DETAIL:

NINA WILLIAMS: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
Left Jab

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

H,H / 7,10
 -1+5+5Combo from 1st hit.
Can be delayed 8F.
Left Right Combo to Side Step
or
H,H,SP / 7,10
 ±0+6+6
Biting Snake (3)

H,H,H / 7,10,6
 -3+4+4Combo from 2nd CH.
Can be delayed.
Double Explosion 2 (4)

H,H,H,H / 7,10,6,6
 -10+1+1Combo from 3rd CH.
Can be delayed.
Double Explosion 2

H,H,H,H,M / 7,10,6,6,22
 -14KDNKDNCombo from 4th CH.
Can be delayed 10F.
(S3)– Changed the command from “.” to “”.
TC
Biting Snake

H,H,H,L / 7,10,6,12
 -13-2-2Combo from 3rd CH.
Can be delayed.
Returns to crouching.
Left Right to Spider Knee

H,H,M / 7,10,15
 -13+2+2Combo from 2nd CH.
Can be delayed.
Left Right to Spider Knee to Triple Slaps
(must hit)
H,H,M,Th / 7,10,15,10
 ThThWhen input before hit(3F), connect to Triple Slaps.
TS
Bermuda Triangle

H,H,H / 7,10,22
 -6KDNKDNCombo from 2nd CH.
Can be delayed.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
Double Explosion 1

H,H,M / 7,10,22
 -14KDNKDNCombo from 2nd CH.
Can be delayed.
(S3)– Changed the command from “.” to “”.
PK Combo

H,H / 7,17
 -4+1KDNCombo from 1st hit.
・Damage changed from 15 to 17.
・Changed from -5F to -4F on block.
・Changed from ±0F to +1F on hit.
TS
PK Combo to Assassin's Blade

H,H,M / 7,17,21
 -11+15SpKDN
(S3)– Increased the lower range of the attack.
– Reduced the strength of the pushback, and made the move easier to land.
Right Straight

H / 10
10F+1+7+7
Right Left Combo

H,H / 10,6
 -3+4+4Combo from 1st CH.
Can be delayed.
TC
Biting Snake (Short)

H,H,L / 10,6,12
 -13-2-2Combo from 2nd CH.
Can be delayed.
Returns to crouching.
Double Smash

H,M / 10,15
 -13+2+2Combo from 1st CH.
Can be delayed.
Double Smash to Triple Slaps
(must hit)
H,M,Th / 10,15,10
 ThThWhen input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
TS
Jab Roundhouse

H,H / 10,22
 -6KDNKDNCombo from 1st CH.
Can be delayed.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
Double Explosion (Short)

H,M / 10,22
 -14KDNKDNCombo from 1st CH.
Can be delayed.
(S3)- Changed the command from “” to “”.
Left High Kick

H / 14
14F-16-5-5
Left High Kick to Right Roll

H,SP / 14
 -27-16-16
Left High Kick to Right Roll (Crouch)

H,SP / 14
 -23-12-12Returns to crouching.
Left High Kick to Spiral Explosion

H,SP,M / 14,22
 -11KDNKDN
TC
Spike Combo

H,L / 14,10
 -17-6-6Combo from 1st hit.
Spike Combo to Right Uppercut

H,L,M / 14,10,10
 -13LNCLNCCombo from 2nd CH.
Spike Combo to Right High Kick

H,L,H / 14,10,18
 -6+5LNCCombo from 2nd CH.
Spike Combo to Easy Prey

H,L,H,M / 14,10,18,20
 +2C+5CKDNForces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
TS
Head Ringer

H,H / 14,20
 -6KDNKDNCombo from 1st hit.
Can be delayed 10F.
Combo can be delayed 8F from hit.
Right High Kick

H / 15
11F-9+8LNC39
28
Right High Kick to Left Roll

H,SP / 15
 -28-17LNC
Right High Kick to Left Roll (Crouch)

H,SP / 15
 -24-13LNCReturns to crouching.
Right High Kick to Spiral Explosion

H,SP,M / 15,22
 -11KDNKDN
TC
Right High to Left Spin Low Kick

H,L / 15,13
 -17-3-3
Blonde to Right Uppercut

H,L,M / 15,13,10
 -13LNCLNCCombo from 2nd CH.
Blonde to Right High Kick

H,L,H / 15,13,18
 -6+5LNCCombo from 2nd CH.
Blonde to Easy Prey

H,L,H,M / 15,13,10,20
(1)+2C+5CKDNForces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
Ivory Cutter

MM / 4,20
15F
(1)
-5+4C+6CForces an opponent to crouching on hit.
2nd CH on 1st CH.
(Ver.4.00) - Fixed an issue in which the move could not be performed while running.
Dead Drop (1)

H / 12
13F-3+8+835
22
Dead Drop (2)

H,M / 12,12
 -13-6A-6ACombo from 1st CH.
Can be delayed 9F.
Combo can be delayed 9F from CH.
Dead Drop

H,M,M / 12,12,20
 -12C+4CKDNForces an opponent to crouching on block or NH.
Can be delayed.
Launch from 2nd hit.
TS
Mimosa Combo

H,M,H / 12,12,22
 -3KDNKDNCan be delayed.
Combo can be delayed 5F from hit.
Launch from 2nd hit.
・Causes Screw on counter hit.
TS
Siren's Kiss

HH / 10,20
14F
(1)
+6KDNKDNCombo from 1st hit.
-27F on 1st block & 2nd whiff.
(Ver.4.00) - Fixed an issue in which sometimes landing the 1st attack as a counter hit caused unintended behavior.
Sweeper Combo (1)

H / 14
16F-12-3-147
31
Sweeper Combo (2)

H,M / 14,13
 -14LNCLNCCombo from 1st CH.
Can be delayed 10F.
・Active frames increased by 2F.
TJ
Sweeper Combo

H,M,M / 14,13,20
 -14KDNKDN
Double Whip

H,H / 14,17
 +1+13SpKDNCombo from 1st hit.
Can be delayed 10F.
Combo can be delayed 9F from hit.
Combo can be delayed 10F from CH.
Pw8F
Blonde Bomb
or WS
M / 24
17F-14KDNKDN
Quick Uppercut

M / 13
13F
(1)
-1+5+5
(Ver.4.00) - Changed the attack startup from frame 13 to frame 13-14.
- Increased the range of the attack.
Uppercut to Jab

M,H / 13,10
 -3+2+9Combo from 1st hit.
Connect to Left Right Combo ().
Uppercut to Jab Step

M,H,SP / 13,10
 -3+2+9Advance Input is available druing Rolling Step.
When input ☆ + any button, connect to WS moves.
When input + any button, connect to Rolling Dash Combinations.
(S3)- New move.
– “Approach enemy ” can now be performed during a special step.
Uppercut to Jab to Side Step
or
M,H,SP / 13,10
 -1+4+11
Uppercut

M / 12
15F-7LNCLNC41
26
+4F on crouch hit.
Side Kick

M / 13
14F-11+1+1
(Ver.4.00) - Increased the lower range of the attack.
Leg Slicer Combo (2)

M,H / 13,10
 -8+3+3Combo from 1st hit.
Can be delayed.
Leg Slicer Combo (2) to Cancel (Side Step)
or
M,SP / 13
 -19-7-7
Leg Slicer Combo

M,H,H / 13,10,6
 -10+1+1Combo from 1st hit.
Assault Bomb

M,H,H,M / 13,10,6,22
 -14KDNKDNCombo from 3rd CH.
Can be delayed.
(S3)- Changed the command from “” to “”.
Creeping Snake (2)

M,H / 13,12
 +1+5+12Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
(Ver.4.00) - Changed the frame advantage upon hit from +1F to +5F.
- Increased the lower range of the attack.
Creeping Step

M,H,SP / 13,12
 -1+3+10Advance Input is available druing Rolling Step.
When input + any button, connect to WS moves.
When input + any button, connect to Rolling Dash Combinations.
(S3)– “Approach enemy ” can now be performed during a special step.
(Ver.4.00) - Changed the frame advantage upon hit from ±0F to +3F.
- Increased the lower range of the attack.
Creeping Step to Evil Mist Step

M,H,SP / 13,12
 +10+11+21
Creeping Snake (2) to Side Step
or
M,H,SP / 13,12
 ±0+1+11
Creeping Snake (3)

M,H,H / 13,12,6
 -3+4+4Combo from 2nd CH.
Can be delayed.
TC
Creeping Snake

M,H,H,L / 13,12,6,12
 -13-2-2Combo from 3rd CH.
Can be delayed.
Returns to crouching.
Creeping Snake to Geyser Cannon

M,H,M / 13,12,21
 -17LNCLNCCombo from 2nd CH.
Can be delayed 10F.
Combo can be delayed 10F from CH.
TS
Creeping Snake to Right High Kick

M,H,H / 13,12,22
 -6KDNKDNCombo from 2nd CH.
Can be delayed 10F.
Combo can be delayed 10F from CH.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
TC
Creeping Snake to Left Low

