DETAIL:

NEGAN:DATA

MOVE LIST & FRAME DATA Ver.5.00

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

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

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

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

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

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

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

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

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

【On the mobile devices】
 On the devices with the width less than 540px, this page displays the simple datas for the mobile devices.
 The tapping the lower right switch changes to the detail datas.
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Sadistic Combination (1)

H / 7
10F+1+8+8
Sadistic Combination (2)

H,H / 7,9
 -3+8+8Combo from 1st hit.
Sadistic Combination

H,H,M / 7,9,17
 -9+5KDNCombo from 2nd CH.
Can be delayed.
Jab to Hilt Shot

H,H / 7,9
 -5+6+6Combo from 1st hit.
(Ver.4.00) - Changed the frame advantage when blocked from -8F to -5F.
- Changed the frame advantage upon hit from +3F to +6F.
Jab to Hilt Shot to Intimidation
hold
H,H,SP / 7,9
 -5+6+6Combo from 1st hit.
(S3)– New move.
(Ver.4.00) - Changed the frame advantage when blocked from -8F to -5F.
- Changed the frame advantage upon hit from +3F to +6F.
Heavy Rain

H,H,M / 7,9,22
 +4LNCLNCInterruption 14F from 2nd block.
(S3)– Decreased the move’s tracking.
Dark Night Combination

H,H,H / 7,9,13
 -9+1KDNCombo from 1st hit.
(S3)– Increased the distance between the character and the opponent when the move is blocked.
Triple Head Shot (2)

H,H / 7,17
 -6+3+3Combo from 1st hit.
Triple Head Shot

H,H,M / 7,17,20
 -4+7CKDNForces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from -5F to -4F.
- Changed the frame advantage upon hit from +6F to +7F.
Shin Smasher (1)

H / 9
11F-8+3+3
Shin Smasher (2)

H,H / 9,12
 -7+4+4Combo from 1st hit.
(S3)– Increased the distance between the character and the opponent when the move lands as a normal hit or a counter hit.
Shin Smasher

H,H,L / 9,12,15
 -12+3CKDNForces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
(S3)– Increased the distance between the character and the opponent when the move hits.
Executioner Rush (2)

H,M / 9,17
 -14+1C+1CForces an opponent to crouching on hit.
Combo from 1st hit.
Executioner Rush (3)

H,M,M / 9,17,17
 -14+1C+1CForces an opponent to crouching on hit.
Executioner Rush

H,M,M,M / 9,17,17,20
 -14CKDNKDNForces an opponent to crouching on block.
Combo from 3rd hit.
Left High Kick

H / 25
13F-9+2+2Tentative Name.
Double Head Shot (1)

H / 17
12F-6+3+3
Double Head Shot

H,M / 17,20
 -4+7CKDNForces an opponent to crouching on NH.
Combo from 1st CH.
(Ver.4.00) - Changed the frame advantage when blocked from -5F to -4F.
- Changed the frame advantage upon hit from +6F to +7F.
Switch Hitter

H,M / 14,24
13F-14KDNKDN
Shove

M / 0
14F-7+2+14Shift to Intimidation upon CH.
(S3)– Changed the frame advantage upon counter hit from +16F to +14F.
– Fixed an issue in which the character would shift stances even when hitting from the side or from behind.
Face Grinder (1)

H / 10
14F-7+4+4
Face Grinder

H,M,Th / 10,15(,25)
 -12ThThCombo from 1st CH.
Damage () is throw bonus.
+8F from side hit or behind hit.
Shock and Awe (1)

M / 13
18F-7+9+9
Shock and Awe

M,M / 13,20
 -19KDNKDNCombo from 1st hit.
Can be delayed 6F.
Combo can be delayed 6F from hit.
Pw8F
Walker Maker

M / 21
24F-15LNCLNC
(Ver.4.00) - Increased the move’s tracking.
Tripwire

L / 16
28F-12+5+5
Side Swipe Smash (1)

M / 13
13F-3+4+4
(Ver.4.00) - Increased the lower range of the attack.
Side Swipe Smash (2)

M,H / 13,9
 -4+7+7Combo from 1st hit.
Can be delayed.
TS
Side Swipe Smash

M,H,M / 13,9,21
 -13KDNKDN
Tenderizer

M,M / 13,20
 -11+7+7Combo from 1st hit.
Tenderizer to Intimidation
hold
M,M,SP / 13,20
 -11+7+7
Blood Moon

M / 12
15F-14LNCLNC
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Blood Moon to Intimidation
hold
M,SP / 12
 -14LNCLNC
Scottish Maiden (1)

M / 13
15F-7+4+4
Scottish Maiden (2)

