Th(H) / 40
 Head-sd.
Face-up

-3F
Backdrop
Approach from behind
Th(H) / 60
 Foot-sd.
Face-up
disable
Arm Bar Flip
Approach from behind
Th(H) / 60
 Foot-sd.
Face-down
disable
Around the World

Th(H) / 20
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
Northern Light Suplex

Th(H) / 30
12FReverse Pos.
Head-sd.
Face-up

-2F
Northern Light Suplex to Mount

Th(H),SP / 20
12F-2F
Power Slam

Th(H) / 30
12FReverse Pos.
Head-sd.
Face-up

-2F
Power Slam to Mount

Th(H),SP / 20
12F-2F
Back Breaker

Th(H) / 40
11FReverse Pos.
Left-sd.
Face-up

-6F
39
28
Suplex Bomb

Th(H) / 50
11FReverse Pos.
Right-sd.
Face-up

-2F
Power Bomb
Approach crouching enemy
Th(L) / 45
13FFoot-sd.
Face-up

-2F
Ultimate Knee
Approach crouching enemy
Th(L) / 45
13FHead-sd.
Face-down

-2F
Trap
or
Reversal(H/M) / -
 disable35
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
Leg Cross Hold Reversal to Leg Cross Hold
During Tackle by enemy
Reversal / 10
 Foot-sd.
Face-up
+3F
disable
Double Leg Take Down to Mount
RUN (3 step)
Th(M) / 12
16F or
-8F
Ready Position
Double Leg Take Down (close)
Ready Position
Th(H) / 12
24F
-4F
Double Leg Take Down
Ready Position
Th(M) / 12
30F or
-8F
Double Leg Take Down (distant)
Ready Position
SM / 10
50F
Side Shift
During Double Leg Take Down or
SP / -
 43
Stangle Slam
Ready Position
Th(H) / 35
12FCCW.
Head-sd.
Face-up

-2F
Body Slam
Ready Position
Th(H) / 35
12FHead-sd.
Face-up

-2F
Mount
Left Melon Masher
Mount
Combination / 35
18FRight-sd.
Face-up

-5F
Foot-sd. Face-up
Neck Lock
Mount
Combination / 40
17FLeft-sd.
Face-up

-9F
Right Melon Masher
Mount
Combination / 35
17FFoot-sd.
Face-up

-5F
Knee Bar
Mount
Combination / 40
18FFoot-sd.
Face-up

-9F
Mount Mongolian Chop
Mount
Combination / 40
28FFoot-sd.
Face-up

-9F
Skull Crusher
Mount
Combination / 40
28FFoot-sd.
Face-up

-9F
Down Throw
Hercules' Hammer
While enemy is down
Th(Down) / 20
18F
±0F
Reversi Throw
Enemy down by the feet
Th(Down) / 35
18F
±0F
Alarm Knee
Enemy down by the head
Th(Down) / 40
18F
1F
Mount Position
Enemy face up by the side or
Th(Down) / 12
18F or
±0F
Rib Buster
Enemy face down by the side or
Th(Down) / 30
18F or
1F
Mid-Air Throw
Gator Slam
Approach mid-air enemy
Th(Air) / 29
12F
Corkscrew
Approach mid-air enemy
Th(Air) / 26
12F
Mid-Air Suplex
Approach mid-air enemy
Th(Air) / 60
12F
Angry Ape
During enemy wall stun or
Th(Air) / 60
12F
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Steam Roller

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
-6F
Reverse Pos.
39
27
Long Range Throw when input (start-up 15F).
Knee Breaker

Th(H) / 35
12FClockwise
Head-sd.
Face-up
or
-6F
Clockwise
Long Range Throw when input (start-up 15F).
Reverse Body Lift
Approach from left side
Th(H) / 45
 Head-sd.
Face-up

-3F
 
Toy Airplane
Approach from right side
Th(H) / 40
 Head-sd.
Face-up

-3F
 
Backdrop
Approach from behind
Th(H) / 60
 Foot-sd.
Face-up
disable
Floor break.
Arm Bar Flip
Approach from behind
Th(H) / 60
 Foot-sd.
Face-down
disable
Floor break.
Around the World

Th(H) / 20
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
(S3)– Changed the input window from 17 frames to 30 frames.
Northern Light Suplex