M,H,L / 13,12,10
 -14-3-3Combo from 2nd CH.
Returns to crouching.
Creeping Snake to Left Low Right Uppercut

M,H,L,M / 13,12,10,10
 -13LNCLNCCombo from 3rd CH.
Creeping Snake to Left Low Right High Kick

M,H,L,H / 13,12,10,18
 -6+5LNCCombo from 3rd CH.
Creeping Snake to Easy Prey

M,H,L,H,M / 13,12,10,18,20
(1)+2C+5CKDNForces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
Flash Kicks (2)

M,H / 13,6
 -14-3-3Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Flash Kicks (3)

M,H,H / 13,6,8
 -14-3-3Combo from 1st hit.
Can be delayed.
TS
Flash Kicks

M,H,H,H / 13,6,8,20
 -6KDNKDNCombo from 3rd CH.
Can be delayed 10F.
Combo can be delayed 6F from CH.
TJ
Flash Head Ringler

M,H / 13,21
 -4+7+7Combo from 1st hit.
Can be delayed.
TCTJ
Deadly Assault

M,H,L / 13,21,20
 -12KDNKDNCombo from 2nd CH.
TJ
Deadly Hunter

M,H,MM / 31,21,8,21
 -5KDNKDNMeaty 2F in actualy
TS
Left Middle to Right High Kick

M,H / 13,20
 -6KDNKDNCombo from 1st hit.
Can be delayed.
Front Kick

M / 15
12F-4+7+7
HMTS
Ray Hands

MM / 5,14
16F-3+20Sp+20Sp-6F on 1st block and 2nd whiff.
・Causes Screw on mid-air hit.
(S3)– Decreased the distance between the character and the opponent when the 2nd hit lands.
(Ver.4.00) - Changed the damage from 5, 10 to 5, 14.
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
TC
Below the Belt Combo (2)
or FC
SM,SM / 5,8
 -6+5+5Combo from 1st CH.
Returns to crouching.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Below the Belt Combo
or FC
SM,SM,M / 5,8,10
(2)-14-3-3Combo from 2nd CH.
Jab to Mid Kick
or FC
SM,M / 5,10
 -11±0±0Combo from 1st CH.
TC6F
Cutthroat (1)

L / 13
20F-12±0+5Returns to crouching.
(Ver.4.20)- Due to previously changed behavior on counter hit or , an aerial combo could not be performed against some characters.
TS
Cutthroat

L,H / 13,20
 -6KDNKDNCombo from 1st CH.
・Reach increased.
・Forward movement after move increased so opponent is closer.
TC4F
Left Spin Low Kick

L / 12
16F-17-3-3Returns to crouching.
Left Spin Low Kick to Right Upper
or FC
L,M / 12,10
 -13LNCLNCCombo from 1st CH.
Easy Prey (2)
or FC
L,H / 12,18
 -6+5LNCCombo from 1st CH.
Easy Prey
or FC
L,H,M / 12,18,20
(1)+2C+5CKDNForces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
TC4F
Right Low Kick

L / 7
12F-13-2-2Returns to crouching.
Right Low Kick to Back Spin Chop
or FC
L,H / 7(10),10
 ±0+6+11Combo from 1st CH.
Can be delayed.
Combo can be delayed 6F from CH.
Damage () is when input FC .
Right Low Kick to Back Spin Chop to Cancel (Side Step)
or FC or
L,SP / 7(10)
 -13-2-2Damage () is when input FC .
HMTS
Right Backhand Body Blow

M / 20
24F-5KDNKDNNo Tech Crouch Status.
(Ver.3.30)・Changed the opponent's behavior when the move lands as a counter hit.
Stiletto Heel

L / 17
20F-13+4CKDNForces an opponent to crouching on NH.
(Ver.3.30)・Changed the frame advantage upon hit from +3F to +4F on NH.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
TC6F
Slicer

L / 5
16F
(1)
-9+2+2To Down after moving.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Geyser Cannon Combo

L,M / 5,21
(1)-17LNCLNCCombo from 1st CH.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Power Charge

UB(M) / 50
65FKDNKDNKDN
Power Charge to Cancel

SP / -
 65
Geyser Cannon

M / 21
19F-17LNCLNCEnable input .
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.3.10)- Increased the lower range of the attack.
(Ver.4.00) - Increased the move’s reach.
Throat Slasher

H / 10
12F-7+4+4
(Ver.4.00) - New move.
Throat Slasher to Bad Habit

H,M / 10,22
 -14+9KDNCombo from 1st hit.
(Ver.4.00) - New move.
HM
Backhand Combo (1)

H / 12
12F-14-3-3Women input can revenge & Damage 15.
(Ver.3.30)・Changed the move to a homing attack.
Backhand Combo (2)

H,H / 12,16
 -6+5+5Combo from 1st hit.
(S3)– Changed the damage from 14 to 16.
(Ver.4.00) - Fixed an issue in which landing the 1st attack as a counter hit caused unintended frame advantage.
Backhand Combo

H,H,H / 12,16,20
 -9+9SpKDNCombo from 1st CH.
Combo from 2nd CH.
Can be delayed 14F.
Combo can be delayed 7F from CH.
・Opponent reaction on counter hit was changed.
Backhand Combo to Cancel (Side Step)
or
H,H,SP / 12,16
 -10+1+1
Stinger Heel Kick

M / 10
18F-6+6C+6CForces an opponent to crouching on hit.
・Damage changed from 16 to 10.
Stinger Heel Kick Combo

M,H / 10,17
 -8KDNKDNCombo from 1st hit.
Can be delayed 17F.
Combo can be delayed 17F from hit.
・Damage changed from 20 to 17.
・Opponent reaction changed on hit.
Spear Kick

H / 15
14F-7+11+1840
26
When NH and enemy input , to go down.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move lands as a counter hit.
Shockwave Palm

M,M / 6,26
18F-7KDNKDN
Reverse Ivory Cutter

MM / 4,14
16F-15LNCLNC
(Ver.4.00) - Decreased the distance between the character and the opponent when the 1st attack hits.
- Fixed an issue in which the move could not be performed while running.
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Left Jab

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

H,H / 7,10
 -1+5+5
Left Right Combo to Side Step
or
H,H,SP / 7,10
 ±0+6+6
Biting Snake (3)

H,H,H / 7,10,6
 -3+4+4
Double Explosion 2 (4)

H,H,H,H / 7,10,6,6
 -10+1+1
Double Explosion 2

H,H,H,H,M / 7,10,6,6,22
 -14KDNKDN
TC
Biting Snake

H,H,H,L / 7,10,6,12
 -13-2-2
Left Right to Spider Knee

H,H,M / 7,10,15
 -13+2+2
Left Right to Spider Knee to Triple Slaps
(must hit)
H,H,M,Th / 7,10,15,10
 ThTh
TS
Bermuda Triangle

H,H,H / 7,10,22
 -6KDNKDN
Double Explosion 1

H,H,M / 7,10,22
 -14KDNKDN
PK Combo

H,H / 7,17
 -4+1KDN
TS
PK Combo to Assassin's Blade

H,H,M / 7,17,21
 -11+15SpKDN
Right Straight

H / 10
10F+1+7+7
Right Left Combo

H,H / 10,6
 -3+4+4
TC
Biting Snake (Short)

H,H,L / 10,6,12
 -13-2-2
Double Smash

H,M / 10,15
 -13+2+2
Double Smash to Triple Slaps
(must hit)
H,M,Th / 10,15,10
 ThTh
TS
Jab Roundhouse

H,H / 10,22
 -6KDNKDN
Double Explosion (Short)

H,M / 10,22
 -14KDNKDN
Left High Kick

H / 14
14F-16-5-5
Left High Kick to Right Roll

H,SP / 14
 -27-16-16
Left High Kick to Right Roll (Crouch)

H,SP / 14
 -23-12-12
Left High Kick to Spiral Explosion

H,SP,M / 14,22
 -11KDNKDN
TC
Spike Combo

H,L / 14,10
 -17-6-6
Spike Combo to Right Uppercut

H,L,M / 14,10,10
 -13LNCLNC
Spike Combo to Right High Kick

H,L,H / 14,10,18
 -6+5LNC
Spike Combo to Easy Prey

H,L,H,M / 14,10,18,20
 +2C+5CKDN
TS
Head Ringer

H,H / 14,20
 -6KDNKDN
Right High Kick

H / 15
11F-9+8LNC39
28
Right High Kick to Left Roll

H,SP / 15
 -28-17LNC
Right High Kick to Left Roll (Crouch)

H,SP / 15
 -24-13LNC
Right High Kick to Spiral Explosion

H,SP,M / 15,22
 -11KDNKDN
TC
Right High to Left Spin Low Kick

H,L / 15,13
 -17-3-3
Blonde to Right Uppercut

H,L,M / 15,13,10
 -13LNCLNC
Blonde to Right High Kick

H,L,H / 15,13,18
 -6+5LNC
Blonde to Easy Prey

H,L,H,M / 15,13,10,20
(1)+2C+5CKDN
Ivory Cutter

MM / 4,20
15F
(1)
-5+4C+6C
Dead Drop (1)