M,H / 13,12
 -2+9+9Combo from 1st hit.
Scottish Maiden

M,H,M / 13,12,20
 -11+4CKDNForces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
(S3)– Changed the frame advantage upon hit from ±0F frames to +4F frames.
Scottish Maiden to Intimidation
hold
M,H,M,SP / 13,12,20
 -11+4CKDNForces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
(Ver.4.00) - New move.
Iron Maiden

M,H,M / 13,12,23
 -14KDNKDNCombo from 2nd CH.
Can be delayed.
Combo can be delayed 6F from CH.
Front Kick

M / 15
14F-7+4+4
Front Kick to Temple Smash

M,H / 15,20
 +1+6+6Combo from 1st hit.
Front Kick to Temple Smash to Intimidation
hold
M,H,SP / 15,20
 +5+10+10Combo from 1st hit.
Front Kick to Knee Lift

M,M / 15,18
 -9+7KDNCombo from 1st CH.
No Exceptions

M,M / 10,15
22F-14CKDNKDNForces an opponent to crouching on block.
Combo from 1st CH.
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
Bad Break

M / 17(,30)
17F-9+2CThForces an opponent to crouching on NH.
To Death Penalty upon CH.
Damage () is throw bonus.
(S3)– Fixed an issue in which the move would shift to a throw after hitting the opponent from behind under certain conditions.
Kneecapper

L / 12
15F-12-1-1Combo from 2nd NH.
TC4F
Crouch Chin Kick

L / 7
12F-13-2-2
Acony to Intimidation

L / 25
24F-14+7+7Shift to Intimidation must hit.
(Ver.3.03)- Shortened the recovery time by 1F when the move is blocked or misses.
This changes the frame advantage when blocked from -15F to -14F.
TC6F
Crouch Left Low Kick

L / 12
16F-15-4-4Tentative Name.
Low Sweep

L / 16
19F-13+3+7Sd
(Ver.4.00) - Changed the damage from 15 to 16.
- Increased the move’s tracking.
HMTS
Violent Siege

H / 26
21F-8+11SpKDN
(Ver.4.00) - Increased the lower range of the attack.
HMTS
Violent Siege to Intimidation
hold
UB(H) / 33
43F+11Sp+11SpKDN
(Ver.4.00) - Increased the lower range of the attack.
Molotov Cocktail (1)

M / 12
16F-9+2+2
TS
Molotov Cocktail

M,M / 12,23
 -10KDNKDNCombo from 1st CH.
Can be delayed.
Combo can be delayed 8F from CH.
HM
Back Swing

H / 15
16F-9-3-3
(S3)– Increased the lower range of the attack.
Back Swing Brain Bash to Death Penalty

H,M / 15,20(,30)
 -11ThThCombo from 1st CH.
Can be delayed.
Combo can be delayed 10F from CH.
Damage () is throw bonus.
±0CF from side or behind hit.
(S3)– Increased the distance between the character and the opponent when the move is blocked.
Back Swing Funeral

H,M / 15,20
 -6KDNKDNCombo from 1st CH.
Can be delayed.
Combo can be delayed 10F from CH.
Murder Stomp

L / 22
23F-12+5+11
Concussion Kick

M / 20
20F-9+2KDN
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Wretched Hammer

M / 25
22F+4KDNLNC
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Sadistic Combination (1)

H / 7
10F+1+8+8
Sadistic Combination (2)

H,H / 7,9
 -3+8+8
Sadistic Combination

H,H,M / 7,9,17
 -9+5KDN
Jab to Hilt Shot

H,H / 7,9
 -5+6+6
Jab to Hilt Shot to Intimidation
hold
H,H,SP / 7,9
 -5+6+6
Heavy Rain

H,H,M / 7,9,22
 +4LNCLNC
Dark Night Combination

H,H,H / 7,9,13
 -9+1KDN
Triple Head Shot (2)

H,H / 7,17
 -6+3+3
Triple Head Shot

H,H,M / 7,17,20
 -4+7CKDN
Shin Smasher (1)

H / 9
11F-8+3+3
Shin Smasher (2)

H,H / 9,12
 -7+4+4
Shin Smasher

H,H,L / 9,12,15
 -12+3CKDN
Executioner Rush (2)

H,M / 9,17
 -14+1C+1C
Executioner Rush (3)

H,M,M / 9,17,17
 -14+1C+1C
Executioner Rush

H,M,M,M / 9,17,17,20
 -14CKDNKDN
Left High Kick

H / 25
13F-9+2+2
Double Head Shot (1)

H / 17
12F-6+3+3
Double Head Shot

H,M / 17,20
 -4+7CKDN
Switch Hitter

H,M / 14,24
13F-14KDNKDN
Shove

M / 0
14F-7+2+14
Face Grinder (1)