Th(H) / 30
12FReverse Pos.
Head-sd.
Face-up

-2F
 
Northern Light Suplex to Mount

Th(H),SP / 20
12F-2F
 
Power Slam

Th(H) / 30
12FReverse Pos.
Head-sd.
Face-up

-2F
 
Power Slam to Mount

Th(H),SP / 20
12F-2F
 
Back Breaker

Th(H) / 40
11FReverse Pos.
Left-sd.
Face-up

-6F
39
28
Disable Advanced Input.
Suplex Bomb

Th(H) / 50
11FReverse Pos.
Right-sd.
Face-up

-2F
Floor break.
Enable input during FC.
Easy command .
(Ver.4.00) - Increased the move’s tracking.
Power Bomb
Approach crouching enemy
Th(L) / 45
13FFoot-sd.
Face-up

-2F
Floor break.
Enable input during FC.
Ultimate Knee
Approach crouching enemy
Th(L) / 45
13FHead-sd.
Face-down

-2F
Enable input during FC.
Trap
or
Reversal(H/M) / -
 disable35
Reversal (H/M) during 3 to 8F.
Damage 8 & Connect to Mount after Trap success.
(Ver.4.00) - Fixed an issue in which the damage dealt to the opponent in a specific situations was not correct.
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
 
Leg Cross Hold Reversal to Leg Cross Hold
During Tackle by enemy
Reversal / 10
 Foot-sd.
Face-up
+3F
disable
Reversal Leg Cross Hold.
Double Leg Take Down to Mount
RUN (3 step)
Th(M) / 12
16F or
-8F
Throw Break 2F.
Ready Position
Double Leg Take Down (close)
Ready Position
Th(H) / 12
24F
-4F
Throw break from 3 to 6F.
Disable throw break from BT Takedown.
Double Leg Take Down
Ready Position
Th(M) / 12
30F or
-8F
Throw break 2F.
Double Leg Take Down (distant)
Ready Position
SM / 10
50F
Block -22F.
Hit -3F & force to Crouching.
(Ver.2.20)・Fixed an issue in which the move could be parried using Jin's Parry.
Side Shift
During Double Leg Take Down or
SP / -
 43
 
Stangle Slam
Ready Position
Th(H) / 35
12FCCW.
Head-sd.
Face-up

-2F
Floor break.
Body Slam
Ready Position
Th(H) / 35
12FHead-sd.
Face-up

-2F
Floor break.
Mount
Left Melon Masher
Mount
Combination / 35
18FRight-sd.
Face-up

-5F
Foot-sd. Face-up
Input 【】 to Right Melon Masher.
Neck Lock
Mount
Combination / 40
17FLeft-sd.
Face-up

-9F
 
Right Melon Masher
Mount
Combination / 35
17FFoot-sd.
Face-up

-5F
Input 【】 to Left Melon Masher.
Knee Bar
Mount
Combination / 40
18FFoot-sd.
Face-up

-9F
 
Mount Mongolian Chop
Mount
Combination / 40
28FFoot-sd.
Face-up

-9F
 
Skull Crusher
Mount
Combination / 40
28FFoot-sd.
Face-up

-9F
 
Down Throw
Hercules' Hammer
While enemy is down
Th(Down) / 20
18F
±0F
Throw break 7F.
Damage is landing bonus.
Reversi Throw
Enemy down by the feet
Th(Down) / 35
18F
±0F
Throw break 7F.
(Ver.4.00) - Changed the damage from 40 to 35.
Alarm Knee
Enemy down by the head
Th(Down) / 40
18F
1F
Throw break 7F.
Wall bonus damage 1.
Mount Position
Enemy face up by the side or
Th(Down) / 12
18F or
±0F
Throw break 7F.
Rib Buster
Enemy face down by the side or
Th(Down) / 30
18F or
1F
Throw break 7F.
Mid-Air Throw
Gator Slam
Approach mid-air enemy
Th(Air) / 29
12F
Floor break.
Corkscrew
Approach mid-air enemy
Th(Air) / 26
12F
Wall bonus (right-side) & damage 25.
Mid-Air Suplex
Approach mid-air enemy
Th(Air) / 60
12F
Floor break.
Angry Ape
During enemy wall stun or
Th(Air) / 60
12F
 
10 Hit Combo
INPUT
HIT LEVELHHMMHMMMLH
DAMAGE101286128613622
block±0+3-21-27-20-29-13-30-19-54
NH+8+5-10-17-6-20C-3-28-3KDN
CH
start-up 10F