H / 12
13F-3+8+835
22
Dead Drop (2)

H,M / 12,12
 -13-6A-6A
Dead Drop

H,M,M / 12,12,20
 -12C+4CKDN
TS
Mimosa Combo

H,M,H / 12,12,22
 -3KDNKDN
TS
Siren's Kiss

HH / 10,20
14F
(1)
+6KDNKDN
Sweeper Combo (1)

H / 14
16F-12-3-147
31
Sweeper Combo (2)

H,M / 14,13
 -14LNCLNC
TJ
Sweeper Combo

H,M,M / 14,13,20
 -14KDNKDN
Double Whip

H,H / 14,17
 +1+13SpKDN
Pw8F
Blonde Bomb
or WS
M / 24
17F-14KDNKDN
Quick Uppercut

M / 13
13F
(1)
-1+5+5
Uppercut to Jab

M,H / 13,10
 -3+2+9
Uppercut to Jab Step

M,H,SP / 13,10
 -3+2+9
Uppercut to Jab to Side Step
or
M,H,SP / 13,10
 -1+4+11
Uppercut

M / 12
15F-7LNCLNC41
26
Side Kick

M / 13
14F-11+1+1
Leg Slicer Combo (2)

M,H / 13,10
 -8+3+3
Leg Slicer Combo (2) to Cancel (Side Step)
or
M,SP / 13
 -19-7-7
Leg Slicer Combo

M,H,H / 13,10,6
 -10+1+1
Assault Bomb

M,H,H,M / 13,10,6,22
 -14KDNKDN
Creeping Snake (2)

M,H / 13,12
 +1+5+12
Creeping Step

M,H,SP / 13,12
 -1+3+10
Creeping Step to Evil Mist Step

M,H,SP / 13,12
 +10+11+21
Creeping Snake (2) to Side Step
or
M,H,SP / 13,12
 ±0+1+11
Creeping Snake (3)

M,H,H / 13,12,6
 -3+4+4
TC
Creeping Snake

M,H,H,L / 13,12,6,12
 -13-2-2
Creeping Snake to Geyser Cannon

M,H,M / 13,12,21
 -17LNCLNC
TS
Creeping Snake to Right High Kick

M,H,H / 13,12,22
 -6KDNKDN
TC
Creeping Snake to Left Low

M,H,L / 13,12,10
 -14-3-3
Creeping Snake to Left Low Right Uppercut

M,H,L,M / 13,12,10,10
 -13LNCLNC
Creeping Snake to Left Low Right High Kick

M,H,L,H / 13,12,10,18
 -6+5LNC
Creeping Snake to Easy Prey

M,H,L,H,M / 13,12,10,18,20
(1)+2C+5CKDN
Flash Kicks (2)

M,H / 13,6
 -14-3-3
Flash Kicks (3)

M,H,H / 13,6,8
 -14-3-3
TS
Flash Kicks

M,H,H,H / 13,6,8,20
 -6KDNKDN
TJ
Flash Head Ringler

M,H / 13,21
 -4+7+7
TCTJ
Deadly Assault

M,H,L / 13,21,20
 -12KDNKDN
TJ
Deadly Hunter

M,H,MM / 31,21,8,21
 -5KDNKDN
TS
Left Middle to Right High Kick

M,H / 13,20
 -6KDNKDN
Front Kick

M / 15
12F-4+7+7
HMTS
Ray Hands

MM / 5,14
16F-3+20Sp+20Sp
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6
TC
Below the Belt Combo (2)
or FC
SM,SM / 5,8
 -6+5+5
Below the Belt Combo
or FC
SM,SM,M / 5,8,10
(2)-14-3-3
Jab to Mid Kick
or FC
SM,M / 5,10
 -11±0±0
TC6F
Cutthroat (1)

L / 13
20F-12±0+5
TS
Cutthroat

L,H / 13,20
 -6KDNKDN
TC4F
Left Spin Low Kick

L / 12
16F-17-3-3
Left Spin Low Kick to Right Upper
or FC
L,M / 12,10
 -13LNCLNC
Easy Prey (2)
or FC
L,H / 12,18
 -6+5LNC
Easy Prey
or FC
L,H,M / 12,18,20
(1)+2C+5CKDN
TC4F
Right Low Kick

L / 7
12F-13-2-2
Right Low Kick to Back Spin Chop
or FC
L,H / 7(10),10
 ±0+6+11
Right Low Kick to Back Spin Chop to Cancel (Side Step)
or FC or
L,SP / 7(10)
 -13-2-2
HMTS
Right Backhand Body Blow

M / 20
24F-5KDNKDN
Stiletto Heel

L / 17
20F-13+4CKDN
TC6F
Slicer

L / 5
16F
(1)
-9+2+2
Geyser Cannon Combo

L,M / 5,21
(1)-17LNCLNC
Power Charge

UB(M) / 50
65FKDNKDNKDN
Power Charge to Cancel

SP / -
 65
Geyser Cannon

M / 21
19F-17LNCLNC
Throat Slasher

H / 10
12F-7+4+4
Throat Slasher to Bad Habit

H,M / 10,22
 -14+9KDN
HM
Backhand Combo (1)

H / 12
12F-14-3-3
Backhand Combo (2)

H,H / 12,16
 -6+5+5
Backhand Combo

H,H,H / 12,16,20
 -9+9SpKDN
Backhand Combo to Cancel (Side Step)
or
H,H,SP / 12,16
 -10+1+1
Stinger Heel Kick

M / 10
18F-6+6C+6C
Stinger Heel Kick Combo

M,H / 10,17
 -8KDNKDN
Spear Kick

H / 15
14F-7+11+1840
26
Shockwave Palm

M,M / 6,26
18F-7KDNKDN
Reverse Ivory Cutter

MM / 4,14
16F-15LNCLNC
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Left Jab

H / 7
10F+1+8+8
 
Left Right Combo

H,H / 7,10
 -1+5+5
Combo from 1st hit.
Can be delayed 8F.
Left Right Combo to Side Step
or
H,H,SP / 7,10
 ±0+6+6
 
Biting Snake (3)

H,H,H / 7,10,6
 -3+4+4
Combo from 2nd CH.
Can be delayed.
Double Explosion 2 (4)

H,H,H,H / 7,10,6,6
 -10+1+1
Combo from 3rd CH.
Can be delayed.
Double Explosion 2

H,H,H,H,M / 7,10,6,6,22
 -14KDNKDN
Combo from 4th CH.
Can be delayed 10F.
(S3)– Changed the command from “.” to “”.
TC
Biting Snake

H,H,H,L / 7,10,6,12
 -13-2-2
Combo from 3rd CH.
Can be delayed.
Returns to crouching.
Left Right to Spider Knee

H,H,M / 7,10,15
 -13+2+2
Combo from 2nd CH.
Can be delayed.
Left Right to Spider Knee to Triple Slaps
(must hit)
H,H,M,Th / 7,10,15,10
 ThTh
When input before hit(3F), connect to Triple Slaps.
TS
Bermuda Triangle

H,H,H / 7,10,22
 -6KDNKDN
Combo from 2nd CH.
Can be delayed.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
Double Explosion 1

H,H,M / 7,10,22
 -14KDNKDN
Combo from 2nd CH.
Can be delayed.
(S3)– Changed the command from “.” to “”.
PK Combo

H,H / 7,17
 -4+1KDN
Combo from 1st hit.
・Damage changed from 15 to 17.
・Changed from -5F to -4F on block.
・Changed from ±0F to +1F on hit.
TS
PK Combo to Assassin's Blade

H,H,M / 7,17,21
 -11+15SpKDN
(S3)– Increased the lower range of the attack.
– Reduced the strength of the pushback, and made the move easier to land.
Right Straight

H / 10
10F+1+7+7
 
Right Left Combo

H,H / 10,6
 -3+4+4
Combo from 1st CH.
Can be delayed.
TC
Biting Snake (Short)

H,H,L / 10,6,12
 -13-2-2
Combo from 2nd CH.
Can be delayed.
Returns to crouching.
Double Smash

H,M / 10,15
 -13+2+2
Combo from 1st CH.
Can be delayed.
Double Smash to Triple Slaps
(must hit)
H,M,Th / 10,15,10
 ThTh
When input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
TS
Jab Roundhouse

H,H / 10,22
 -6KDNKDN
Combo from 1st CH.
Can be delayed.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
Double Explosion (Short)

H,M / 10,22
 -14KDNKDN
Combo from 1st CH.
Can be delayed.
(S3)- Changed the command from “” to “”.
Left High Kick

H / 14
14F-16-5-5
 
Left High Kick to Right Roll

H,SP / 14
 -27-16-16
 
Left High Kick to Right Roll (Crouch)