H / 10
14F-7+4+4
Face Grinder

H,M,Th / 10,15(,25)
 -12ThTh
Shock and Awe (1)

M / 13
18F-7+9+9
Shock and Awe

M,M / 13,20
 -19KDNKDN
Pw8F
Walker Maker

M / 21
24F-15LNCLNC
Tripwire

L / 16
28F-12+5+5
Side Swipe Smash (1)

M / 13
13F-3+4+4
Side Swipe Smash (2)

M,H / 13,9
 -4+7+7
TS
Side Swipe Smash

M,H,M / 13,9,21
 -13KDNKDN
Tenderizer

M,M / 13,20
 -11+7+7
Tenderizer to Intimidation
hold
M,M,SP / 13,20
 -11+7+7
Blood Moon

M / 12
15F-14LNCLNC
Blood Moon to Intimidation
hold
M,SP / 12
 -14LNCLNC
Scottish Maiden (1)

M / 13
15F-7+4+4
Scottish Maiden (2)

M,H / 13,12
 -2+9+9
Scottish Maiden

M,H,M / 13,12,20
 -11+4CKDN
Scottish Maiden to Intimidation
hold
M,H,M,SP / 13,12,20
 -11+4CKDN
Iron Maiden

M,H,M / 13,12,23
 -14KDNKDN
Front Kick

M / 15
14F-7+4+4
Front Kick to Temple Smash

M,H / 15,20
 +1+6+6
Front Kick to Temple Smash to Intimidation
hold
M,H,SP / 15,20
 +5+10+10
Front Kick to Knee Lift

M,M / 15,18
 -9+7KDN
No Exceptions

M,M / 10,15
22F-14CKDNKDN
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6
Bad Break

M / 17(,30)
17F-9+2CTh
Kneecapper

L / 12
15F-12-1-1
TC4F
Crouch Chin Kick

L / 7
12F-13-2-2
Acony to Intimidation

L / 25
24F-14+7+7
TC6F
Crouch Left Low Kick

L / 12
16F-15-4-4
Low Sweep

L / 16
19F-13+3+7Sd
HMTS
Violent Siege

H / 26
21F-8+11SpKDN
HMTS
Violent Siege to Intimidation
hold
UB(H) / 33
43F+11Sp+11SpKDN
Molotov Cocktail (1)

M / 12
16F-9+2+2
TS
Molotov Cocktail

M,M / 12,23
 -10KDNKDN
HM
Back Swing

H / 15
16F-9-3-3
Back Swing Brain Bash to Death Penalty

H,M / 15,20(,30)
 -11ThTh
Back Swing Funeral

H,M / 15,20
 -6KDNKDN
Murder Stomp

L / 22
23F-12+5+11
Concussion Kick

M / 20
20F-9+2KDN
Wretched Hammer

M / 25
22F+4KDNLNC
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Sadistic Combination (1)

H / 7
10F+1+8+8
 
Sadistic Combination (2)

H,H / 7,9
 -3+8+8
Combo from 1st hit.
Sadistic Combination

H,H,M / 7,9,17
 -9+5KDN
Combo from 2nd CH.
Can be delayed.
Jab to Hilt Shot

H,H / 7,9
 -5+6+6
Combo from 1st hit.
(Ver.4.00) - Changed the frame advantage when blocked from -8F to -5F.
- Changed the frame advantage upon hit from +3F to +6F.
Jab to Hilt Shot to Intimidation
hold
H,H,SP / 7,9
 -5+6+6
Combo from 1st hit.
(S3)– New move.
(Ver.4.00) - Changed the frame advantage when blocked from -8F to -5F.
- Changed the frame advantage upon hit from +3F to +6F.
Heavy Rain

H,H,M / 7,9,22
 +4LNCLNC
Interruption 14F from 2nd block.
(S3)– Decreased the move’s tracking.
Dark Night Combination

H,H,H / 7,9,13
 -9+1KDN
Combo from 1st hit.
(S3)– Increased the distance between the character and the opponent when the move is blocked.
Triple Head Shot (2)

H,H / 7,17
 -6+3+3
Combo from 1st hit.
Triple Head Shot

H,H,M / 7,17,20
 -4+7CKDN
Forces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
(Ver.4.00) - Changed the frame advantage when blocked from -5F to -4F.
- Changed the frame advantage upon hit from +6F to +7F.
Shin Smasher (1)

H / 9
11F-8+3+3
 
Shin Smasher (2)

H,H / 9,12
 -7+4+4
Combo from 1st hit.
(S3)– Increased the distance between the character and the opponent when the move lands as a normal hit or a counter hit.
Shin Smasher

H,H,L / 9,12,15
 -12+3CKDN
Forces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
(S3)– Increased the distance between the character and the opponent when the move hits.
Executioner Rush (2)

H,M / 9,17
 -14+1C+1C
Forces an opponent to crouching on hit.
Combo from 1st hit.
Executioner Rush (3)

H,M,M / 9,17,17
 -14+1C+1C
Forces an opponent to crouching on hit.
Executioner Rush

H,M,M,M / 9,17,17,20
 -14CKDNKDN
Forces an opponent to crouching on block.
Combo from 3rd hit.
Left High Kick

H / 25
13F-9+2+2
Tentative Name.
Double Head Shot (1)

H / 17
12F-6+3+3
 
Double Head Shot

H,M / 17,20
 -4+7CKDN
Forces an opponent to crouching on NH.
Combo from 1st CH.
(Ver.4.00) - Changed the frame advantage when blocked from -5F to -4F.
- Changed the frame advantage upon hit from +6F to +7F.
Switch Hitter

H,M / 14,24
13F-14KDNKDN
 
Shove

M / 0
14F-7+2+14
Shift to Intimidation upon CH.
(S3)– Changed the frame advantage upon counter hit from +16F to +14F.
– Fixed an issue in which the character would shift stances even when hitting from the side or from behind.
Face Grinder (1)

H / 10
14F-7+4+4
 
Face Grinder

H,M,Th / 10,15(,25)
 -12ThTh
Combo from 1st CH.
Damage () is throw bonus.
+8F from side hit or behind hit.
Shock and Awe (1)

M / 13
18F-7+9+9
 
Shock and Awe

M,M / 13,20
 -19KDNKDN
Combo from 1st hit.
Can be delayed 6F.
Combo can be delayed 6F from hit.
Pw8F
Walker Maker

M / 21
24F-15LNCLNC
(Ver.4.00) - Increased the move’s tracking.
Tripwire

L / 16
28F-12+5+5
 
Side Swipe Smash (1)

M / 13
13F-3+4+4
(Ver.4.00) - Increased the lower range of the attack.
Side Swipe Smash (2)

M,H / 13,9
 -4+7+7
Combo from 1st hit.
Can be delayed.
TS
Side Swipe Smash

M,H,M / 13,9,21
 -13KDNKDN
 
Tenderizer

M,M / 13,20
 -11+7+7
Combo from 1st hit.
Tenderizer to Intimidation
hold
M,M,SP / 13,20
 -11+7+7
 
Blood Moon

M / 12
15F-14LNCLNC
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Blood Moon to Intimidation
hold
M,SP / 12
 -14LNCLNC
 
Scottish Maiden (1)

M / 13
15F-7+4+4
 
Scottish Maiden (2)

M,H / 13,12
 -2+9+9
Combo from 1st hit.
Scottish Maiden

M,H,M / 13,12,20
 -11+4CKDN
Forces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
(S3)– Changed the frame advantage upon hit from ±0F frames to +4F frames.
Scottish Maiden to Intimidation
hold
M,H,M,SP / 13,12,20
 -11+4CKDN
Forces an opponent to crouching on NH.
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 9F from CH.
(Ver.4.00) - New move.
Iron Maiden

M,H,M / 13,12,23
 -14KDNKDN
Combo from 2nd CH.
Can be delayed.
Combo can be delayed 6F from CH.
Front Kick

M / 15
14F-7+4+4
 
Front Kick to Temple Smash

M,H / 15,20
 +1+6+6
Combo from 1st hit.
Front Kick to Temple Smash to Intimidation
hold
M,H,SP / 15,20
 +5+10+10
Combo from 1st hit.
Front Kick to Knee Lift

M,M / 15,18
 -9+7KDN
Combo from 1st CH.
No Exceptions

M,M / 10,15
22F-14CKDNKDN
Forces an opponent to crouching on block.
Combo from 1st CH.
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
Bad Break

M / 17(,30)
17F-9+2CTh
Forces an opponent to crouching on NH.
To Death Penalty upon CH.
Damage () is throw bonus.
(S3)– Fixed an issue in which the move would shift to a throw after hitting the opponent from behind under certain conditions.
Kneecapper

L / 12
15F-12-1-1
Combo from 2nd NH.
TC4F
Crouch Chin Kick

L / 7
12F-13-2-2
 
Acony to Intimidation

L / 25
24F-14+7+7
Shift to Intimidation must hit.
(Ver.3.03)- Shortened the recovery time by 1F when the move is blocked or misses.
This changes the frame advantage when blocked from -15F to -14F.
TC6F
Crouch Left Low Kick

L / 12
16F-15-4-4
Tentative Name.
Low Sweep

L / 16
19F-13+3+7Sd
(Ver.4.00) - Changed the damage from 15 to 16.
- Increased the move’s tracking.
HMTS
Violent Siege