H,SP / 14
 -23-12-12
Returns to crouching.
Left High Kick to Spiral Explosion

H,SP,M / 14,22
 -11KDNKDN
 
TC
Spike Combo

H,L / 14,10
 -17-6-6
Combo from 1st hit.
Spike Combo to Right Uppercut

H,L,M / 14,10,10
 -13LNCLNC
Combo from 2nd CH.
Spike Combo to Right High Kick

H,L,H / 14,10,18
 -6+5LNC
Combo from 2nd CH.
Spike Combo to Easy Prey

H,L,H,M / 14,10,18,20
 +2C+5CKDN
Forces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
TS
Head Ringer

H,H / 14,20
 -6KDNKDN
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 8F from hit.
Right High Kick

H / 15
11F-9+8LNC39
28
 
Right High Kick to Left Roll

H,SP / 15
 -28-17LNC
 
Right High Kick to Left Roll (Crouch)

H,SP / 15
 -24-13LNC
Returns to crouching.
Right High Kick to Spiral Explosion

H,SP,M / 15,22
 -11KDNKDN
 
TC
Right High to Left Spin Low Kick

H,L / 15,13
 -17-3-3
 
Blonde to Right Uppercut

H,L,M / 15,13,10
 -13LNCLNC
Combo from 2nd CH.
Blonde to Right High Kick

H,L,H / 15,13,18
 -6+5LNC
Combo from 2nd CH.
Blonde to Easy Prey

H,L,H,M / 15,13,10,20
(1)+2C+5CKDN
Forces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
Ivory Cutter

MM / 4,20
15F
(1)
-5+4C+6C
Forces an opponent to crouching on hit.
2nd CH on 1st CH.
(Ver.4.00) - Fixed an issue in which the move could not be performed while running.
Dead Drop (1)

H / 12
13F-3+8+835
22
 
Dead Drop (2)

H,M / 12,12
 -13-6A-6A
Combo from 1st CH.
Can be delayed 9F.
Combo can be delayed 9F from CH.
Dead Drop

H,M,M / 12,12,20
 -12C+4CKDN
Forces an opponent to crouching on block or NH.
Can be delayed.
Launch from 2nd hit.
TS
Mimosa Combo

H,M,H / 12,12,22
 -3KDNKDN
Can be delayed.
Combo can be delayed 5F from hit.
Launch from 2nd hit.
・Causes Screw on counter hit.
TS
Siren's Kiss

HH / 10,20
14F
(1)
+6KDNKDN
Combo from 1st hit.
-27F on 1st block & 2nd whiff.
(Ver.4.00) - Fixed an issue in which sometimes landing the 1st attack as a counter hit caused unintended behavior.
Sweeper Combo (1)

H / 14
16F-12-3-147
31
 
Sweeper Combo (2)

H,M / 14,13
 -14LNCLNC
Combo from 1st CH.
Can be delayed 10F.
・Active frames increased by 2F.
TJ
Sweeper Combo

H,M,M / 14,13,20
 -14KDNKDN
 
Double Whip

H,H / 14,17
 +1+13SpKDN
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 9F from hit.
Combo can be delayed 10F from CH.
Pw8F
Blonde Bomb
or WS
M / 24
17F-14KDNKDN
 
Quick Uppercut

M / 13
13F
(1)
-1+5+5
(Ver.4.00) - Changed the attack startup from frame 13 to frame 13-14.
- Increased the range of the attack.
Uppercut to Jab

M,H / 13,10
 -3+2+9
Combo from 1st hit.
Connect to Left Right Combo ().
Uppercut to Jab Step

M,H,SP / 13,10
 -3+2+9
Advance Input is available druing Rolling Step.
When input ☆ + any button, connect to WS moves.
When input + any button, connect to Rolling Dash Combinations.
(S3)- New move.
– “Approach enemy ” can now be performed during a special step.
Uppercut to Jab to Side Step
or
M,H,SP / 13,10
 -1+4+11
 
Uppercut

M / 12
15F-7LNCLNC41
26
+4F on crouch hit.
Side Kick

M / 13
14F-11+1+1
(Ver.4.00) - Increased the lower range of the attack.
Leg Slicer Combo (2)

M,H / 13,10
 -8+3+3
Combo from 1st hit.
Can be delayed.
Leg Slicer Combo (2) to Cancel (Side Step)
or
M,SP / 13
 -19-7-7
 
Leg Slicer Combo

M,H,H / 13,10,6
 -10+1+1
Combo from 1st hit.
Assault Bomb

M,H,H,M / 13,10,6,22
 -14KDNKDN
Combo from 3rd CH.
Can be delayed.
(S3)- Changed the command from “” to “”.
Creeping Snake (2)

M,H / 13,12
 +1+5+12
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
(Ver.4.00) - Changed the frame advantage upon hit from +1F to +5F.
- Increased the lower range of the attack.
Creeping Step

M,H,SP / 13,12
 -1+3+10
Advance Input is available druing Rolling Step.
When input + any button, connect to WS moves.
When input + any button, connect to Rolling Dash Combinations.
(S3)– “Approach enemy ” can now be performed during a special step.
(Ver.4.00) - Changed the frame advantage upon hit from ±0F to +3F.
- Increased the lower range of the attack.
Creeping Step to Evil Mist Step

M,H,SP / 13,12
 +10+11+21
 
Creeping Snake (2) to Side Step
or
M,H,SP / 13,12
 ±0+1+11
 
Creeping Snake (3)

M,H,H / 13,12,6
 -3+4+4
Combo from 2nd CH.
Can be delayed.
TC
Creeping Snake

M,H,H,L / 13,12,6,12
 -13-2-2
Combo from 3rd CH.
Can be delayed.
Returns to crouching.
Creeping Snake to Geyser Cannon

M,H,M / 13,12,21
 -17LNCLNC
Combo from 2nd CH.
Can be delayed 10F.
Combo can be delayed 10F from CH.
TS
Creeping Snake to Right High Kick

M,H,H / 13,12,22
 -6KDNKDN
Combo from 2nd CH.
Can be delayed 10F.
Combo can be delayed 10F from CH.
(S3)– Changed the opponent’s behavior when the move lands as a counter hit.
TC
Creeping Snake to Left Low

M,H,L / 13,12,10
 -14-3-3
Combo from 2nd CH.
Returns to crouching.
Creeping Snake to Left Low Right Uppercut

M,H,L,M / 13,12,10,10
 -13LNCLNC
Combo from 3rd CH.
Creeping Snake to Left Low Right High Kick

M,H,L,H / 13,12,10,18
 -6+5LNC
Combo from 3rd CH.
Creeping Snake to Easy Prey

M,H,L,H,M / 13,12,10,18,20
(1)+2C+5CKDN
Forces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
Flash Kicks (2)

M,H / 13,6
 -14-3-3
Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from hit.
Flash Kicks (3)

M,H,H / 13,6,8
 -14-3-3
Combo from 1st hit.
Can be delayed.
TS
Flash Kicks

M,H,H,H / 13,6,8,20
 -6KDNKDN
Combo from 3rd CH.
Can be delayed 10F.
Combo can be delayed 6F from CH.
TJ
Flash Head Ringler

M,H / 13,21
 -4+7+7
Combo from 1st hit.
Can be delayed.
TCTJ
Deadly Assault

M,H,L / 13,21,20
 -12KDNKDN
Combo from 2nd CH.
TJ
Deadly Hunter

M,H,MM / 31,21,8,21
 -5KDNKDN
Meaty 2F in actualy
TS
Left Middle to Right High Kick

M,H / 13,20
 -6KDNKDN
Combo from 1st hit.
Can be delayed.
Front Kick

M / 15
12F-4+7+7
 
HMTS
Ray Hands

MM / 5,14
16F-3+20Sp+20Sp
-6F on 1st block and 2nd whiff.
・Causes Screw on mid-air hit.
(S3)– Decreased the distance between the character and the opponent when the 2nd hit lands.
(Ver.4.00) - Changed the damage from 5, 10 to 5, 14.
TC4F
Crouch Jab
or
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
TC
Below the Belt Combo (2)
or FC
SM,SM / 5,8
 -6+5+5
Combo from 1st CH.
Returns to crouching.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Below the Belt Combo
or FC
SM,SM,M / 5,8,10
(2)-14-3-3
Combo from 2nd CH.
Jab to Mid Kick
or FC
SM,M / 5,10
 -11±0±0
Combo from 1st CH.
TC6F
Cutthroat (1)

L / 13
20F-12±0+5
Returns to crouching.
(Ver.4.20)- Due to previously changed behavior on counter hit or , an aerial combo could not be performed against some characters.
TS
Cutthroat

L,H / 13,20
 -6KDNKDN
Combo from 1st CH.
・Reach increased.
・Forward movement after move increased so opponent is closer.
TC4F
Left Spin Low Kick

L / 12
16F-17-3-3
Returns to crouching.
Left Spin Low Kick to Right Upper
or FC
L,M / 12,10
 -13LNCLNC
Combo from 1st CH.
Easy Prey (2)
or FC
L,H / 12,18
 -6+5LNC
Combo from 1st CH.
Easy Prey
or FC
L,H,M / 12,18,20
(1)+2C+5CKDN
Forces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
TC4F
Right Low Kick

L / 7
12F-13-2-2
Returns to crouching.
Right Low Kick to Back Spin Chop
or FC
L,H / 7(10),10
 ±0+6+11
Combo from 1st CH.
Can be delayed.
Combo can be delayed 6F from CH.
Damage () is when input FC .
Right Low Kick to Back Spin Chop to Cancel (Side Step)
or FC or
L,SP / 7(10)
 -13-2-2
Damage () is when input FC .
HMTS
Right Backhand Body Blow

M / 20
24F-5KDNKDN
No Tech Crouch Status.
(Ver.3.30)・Changed the opponent's behavior when the move lands as a counter hit.
Stiletto Heel

L / 17
20F-13+4CKDN
Forces an opponent to crouching on NH.
(Ver.3.30)・Changed the frame advantage upon hit from +3F to +4F on NH.
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
TC6F
Slicer

L / 5
16F
(1)
-9+2+2
To Down after moving.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Geyser Cannon Combo

L,M / 5,21
(1)-17LNCLNC
Combo from 1st CH.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
Power Charge

UB(M) / 50
65FKDNKDNKDN
 
Power Charge to Cancel

SP / -
 65
 
Geyser Cannon

M / 21
19F-17LNCLNC
Enable input .
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.3.10)- Increased the lower range of the attack.
(Ver.4.00) - Increased the move’s reach.
Throat Slasher

H / 10
12F-7+4+4
(Ver.4.00) - New move.
Throat Slasher to Bad Habit

H,M / 10,22
 -14+9KDN
Combo from 1st hit.
(Ver.4.00) - New move.
HM
Backhand Combo (1)

H / 12
12F-14-3-3
Women input can revenge & Damage 15.
(Ver.3.30)・Changed the move to a homing attack.
Backhand Combo (2)

H,H / 12,16
 -6+5+5
Combo from 1st hit.
(S3)– Changed the damage from 14 to 16.
(Ver.4.00) - Fixed an issue in which landing the 1st attack as a counter hit caused unintended frame advantage.
Backhand Combo

H,H,H / 12,16,20
 -9+9SpKDN
Combo from 1st CH.
Combo from 2nd CH.
Can be delayed 14F.
Combo can be delayed 7F from CH.
・Opponent reaction on counter hit was changed.
Backhand Combo to Cancel (Side Step)
or
H,H,SP / 12,16
 -10+1+1
 
Stinger Heel Kick

M / 10
18F-6+6C+6C
Forces an opponent to crouching on hit.
・Damage changed from 16 to 10.
Stinger Heel Kick Combo

M,H / 10,17
 -8KDNKDN
Combo from 1st hit.
Can be delayed 17F.
Combo can be delayed 17F from hit.
・Damage changed from 20 to 17.
・Opponent reaction changed on hit.
Spear Kick

H / 15
14F-7+11+1840
26
When NH and enemy input , to go down.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move lands as a counter hit.
Shockwave Palm

M,M / 6,26
18F-7KDNKDN
 
Reverse Ivory Cutter

MM / 4,14
16F-15LNCLNC
(Ver.4.00) - Decreased the distance between the character and the opponent when the 1st attack hits.
- Fixed an issue in which the move could not be performed while running.
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Left Backhand body Blow

M / 15
20F-16KDNKDN
・Changed from -18F to -16F on block.
・Opponent closer on block.
・Recovery decreased on hit by 1F.
TJ9F
Jumping Knuckle

M / 12
18F-12-1-1
TJ10F
Scull Splitter

M / 20
26F-5KDNKDNReturns to crouching.
(Ver.2.20)・Decreased the distance between the character and opponent when the move hits.
Hook
or
H / 17
15F-12+9+9
Binding Whip (1)

M / 10
18F-10+1+1
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Binding Whip

M,M / 10,10
 -13LNCLNCCombo from 1st hit.
Can be delayed 9F.
Combo can be delayed 9F from hit.
TJ6F
Catapult Kick

M / 15
14F-15-4-448
34
TJ6F
Catapult Kick

M / 20
14F-15KDNKDN48
34
TJ6F
Catapult Kick

M / 20
14F-10KDNKDN43
29
TJ7F
Leaping Axe Kick

M / 21
23F
(5)
-7C+3CKDN58
35
Forces an opponent to crouching on block or NH.
(Ver.4.00) - Changed the frame advantage when blocked from -9F to -7F.
TJ7F
Leaping Axe Kick

M / 21
23F
(5)
±0C+5CKDN51
28
Forces an opponent to crouching on block or NH.
TJ9F
Can Openeer (1)

H / 23
18F-9-1-1
TCTJ
Can Openeer (2)

H,L / 23,10
 -19-8-8Combo from 1st CH.
Can Openeer

H,L,H / 23,10,14
 -6+5+5Combo from 2nd hit.
Can Openeer to Cancel (Side Step)
or
H,L,SP / 23,10
 -5+6+6Combo from 1st CH.
TJ3F
Running Jump Kick

M / 20(,18)
23F-23ThThClose hit connect to Heel Hold (throw).
Damage () is throw bonus.
Break Throw is input during 2 to 13F & damage 8.
TJ3F
Running Jump Kick (distant or on crouch hit)

M / 20
24F-22KDNKDNMeaty 5F in actualy.
TJ9F
Leaping Axe Kick

M / 21
23F
(5)
±0C+5CKDN51
28
Forces an opponent to crouching on block or NH.
(Ver.4.00) - Changed the frame advantage when blocked from -6F to ±0F.
- Changed the frame advantage upon hit from +3F to +5F.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
TJ9F
Delay Rising Toe Kick

M / 25
25F-9KDNKDN
TC34FTJ9F
Hopping Low Kick

L / 15
43F-17-6-6
Hopping Low Kick to Right Uppercut

L,M / 15,10
 -13LNCLNCCombo from 1st CH.
Hopping Low Kick to Right High Kick

L,H / 15,18
 -6+5LNCCombo from 1st CH.
Hopping Low Kick to Easy Prey

L,H,M / 15,18,20
(1)+2C+5CKDNForces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
Back Handspring

SP / -
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Left Backhand body Blow

M / 15
20F-16KDNKDN
TJ9F
Jumping Knuckle

M / 12
18F-12-1-1
TJ10F
Scull Splitter

M / 20
26F-5KDNKDN
Hook
or
H / 17
15F-12+9+9
Binding Whip (1)

M / 10
18F-10+1+1
Binding Whip

M,M / 10,10
 -13LNCLNC
TJ6F
Catapult Kick

M / 15
14F-15-4-448
34
TJ6F
Catapult Kick

M / 20
14F-15KDNKDN48
34
TJ6F
Catapult Kick

M / 20
14F-10KDNKDN43
29
TJ7F
Leaping Axe Kick

M / 21
23F
(5)
-7C+3CKDN58
35
TJ7F
Leaping Axe Kick

M / 21
23F
(5)
±0C+5CKDN51
28
TJ9F
Can Openeer (1)

H / 23
18F-9-1-1
TCTJ
Can Openeer (2)

H,L / 23,10
 -19-8-8
Can Openeer

H,L,H / 23,10,14
 -6+5+5
Can Openeer to Cancel (Side Step)
or
H,L,SP / 23,10
 -5+6+6
TJ3F
Running Jump Kick

M / 20(,18)
23F-23ThTh
TJ3F
Running Jump Kick (distant or on crouch hit)

M / 20
24F-22KDNKDN
TJ9F
Leaping Axe Kick

M / 21
23F
(5)
±0C+5CKDN51
28
TJ9F
Delay Rising Toe Kick

M / 25
25F-9KDNKDN
TC34FTJ9F
Hopping Low Kick

L / 15
43F-17-6-6
Hopping Low Kick to Right Uppercut

L,M / 15,10
 -13LNCLNC
Hopping Low Kick to Right High Kick

L,H / 15,18
 -6+5LNC
Hopping Low Kick to Easy Prey

L,H,M / 15,18,20
(1)+2C+5CKDN
Back Handspring

SP / -
 
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Left Backhand body Blow

M / 15
20F-16KDNKDN
・Changed from -18F to -16F on block.
・Opponent closer on block.
・Recovery decreased on hit by 1F.
TJ9F
Jumping Knuckle

M / 12
18F-12-1-1
 
TJ10F
Scull Splitter

M / 20
26F-5KDNKDN
Returns to crouching.
(Ver.2.20)・Decreased the distance between the character and opponent when the move hits.
Hook
or
H / 17
15F-12+9+9
 
Binding Whip (1)

M / 10
18F-10+1+1
(Ver.4.00) - Reduced the strength of the pushback, and made the move easier to land.
Binding Whip

M,M / 10,10
 -13LNCLNC
Combo from 1st hit.
Can be delayed 9F.
Combo can be delayed 9F from hit.
TJ6F
Catapult Kick

M / 15
14F-15-4-448
34
 
TJ6F
Catapult Kick

M / 20
14F-15KDNKDN48
34
 
TJ6F
Catapult Kick

M / 20
14F-10KDNKDN43
29
 
TJ7F
Leaping Axe Kick

M / 21
23F
(5)
-7C+3CKDN58
35
Forces an opponent to crouching on block or NH.
(Ver.4.00) - Changed the frame advantage when blocked from -9F to -7F.
TJ7F
Leaping Axe Kick