H / 26
21F-8+11SpKDN
(Ver.4.00) - Increased the lower range of the attack.
HMTS
Violent Siege to Intimidation
hold
UB(H) / 33
43F+11Sp+11SpKDN
(Ver.4.00) - Increased the lower range of the attack.
Molotov Cocktail (1)

M / 12
16F-9+2+2
 
TS
Molotov Cocktail

M,M / 12,23
 -10KDNKDN
Combo from 1st CH.
Can be delayed.
Combo can be delayed 8F from CH.
HM
Back Swing

H / 15
16F-9-3-3
(S3)– Increased the lower range of the attack.
Back Swing Brain Bash to Death Penalty

H,M / 15,20(,30)
 -11ThTh
Combo from 1st CH.
Can be delayed.
Combo can be delayed 10F from CH.
Damage () is throw bonus.
±0CF from side or behind hit.
(S3)– Increased the distance between the character and the opponent when the move is blocked.
Back Swing Funeral

H,M / 15,20
 -6KDNKDN
Combo from 1st CH.
Can be delayed.
Combo can be delayed 10F from CH.
Murder Stomp

L / 22
23F-12+5+11
 
Concussion Kick

M / 20
20F-9+2KDN
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Wretched Hammer

M / 25
22F+4KDNLNC
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Jumping Knuckle
or or
M / 12
18F-12-1-1
Matador

M / 20
25F-20KDNKDN
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
Nightmare Slice

H / 25
24F-9KDNKDN
Direct Tenderizer

M / 20
16F-11+7KDNCrumble Stun 10F upon CH.
(Ver.4.00) - New move.
Direct Tenderizer to Intimidation
hold
M,SP / 20
 -11+7KDN
(Ver.4.00) - New move.
TJ9F
Raging Bull
or or
M / 25
29F-9KDNKDN
WH
Blunt Force
or or
M / 20
17F-7+6
+22W
KDNAir Status in recovery.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
(Ver.5.00)・Changed the opponent's behavior on hit (+5F to +6F).
 Wall crush inducing hit is implemented.
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 or
M / 12
18F-12-1-1
Matador

M / 20
25F-20KDNKDN
Nightmare Slice

H / 25
24F-9KDNKDN
Direct Tenderizer

M / 20
16F-11+7KDN
Direct Tenderizer to Intimidation
hold
M,SP / 20
 -11+7KDN
TJ9F
Raging Bull
or or
M / 25
29F-9KDNKDN
WH
Blunt Force
or or
M / 20
17F-7+6
+22W
KDN
TJ9F
Delay Rising Toekick

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

M / 20
25F-20KDNKDN
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
Nightmare Slice

H / 25
24F-9KDNKDN
 
Direct Tenderizer

M / 20
16F-11+7KDN
Crumble Stun 10F upon CH.
(Ver.4.00) - New move.
Direct Tenderizer to Intimidation
hold
M,SP / 20
 -11+7KDN
(Ver.4.00) - New move.
TJ9F
Raging Bull
or or
M / 25
29F-9KDNKDN
 
WH
Blunt Force
or or
M / 20
17F-7+6
+22W
KDN
Air Status in recovery.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
(Ver.5.00)・Changed the opponent's behavior on hit (+5F to +6F).
 Wall crush inducing hit is implemented.
TJ9F
Delay Rising Toekick

M / 25
23F-11LNCLNC
 
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Justice Served

M / 22
18F-9KDNKDNStart-up 19F in actualy.
(S3)– Changed the frame advantage when blocked from -11F to -9F.
Death Scream (1)

M / 13
18F-4+8+8Start-up 19F in actualy.
Death Scream

M,M / 13,23
 -20KDNKDNCombo from 1st hit.
Can be delayed 17F.
WB
Savior Spike

M / 23
24F+4KDNKDNStart-up 25F in actualy.
Gutless

M / 21
28F-6KDNKDNStart-up 29F in actualy.
(S3)– Changed the damage from 28 to 21.
– Decreased the distance between the character and the opponent when the move is blocked.
– Changed the opponent’s behavior when hit.
Secret Weapon

M / 25
14F-19KDNKDN
Rush Down

M / 30
20F
(2)
+9GKDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Justice Served

M / 22
18F-9KDNKDN
Death Scream (1)

M / 13
18F-4+8+8
Death Scream

M,M / 13,23
 -20KDNKDN
WB
Savior Spike

M / 23
24F+4KDNKDN
Gutless

M / 21
28F-6KDNKDN
Secret Weapon

M / 25
14F-19KDNKDN
Rush Down

M / 30
20F
(2)
+9GKDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Justice Served

M / 22
18F-9KDNKDN
Start-up 19F in actualy.
(S3)– Changed the frame advantage when blocked from -11F to -9F.
Death Scream (1)