M / 21
23F
(5)
±0C+5CKDN51
28
Forces an opponent to crouching on block or NH.
TJ9F
Can Openeer (1)

H / 23
18F-9-1-1
 
TCTJ
Can Openeer (2)

H,L / 23,10
 -19-8-8
Combo from 1st CH.
Can Openeer

H,L,H / 23,10,14
 -6+5+5
Combo from 2nd hit.
Can Openeer to Cancel (Side Step)
or
H,L,SP / 23,10
 -5+6+6
Combo from 1st CH.
TJ3F
Running Jump Kick

M / 20(,18)
23F-23ThTh
Close hit connect to Heel Hold (throw).
Damage () is throw bonus.
Break Throw is input during 2 to 13F & damage 8.
TJ3F
Running Jump Kick (distant or on crouch hit)

M / 20
24F-22KDNKDN
Meaty 5F in actualy.
TJ9F
Leaping Axe Kick

M / 21
23F
(5)
±0C+5CKDN51
28
Forces an opponent to crouching on block or NH.
(Ver.4.00) - Changed the frame advantage when blocked from -6F to ±0F.
- Changed the frame advantage upon hit from +3F to +5F.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
TJ9F
Delay Rising Toe Kick

M / 25
25F-9KDNKDN
 
TC34FTJ9F
Hopping Low Kick

L / 15
43F-17-6-6
 
Hopping Low Kick to Right Uppercut

L,M / 15,10
 -13LNCLNC
Combo from 1st CH.
Hopping Low Kick to Right High Kick

L,H / 15,18
 -6+5LNC
Combo from 1st CH.
Hopping Low Kick to Easy Prey

L,H,M / 15,18,20
(1)+2C+5CKDN
Forces an opponent to crouching on block or NH.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
Back Handspring

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

H / 20
14F-9KDNKDN49
35
Start-up 15F in actualy.
Bad Habit

M / 24
15F-14+8KDNStart-up 16F in actualy.
・Damage changed from 23 to 24.
TJ4F
Kneel Kick

M / 30
28F+16G+9CKDNForces an opponent to crouching on NH.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
TJ4F
Kneel Kick (distant)

M / 20
28F-10+9CKDNForces an opponent to crouching on NH.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
Meaty 3F in actualy.
Kneel Kick to Ukemi
any inputボタン
M,SP / 30
 +9+2CKDNForces an opponent to crouching on NH.
Start-up 29F in actualy.
Returns to crouching.
Kneel Kick (distant) to Ukemi
any inputボタン
M,SP / 20
 -17G+2CKDNForces an opponent to crouching on NH.
Start-up 29F in actualy.
Returns to crouching.
Meaty 3F in actualy.
WB
Bombshell Blast

M / 26
22F-5KDNKDNStart-up 23F in actualy.
・Changed from -14F to -5F on block.
・Opponent farther away on block.
・Recovery on hit decreased by 1F.
・Causes Wall Bounce on hit.
WBWG
Bombshell Blast (hold)
hold
M / 32
33F+11G
+16W
KDNKDNStart-up 34F in actualy.
・Causes Wall Bounce on hit.
(Ver.5.00)・Changed the opponent's behavior on block(+8GF to +11GF).
 Wall crush inducing guard is implemented.
TC1F
Wipe the Floor

L / 20
20F-37KDNKDNReturns to crouching.
Returns to standing on block.
Start-up 20F is delay input.
Start-up 28F on fast input.
(Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Reverse Rolling Dash

SP / -
 Bombshell Blast (during Rolling Dash ).
Ice Pick

M / 20
19F-15LNCLNCStart-up 19F is Delay input.
Start-up 29F on fast input.
TC1F
Evil Mist

Hガード不能 / 0
21F+33+33+33Input during ☆ step.
Start-up 21F is delay input.
Start-up 43F on fast input.
Meaty 17F in actualy.
When hit and enemy input , to go down.
TJ4F
Stingray (1)

M / 12
20F
(1)
-13-2-2
Stingray

M,M / 12,21
 -13KDNKDNCombo from 1st hit.
(S3)- New move.
(Ver.4.00) - Changed the frame advantage when blocked from -15F to -13F.
- Changed the opponent’s behavior when hit.
- Shortened the recovery time after the move hits by 3F.
TJ5F
Spiral Bombshell Blast

M / 30
20F
(1)
+4KDNKDN
(Ver.2.20)・Changed the frame advantage on guard from ±0F to +4F.
・Decreased the distance between the character and opponent when the move is guarded.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move is blocked.
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Sunset Strike

H / 20
14F-9KDNKDN49
35
Bad Habit

M / 24
15F-14+8KDN
TJ4F
Kneel Kick

M / 30
28F+16G+9CKDN
TJ4F
Kneel Kick (distant)

M / 20
28F-10+9CKDN
Kneel Kick to Ukemi
any inputボタン
M,SP / 30
 +9+2CKDN
Kneel Kick (distant) to Ukemi
any inputボタン
M,SP / 20
 -17G+2CKDN
WB
Bombshell Blast

M / 26
22F-5KDNKDN
WBWG
Bombshell Blast (hold)
hold
M / 32
33F+11G
+16W
KDNKDN
TC1F
Wipe the Floor

L / 20
20F-37KDNKDN
Reverse Rolling Dash

SP / -
 
Ice Pick

M / 20
19F-15LNCLNC
TC1F
Evil Mist

Hガード不能 / 0
21F+33+33+33
TJ4F
Stingray (1)

M / 12
20F
(1)
-13-2-2
Stingray

M,M / 12,21
 -13KDNKDN
TJ5F
Spiral Bombshell Blast

M / 30
20F
(1)
+4KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Sunset Strike

H / 20
14F-9KDNKDN49
35
Start-up 15F in actualy.
Bad Habit

M / 24
15F-14+8KDN
Start-up 16F in actualy.
・Damage changed from 23 to 24.
TJ4F
Kneel Kick

M / 30
28F+16G+9CKDN
Forces an opponent to crouching on NH.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
TJ4F
Kneel Kick (distant)

M / 20
28F-10+9CKDN
Forces an opponent to crouching on NH.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
Meaty 3F in actualy.
Kneel Kick to Ukemi
any inputボタン
M,SP / 30
 +9+2CKDN
Forces an opponent to crouching on NH.
Start-up 29F in actualy.
Returns to crouching.
Kneel Kick (distant) to Ukemi
any inputボタン
M,SP / 20
 -17G+2CKDN
Forces an opponent to crouching on NH.
Start-up 29F in actualy.
Returns to crouching.
Meaty 3F in actualy.
WB
Bombshell Blast

M / 26
22F-5KDNKDN
Start-up 23F in actualy.
・Changed from -14F to -5F on block.
・Opponent farther away on block.
・Recovery on hit decreased by 1F.
・Causes Wall Bounce on hit.
WBWG
Bombshell Blast (hold)
hold
M / 32
33F+11G
+16W
KDNKDN
Start-up 34F in actualy.
・Causes Wall Bounce on hit.
(Ver.5.00)・Changed the opponent's behavior on block(+8GF to +11GF).
 Wall crush inducing guard is implemented.
TC1F
Wipe the Floor

L / 20
20F-37KDNKDN
Returns to crouching.
Returns to standing on block.
Start-up 20F is delay input.
Start-up 28F on fast input.
(Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Reverse Rolling Dash

SP / -
 
Bombshell Blast (during Rolling Dash ).
Ice Pick

M / 20
19F-15LNCLNC
Start-up 19F is Delay input.
Start-up 29F on fast input.
TC1F
Evil Mist

Hガード不能 / 0
21F+33+33+33
Input during ☆ step.
Start-up 21F is delay input.
Start-up 43F on fast input.
Meaty 17F in actualy.
When hit and enemy input , to go down.
TJ4F
Stingray (1)

M / 12
20F
(1)
-13-2-2
 
Stingray

M,M / 12,21
 -13KDNKDN
Combo from 1st hit.
(S3)- New move.
(Ver.4.00) - Changed the frame advantage when blocked from -15F to -13F.
- Changed the opponent’s behavior when hit.
- Shortened the recovery time after the move hits by 3F.
TJ5F
Spiral Bombshell Blast

M / 30
20F
(1)
+4KDNKDN
(Ver.2.20)・Changed the frame advantage on guard from ±0F to +4F.
・Decreased the distance between the character and opponent when the move is guarded.
(S3)– Decreased the distance between the character and the opponent when the move is blocked.
(Ver.4.00) - Decreased the distance between the character and the opponent when the move is blocked.
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
11F-4+7+7Returns to crouching.
Low Jab Rising Kick
FC
SM,M / 8,10
 -10+1+1Combo from 1st CH.
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3Returns to crouching.
Connect to Combinations.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4Returns to crouching.
Connect to Combinations.
Diving Hornet (1)
WS
M / 17
13F-6+5+5
・Damage changed from 14 to 17.
Diving Hornet
WS
M,M / 17,20
 -3CKDNKDNForces an opponent to crouching on block.
TS
Fluttering Butterfly
WS
M,HH / 17,3,15
 -7KDNKDNCombo from 1st hit.
・Damage changed from 14,6,15 to 17,3,15.
Palm Uppercut
WS
M / 15
15F-13LNCLNC47
32
(Ver.4.00) - Increased the move’s reach.
Spider Knee
WS
M / 15
13F-13+2+2When input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
・Startup changed from 18F to 13F.
Spider Knee to Triple Slaps
WS (must hit)
M,Th / 15,10
 ThThWhen input before hit(3F), connect to Triple Slaps.
Toe Smash
WS
M / 15
11F
(1)
-4+7+7
(S3)– Decreased the distance between the character and the opponent when the move hits.
TS
Flashing Escape
WS
M,H / 15,24
 -6KDNKDNCombo from 1st CH.
(S3)– Increased the move’s forward movement after it lands.
Helping Hand
WS
M / 13
14F-5+6KDN38
24
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
TC
Wipe the Floor
FC
L / 20
20F-37KDNKDNReturns to crouching.
Returns to standing on block.
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
TC
Crouch Straight
FC
SM / 8
11F-4+7+7
Low Jab Rising Kick
FC
SM,M / 8,10
 -10+1+1
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Diving Hornet (1)
WS
M / 17
13F-6+5+5
Diving Hornet
WS
M,M / 17,20
 -3CKDNKDN
TS
Fluttering Butterfly
WS
M,HH / 17,3,15
 -7KDNKDN
Palm Uppercut
WS
M / 15
15F-13LNCLNC47
32
Spider Knee
WS
M / 15
13F-13+2+2
Spider Knee to Triple Slaps
WS (must hit)
M,Th / 15,10
 ThTh
Toe Smash
WS
M / 15
11F
(1)
-4+7+7
TS
Flashing Escape
WS
M,H / 15,24
 -6KDNKDN
Helping Hand
WS
M / 13
14F-5+6KDN38
24
TC
Wipe the Floor
FC
L / 20
20F-37KDNKDN
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TC
Crouch Jab
FC
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
TC
Crouch Straight
FC
SM / 8
11F-4+7+7
Returns to crouching.
Low Jab Rising Kick
FC
SM,M / 8,10
 -10+1+1
Combo from 1st CH.
TC
Crouch Spin Kick
FC
L / 12
16F-17-3-3
Returns to crouching.
Connect to Combinations.
TC
Crouch Chin Kick
FC
L / 10
12F-15-4-4
Returns to crouching.
Connect to Combinations.
Diving Hornet (1)
WS
M / 17
13F-6+5+5
・Damage changed from 14 to 17.
Diving Hornet
WS
M,M / 17,20
 -3CKDNKDN
Forces an opponent to crouching on block.
TS
Fluttering Butterfly
WS
M,HH / 17,3,15
 -7KDNKDN
Combo from 1st hit.
・Damage changed from 14,6,15 to 17,3,15.
Palm Uppercut
WS
M / 15
15F-13LNCLNC47
32
(Ver.4.00) - Increased the move’s reach.
Spider Knee
WS
M / 15
13F-13+2+2
When input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
・Startup changed from 18F to 13F.
Spider Knee to Triple Slaps
WS (must hit)
M,Th / 15,10
 ThTh
When input before hit(3F), connect to Triple Slaps.
Toe Smash
WS
M / 15
11F
(1)
-4+7+7
(S3)– Decreased the distance between the character and the opponent when the move hits.
TS
Flashing Escape
WS
M,H / 15,24
 -6KDNKDN
Combo from 1st CH.
(S3)– Increased the move’s forward movement after it lands.
Helping Hand
WS
M / 13
14F-5+6KDN38
24
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
TC
Wipe the Floor
FC
L / 20
20F-37KDNKDN
Returns to crouching.
Returns to standing on block.
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Snakeshot
SS
M / 15
14F-10+3+3
(S3)– Decreased the distance between the character and the opponent when the move hits from the front.
Snakeshot to Rolling Dash
SS
M,SP / 15
 +10G+24G+24GWhen & attack button, connect to Rolling Dash.
When ☆, connect to WS moves.
Advance Input is available.
(S3)- Sped up the timing at which "Approach enemy " can be performed by 10F.
- Sped up the timing at which "Approach enemy " can be performed by 10F.
Snakeshot to Evil Mist Step
SS
M,SP / 15
 +11G+25G+25G
Snakeshot to Reverse Rolling Dash
SS
M,SP / 15
 +10G+24G+24G
Double Shot
SS
M,M / 15,15
 -6±0±0
Lift Shot
SS
M / 15
13F-14LNCLNC
TC6F
Heel Slicer
SS
L / 17
20F-14+6CKDNForces an opponent to crouching on NH.
(Ver.3.30)・Changed the frame advantage when blocked from -15F to -14F.
Spiral Explosion
SS
M / 22
19F-11KDNKDN
Charge

SP / -
 Shift to charging.
Twisted Mind
While enemy is down
L / 20
17F-17-8C-8CForces an opponent to crouching on hit.
-8F on down hit.
Wall Jumping Attack to BT
With back against wall
M / 21
36F+2KDNKDNShift to BT.
Air Status 5F.
Advance Input is unavailable.
Invinciblity during 8 to 24F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3Connect to Left Jab () combinations.
Spin Kick
BT or
H / 18
10F-8KDNKDN
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9Returns to crouching.
TC1F
Crouch Spin Kick
BT or
L / 12
10F-11+3+3Returns to crouching.
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Snakeshot
SS
M / 15
14F-10+3+3
Snakeshot to Rolling Dash
SS
M,SP / 15
 +10G+24G+24G
Snakeshot to Evil Mist Step
SS
M,SP / 15
 +11G+25G+25G
Snakeshot to Reverse Rolling Dash
SS
M,SP / 15
 +10G+24G+24G
Double Shot
SS
M,M / 15,15
 -6±0±0
Lift Shot
SS
M / 15
13F-14LNCLNC
TC6F
Heel Slicer
SS
L / 17
20F-14+6CKDN
Spiral Explosion
SS
M / 22
19F-11KDNKDN
Charge

SP / -
 
Twisted Mind
While enemy is down
L / 20
17F-17-8C-8C
Wall Jumping Attack to BT
With back against wall
M / 21
36F+2KDNKDN
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Spin Kick
BT or
H / 18
10F-8KDNKDN
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
TC1F
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Snakeshot
SS
M / 15
14F-10+3+3
(S3)– Decreased the distance between the character and the opponent when the move hits from the front.
Snakeshot to Rolling Dash
SS
M,SP / 15
 +10G+24G+24G
When & attack button, connect to Rolling Dash.
When ☆, connect to WS moves.
Advance Input is available.
(S3)- Sped up the timing at which "Approach enemy " can be performed by 10F.
- Sped up the timing at which "Approach enemy " can be performed by 10F.
Snakeshot to Evil Mist Step
SS
M,SP / 15
 +11G+25G+25G
 
Snakeshot to Reverse Rolling Dash
SS
M,SP / 15
 +10G+24G+24G
 
Double Shot
SS
M,M / 15,15
 -6±0±0
 
Lift Shot
SS
M / 15
13F-14LNCLNC
 
TC6F
Heel Slicer
SS
L / 17
20F-14+6CKDN
Forces an opponent to crouching on NH.
(Ver.3.30)・Changed the frame advantage when blocked from -15F to -14F.
Spiral Explosion
SS
M / 22
19F-11KDNKDN
 
Charge

SP / -
 
Shift to charging.
Twisted Mind
While enemy is down
L / 20
17F-17-8C-8C
Forces an opponent to crouching on hit.
-8F on down hit.
Wall Jumping Attack to BT
With back against wall
M / 21
36F+2KDNKDN
Shift to BT.
Air Status 5F.
Advance Input is unavailable.
Invinciblity during 8 to 24F.
Spin Knuckle Jab
BT or
H / 15
8F-8+3+3
Connect to Left Jab () combinations.
Spin Kick
BT or
H / 18
10F-8KDNKDN
 
TC1F
Crouch Spin Knuckle
BT or
SM / 10
10F-2+9+9
Returns to crouching.
TC1F
Crouch Spin Kick
BT or
L / 12
10F-11+3+3
Returns to crouching.
TJ
Reverse Jump Kick
BT or
M / -
 LNCLNC
 
Rolling Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rolling Dash

SP / -
 ☆ connect to WS moves.
Advance Input is available.
Cost 1F.
(Ver.4.00) - Fixed an issue in which the move could not be performed during special step in a specific situation.
(Ver.4.10) - Fixed to enable her to do the low parry at the early part of the special step with input.
Hellbringer

H / 21
14F+1+3LNC41
27
Start-up 15F in actualy.
・Opponent closer on hit.
Shut Up

M / 25
17F
(1)
-8KDNKDNStart-up 18F in actualy.
(Ver.4.00) - Changed the attack startup from frame 20-21 to frame 17-18.
TC10F
Sideslip