M / 13
18F-4+8+8
Start-up 19F in actualy.
Death Scream

M,M / 13,23
 -20KDNKDN
Combo from 1st hit.
Can be delayed 17F.
WB
Savior Spike

M / 23
24F+4KDNKDN
Start-up 25F in actualy.
Gutless

M / 21
28F-6KDNKDN
Start-up 29F in actualy.
(S3)– Changed the damage from 28 to 21.
– Decreased the distance between the character and the opponent when the move is blocked.
– Changed the opponent’s behavior when hit.
Secret Weapon

M / 25
14F-19KDNKDN
 
Rush Down

M / 30
20F
(2)
+9GKDNKDN
 
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
13F-7+4+4Tentative Name.
Returns to crouching.
TC
Crouch Left Low Kick
FC
L / 12
16F-15-4-4Tentative Name.
Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4Returns to crouching.
Quick Tenderizer (1)
WS
M / 11
12F-3+8+8
(S3)– Changed the damage from 15 to 11.
Quick Tenderizer
WS
M,M / 11,20
 -11+7+7Combo from 1st hit.
(S3)- New move.
Quick Tenderizer to Intimidation
WS hold
M,M,SP / 11,20
 -11+7+7Combo from 1st hit.
(S3)- New move.
Malice Impact
WS
M / 20
15F-16KDNKDN
Malice Impact to Intimidation
WS hold
M,SP / 20
 -16KDNKDN
Shock and Awe (1)
WS
M / 13
14F-7+9+9
Shock and Awe
WS
M,M / 13,20
 -19KDNKDNCombo from 1st hit.
Toe Smash
WS
M / 18
11F-5+6+6
(Ver.4.00) - Changed the frame advantage when blocked from -6F to -5F.
- Changed the frame advantage upon hit from +5F to +6F.
- Increased the move’s forward movement, decreasing the distance between the character and the opponent.
- Reduced the strength of the pushback, and made the move easier to land.
TC
Sneaky
FC
L / 19
20F-13+3CKDNForces an opponent to crouching on NH.
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
13F-7+4+4
TC
Crouch Left Low Kick
FC
L / 12
16F-15-4-4
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Quick Tenderizer (1)
WS
M / 11
12F-3+8+8
Quick Tenderizer
WS
M,M / 11,20
 -11+7+7
Quick Tenderizer to Intimidation
WS hold
M,M,SP / 11,20
 -11+7+7
Malice Impact
WS
M / 20
15F-16KDNKDN
Malice Impact to Intimidation
WS hold
M,SP / 20
 -16KDNKDN
Shock and Awe (1)
WS
M / 13
14F-7+9+9
Shock and Awe
WS
M,M / 13,20
 -19KDNKDN
Toe Smash
WS
M / 18
11F-5+6+6
TC
Sneaky
FC
L / 19
20F-13+3CKDN
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
13F-7+4+4
Tentative Name.
Returns to crouching.
TC
Crouch Left Low Kick
FC
L / 12
16F-15-4-4
Tentative Name.
Returns to crouching.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Returns to crouching.
Quick Tenderizer (1)
WS
M / 11
12F-3+8+8
(S3)– Changed the damage from 15 to 11.
Quick Tenderizer
WS
M,M / 11,20
 -11+7+7
Combo from 1st hit.
(S3)- New move.
Quick Tenderizer to Intimidation
WS hold
M,M,SP / 11,20
 -11+7+7
Combo from 1st hit.
(S3)- New move.
Malice Impact
WS
M / 20
15F-16KDNKDN
 
Malice Impact to Intimidation
WS hold
M,SP / 20
 -16KDNKDN
 
Shock and Awe (1)
WS
M / 13
14F-7+9+9
 
Shock and Awe
WS
M,M / 13,20
 -19KDNKDN
Combo from 1st hit.
Toe Smash
WS
M / 18
11F-5+6+6
(Ver.4.00) - Changed the frame advantage when blocked from -6F to -5F.
- Changed the frame advantage upon hit from +5F to +6F.
- Increased the move’s forward movement, decreasing the distance between the character and the opponent.
- Reduced the strength of the pushback, and made the move easier to land.
TC
Sneaky
FC
L / 19
20F-13+3CKDN
Forces an opponent to crouching on NH.
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TS
Full Swing Right
SS(Right)
H / 23
20F-8KDNKDN
TS
Full Swing Left
SS(Left)
H / 23
20F-8KDNKDN
Pw5F
Let Me In to Intimidation

SP,SP / -
 169Enable Power Crush against Low Level or Throw.
Charge

SP / -
 Shift to charging.
Execution
While enemy is down
L / 11(,15)
18F-20-9-9Shift to Throw while down hit.
Damage () is throw bonus.
Wall Jump 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
H / 15
8F-8+3+3
No Look Swing
BT
M / 23
14F-10KDNKDN
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.
TS
Full Swing Right
SS(Right)
H / 23
20F-8KDNKDN
TS
Full Swing Left
SS(Left)
H / 23
20F-8KDNKDN
Pw5F
Let Me In to Intimidation

SP,SP / -
 169
Charge

SP / -
 
Execution
While enemy is down
L / 11(,15)
18F-20-9-9
Wall Jump Attack
With back against wall
M / 21
36F±0CKDNKDN
Spin Knuckle Jab
BT
H / 15
8F-8+3+3
No Look Swing
BT
M / 23
14F-10KDNKDN
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.
NOTES
TS
Full Swing Right
SS(Right)
H / 23
20F-8KDNKDN
 
TS
Full Swing Left
SS(Left)
H / 23
20F-8KDNKDN
 
Pw5F
Let Me In to Intimidation

SP,SP / -
 169
Enable Power Crush against Low Level or Throw.
Charge

SP / -
 
Shift to charging.
Execution
While enemy is down
L / 11(,15)
18F-20-9-9
Shift to Throw while down hit.
Damage () is throw bonus.
Wall Jump 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
H / 15
8F-8+3+3
 
No Look Swing
BT
M / 23
14F-10KDNKDN
 
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
 
Intimidation (INT)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Intimidation

SP / -
 Cost 30F.
Auto reversal against low level attack from 7F.
(S3)– Fixed an issue in which, after you stopped certain low combo attacks, the opponent would still hit you before your attack’s startup.
Intimidation
Auto Reversal(L) during INT
SP / 25
 KDN
(Ver.4.20)- The move often got interrupted before the start up. Fixed to ensure that the attack is performed when receiving the opponent's low attack.
Slaughter Strike (1)
INT
M / 15
14F-4+8+8
TS
Slaughter Strike
INT
M,M / 15,20
 -13KDNKDNCombo from 1st hit.
Can be delayed 15F.
Combo can be delayed 15F from hit.
Beatdown
INT
M / 20
20F+7KDNKDN
Push Kick to Intimidation
INT
M,SP / 19
17F-2+7+13
(Ver.4.00) - Changed the damage from 15 to 19.
- Changed the attack startup from frame 18 to frame 17.
- Changed the frame advantage when blocked from -7F to -2F.
- Changed the frame advantage upon hit from +27F to +7F.
- Changed the frame advantage upon counter hit from +27F to +13F.
Corpse Kick to Intimidation
INT
M / 20
20F
(1)
-7KDNKDN
(Ver.4.00) - Changed the attack startup from frame 25-26 to frame 20-21.
- Decreased the range of the attack.
HMTSPw5F
Grand Slam
INT
H / 25
15F-9KDNKDN
(S3)– Changed the frame advantage when blocked from ±0F to -9F.
– Increased the distance between the character and the opponent when the move is blocked.
– Changed the move to send the opponent spinning when it hits.
– Increased the lower range of the attack.
Punishment
INT
UB(M) / 50
60FKDNKDNKDN
Punishment to Cancel Intimidation
INT
SP,SP / -
 49
Blast Off
INT
M / 20
19F-20LNCLNC
Terrible Pain
INT
L / 26
21F-13+3C+13GForces an opponent to crouching on NH.
(S3)- New move.
(Ver.4.00) - Changed the damage from 20 to 26.
Intimidation (INT)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Intimidation

SP / -
 
Intimidation
Auto Reversal(L) during INT
SP / 25
 KDN
Slaughter Strike (1)
INT
M / 15
14F-4+8+8
TS
Slaughter Strike
INT
M,M / 15,20
 -13KDNKDN
Beatdown
INT
M / 20
20F+7KDNKDN
Push Kick to Intimidation
INT
M,SP / 19
17F-2+7+13
Corpse Kick to Intimidation
INT
M / 20
20F
(1)
-7KDNKDN
HMTSPw5F
Grand Slam
INT
H / 25
15F-9KDNKDN
Punishment
INT
UB(M) / 50
60FKDNKDNKDN
Punishment to Cancel Intimidation
INT
SP,SP / -
 49
Blast Off
INT
M / 20
19F-20LNCLNC
Terrible Pain
INT
L / 26
21F-13+3C+13G
Intimidation (INT)
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Intimidation

SP / -
 
Cost 30F.
Auto reversal against low level attack from 7F.
(S3)– Fixed an issue in which, after you stopped certain low combo attacks, the opponent would still hit you before your attack’s startup.
Intimidation
Auto Reversal(L) during INT
SP / 25
 KDN
(Ver.4.20)- The move often got interrupted before the start up. Fixed to ensure that the attack is performed when receiving the opponent's low attack.
Slaughter Strike (1)
INT
M / 15
14F-4+8+8
 
TS
Slaughter Strike
INT
M,M / 15,20
 -13KDNKDN
Combo from 1st hit.
Can be delayed 15F.
Combo can be delayed 15F from hit.
Beatdown
INT
M / 20
20F+7KDNKDN
 
Push Kick to Intimidation
INT
M,SP / 19
17F-2+7+13
(Ver.4.00) - Changed the damage from 15 to 19.
- Changed the attack startup from frame 18 to frame 17.
- Changed the frame advantage when blocked from -7F to -2F.
- Changed the frame advantage upon hit from +27F to +7F.
- Changed the frame advantage upon counter hit from +27F to +13F.
Corpse Kick to Intimidation
INT
M / 20
20F
(1)
-7KDNKDN
(Ver.4.00) - Changed the attack startup from frame 25-26 to frame 20-21.
- Decreased the range of the attack.
HMTSPw5F
Grand Slam
INT
H / 25
15F-9KDNKDN
(S3)– Changed the frame advantage when blocked from ±0F to -9F.
– Increased the distance between the character and the opponent when the move is blocked.
– Changed the move to send the opponent spinning when it hits.
– Increased the lower range of the attack.
Punishment
INT
UB(M) / 50
60FKDNKDNKDN
 
Punishment to Cancel Intimidation
INT
SP,SP / -
 49
 
Blast Off
INT
M / 20
19F-20LNCLNC
 
Terrible Pain
INT
L / 26
21F-13+3C+13G
Forces an opponent to crouching on NH.
(S3)- New move.
(Ver.4.00) - Changed the damage from 20 to 26.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 10,45
20F-22ThThGuard point 8F.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage
M,Th / 10,45
20F-22ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 10,45
20F-22ThTh
Guard point 8F.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive 1
Rage
M,M / 10,10
22F+8CLNCLNCForces an opponent to crouching on block.
WB
Rage Drive 2
Rage
M,M / 10,10
 +6GKDNKDNUnblokable damage 5 close to Wall
& +12GF.
Rage Drive 3
Rage
M,M / 10,10(,3)
 -7LNCLNCDamage () is landing bonus.
(S3)– Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Drive 1
Rage
M,M / 10,10
22F+8CLNCLNC
WB
Rage Drive 2
Rage
M,M / 10,10
 +6GKDNKDN
Rage Drive 3
Rage
M,M / 10,10(,3)
 -7LNCLNC
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Drive 1
Rage
M,M / 10,10
22F+8CLNCLNC
Forces an opponent to crouching on block.
WB
Rage Drive 2
Rage
M,M / 10,10
 +6GKDNKDN
Unblokable damage 5 close to Wall
& +12GF.
Rage Drive 3
Rage
M,M / 10,10(,3)
 -7LNCLNC
Damage () is landing bonus.
(S3)– Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Dirty Tactics

Th(H) / 35
12FHead-sd.
Face-up
or
-3F
Long Range Throw when input (start-up 15F).
Floor break.
Into the Fire

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
-6F
Long Range Throw when input (start-up 15F).
Dirty Tactics
Approach from left side
Th(H) / 40
 Head-sd.
Face-up

-3F
Floor break.
Into the Fire
Approach from right side
Th(H) / 40
 Reverse Pos.
Foot-sd.
Face-down

-3F
The End
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
No Mercy

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

-6F
Crowbar
INT
Th(H) / 32
25FFoot-sd.
Face-up
disableWall Stun.
Enable Ukemi.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Dirty Tactics

Th(H) / 35
12FHead-sd.
Face-up
or
-3F
Into the Fire

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

-3F
Into the Fire
Approach from right side
Th(H) / 40
 Reverse Pos.
Foot-sd.
Face-down

-3F
The End
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
No Mercy

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

-6F
Crowbar
INT
Th(H) / 32
25FFoot-sd.
Face-up
disable
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Dirty Tactics

Th(H) / 35
12FHead-sd.
Face-up
or
-3F
Long Range Throw when input (start-up 15F).
Floor break.
Into the Fire

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
-6F
Long Range Throw when input (start-up 15F).
Dirty Tactics
Approach from left side
Th(H) / 40
 Head-sd.
Face-up

-3F
Floor break.
Into the Fire
Approach from right side
Th(H) / 40
 Reverse Pos.
Foot-sd.
Face-down

-3F
 
The End
Approach from behind
Th(H) / 50
 Foot-sd.
Face-down
disable
 
No Mercy

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

-6F
 
Crowbar
INT
Th(H) / 32
25FFoot-sd.
Face-up
disable
Wall Stun.
Enable Ukemi.