L / 17
19F
(9)
-20±0CKDNForces an opponent to crouching on NH.
Start-up 20F in actualy.
・Active frames increased by 2F.
(Ver.3.30)・Changed time of crouching status from 16-49F to 10-49F.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Shamrock (1)

M / 15
14F-8+6A+6AStart-up 15F in actualy.
Shamrock (2)

M,H / 15,10
 -9-3-3Launch from 1st hit.
Shamrock

M,H,H / 15,10,23
 -10KDNKDNCombo from 2nd CH.
(S3)– Increased the upper range of the attack.
Nothing

/ -
 Do nothing.
Rolling Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rolling Dash

SP / -
 
Hellbringer

H / 21
14F+1+3LNC41
27
Shut Up

M / 25
17F
(1)
-8KDNKDN
TC10F
Sideslip

L / 17
19F
(9)
-20±0CKDN
Shamrock (1)

M / 15
14F-8+6A+6A
Shamrock (2)

M,H / 15,10
 -9-3-3
Shamrock

M,H,H / 15,10,23
 -10KDNKDN
Nothing

/ -
 
Rolling Dash
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rolling Dash

SP / -
 
☆ connect to WS moves.
Advance Input is available.
Cost 1F.
(Ver.4.00) - Fixed an issue in which the move could not be performed during special step in a specific situation.
(Ver.4.10) - Fixed to enable her to do the low parry at the early part of the special step with input.
Hellbringer

H / 21
14F+1+3LNC41
27
Start-up 15F in actualy.
・Opponent closer on hit.
Shut Up

M / 25
17F
(1)
-8KDNKDN
Start-up 18F in actualy.
(Ver.4.00) - Changed the attack startup from frame 20-21 to frame 17-18.
TC10F
Sideslip

L / 17
19F
(9)
-20±0CKDN
Forces an opponent to crouching on NH.
Start-up 20F in actualy.
・Active frames increased by 2F.
(Ver.3.30)・Changed time of crouching status from 16-49F to 10-49F.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Shamrock (1)

M / 15
14F-8+6A+6A
Start-up 15F in actualy.
Shamrock (2)

M,H / 15,10
 -9-3-3
Launch from 1st hit.
Shamrock

M,H,H / 15,10,23
 -10KDNKDN
Combo from 2nd CH.
(S3)– Increased the upper range of the attack.
Nothing

/ -
 
Do nothing.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-22ThThGuard point 8F.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Rage Art
Rage
M,Th / 55
20F-22ThTh
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Rage Art
Rage
M,Th / 55
20F-22ThTh
Guard point 8F.
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ5F
Rage Drive
Rage
M / 50
20F+9KDNKDNUnblokable damage 5 close to Wall & +15GF.
TJ5F
Rage Drive to Rolling Dash
Rage
M,SP / 50
 +20GKDNKDNAdvance Input is unavailable during Rolling Dash.
When input + any button, connect to WS moves.
When input + any button, connect to Rolling Dash Combinations.
(S3)– “Approach enemy ” can now be performed during a special step.
TJ5F
Rage Drive to Evil Mist Step
Rage
M,SP / 50
 +32GKDNKDN
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
TJ5F
Rage Drive
Rage
M / 50
20F+9KDNKDN
TJ5F
Rage Drive to Rolling Dash
Rage
M,SP / 50
 +20GKDNKDN
TJ5F
Rage Drive to Evil Mist Step
Rage
M,SP / 50
 +32GKDNKDN
Rage Drive
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ5F
Rage Drive
Rage
M / 50
20F+9KDNKDN
Unblokable damage 5 close to Wall & +15GF.
TJ5F
Rage Drive to Rolling Dash
Rage
M,SP / 50
 +20GKDNKDN
Advance Input is unavailable during Rolling Dash.
When input + any button, connect to WS moves.
When input + any button, connect to Rolling Dash Combinations.
(S3)– “Approach enemy ” can now be performed during a special step.
TJ5F
Rage Drive to Evil Mist Step
Rage
M,SP / 50
 +32GKDNKDN
 
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Arm Grab Flip

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

-6F
Reverse Pos.
Long Range Throw when input (start-up 15F).
Over the Back Toss

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
Long Range Throw when input (start-up 15F).
Shifts to BT after throw or break throw.
Shoulder Through Buster
During Over the Back Toss
Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
Shifts to BT after break throw.
Shoulder Through Arm Breaker
During Shoulder Through Buster
Combination / 7
 CCW.
Head-sd.
Face-down
disable
Triangle Hold
Approach from left side
Th(H) / 40
 Head-sd.
Face-up

-3F
Hammer Throw
Approach from right side
Th(H) / 38
 Head-sd.
Face-up

-3F
Leaping Triangle Hold
Approach from behind
Th(H) / 60
 Head-sd.
Face-up
disable
Elbow to Arm Grab Flip

Th(H) / 37
11FCCW.
Head-sd.
Face-up

-2F
Reverse Neck Breaker

Th(H) / 37
11FClockwise
Foot-sd.
Face-down

-2F
Jumping Flip

Th(H) / 40(30)
12FFoot-sd.
Face-up

±0F
Reverse Pos.
Damage () is on ukemi.
Damage 45 on wall hit.
Elbow Smash

Th(H) / 43
12FClockwise
Foot-sd.
Face-up

-6F
Floor break.
(S3)– Increased the lower range of the attack.
Attack Reversal
or
Reversal(H/M) / -
 35Reversal H/M (not for elbow, knee, shoulder and head attack) during 3 to 8F.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Connect to Backhand Slap().
Reversal to Reversal during 7F damage 15.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 10F damage 15.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 10F damage 15.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-3F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 9F damage 15.
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 10F damage 15.
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 disableDamage 25 + 50% of enemy attack.
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 disableDamage 25 + 50% of enemy attack.
Attack Reversal(blade attack of Yoshimitsu)
After Reversal succeeds(weapon)
Reversal / 25+α
 disableDamage 25 + 50% of enemy attack.
Backhand Slap Combo
Backhand Slap

Th(H) / 15
11F+0F
-2F
Start-up 13F in actualy.
Disable Advanced Input.
Start-up 13F in actualy.
・Hitbox expanded downward.
Seoi Gyaku Juji-gatame
During Backhand Slap
Combination / 30
 Head-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Triple Slaps
During Backhand Slap
Combination / 25
 Head-sd.
Face-down

-4F
When connect from Spider Knee (WS ), Disable break throw & damage 10.
When Break throw, revenge damage 5.
Neck Crusher
During Triple Slaps
Combination / 25
 Head-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Leg Stretch Arm Lock
During Triple Slaps
Combination / 30
 Head-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Betrayer
or Reverse Rolling Dash
Th(H) / 15
12F+6SFdisableStart-up 32F in actualy.
Twisted Nightmare
During Betrayer
Combination / 20
 Foot-sd.
Face-down

-4F
Neck Crusher
During Twisted Nightmare
Combination / 25
 Head-sd.
Face-down

-4F
Leg Stretch Arm Lock
During Twisted Nightmare
Combination / 30
 Head-sd.
Face-up

-4F
Arm Break
During Backhand Slap or During Betrayer
Combination / 18
 Foot-sd.
Face-up

-4F
Double Arm Break
During Arm Break
Combination / 25
 Foot-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Falling Arm Break
During Arm Break
Combination / 25
 Foot-sd.
Face-down

-4F
When Break throw, revenge damage 5.
Crab Hold Combo
Crab Hold

Th(H) / 15
11FFoot-sd.
Face-up

-2F
Start-up 13F in actualy.
・Hitbox expanded downward.
Commando Arm Lock
During Crab Hold
Combination / 35
 Head-sd.
Face-up

±0F
When Break throw, revenge damage 8.
(Ver.2.20)・Decreased the recovery animation when thrown by 11 frames.
Heel Hold
During Crab Hold
Combination / 18
 Foot-sd.
Face-up

±0F
Connect from Leaping Heel Hold().
When Break throw, revenge damage 8.
(Ver.2.20)・Decreased the recovery animation when thrown by 11 frames.
Double Snap
During Heel Hold
Combination / 30
 Foot-sd.
Face-up

-9F
Double Heel Hold
During Heel Hold
Combination / 35
 Foot-sd.
Face-down

-9F
Ultimate Tackle
Ultimate Tackle
RUN (3 steps)
Th(M) / 5
26FFoot-sd.
Face-up
-5F
Clockwise
Break Throw 4F.
2F before takedown.
Ultimate Punch
During Tackle or
Combination / 5,5,5,15
 Foot-sd.
Face-up
or
Cross Arm Lock
During Tackle or Ultimate Punch(3)
Combination / 25
 Reverse Pos.
Head-sd.
Face-up

-9F
Leg Cross Hold
During Tackle or Ultimate Punch(3)
Combination / 20
 Foot-sd.
Face-up

±0F
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
+3F
disableReversal Arm Breaker.
Leg Cross Hold Reversal to Leg Cross Hold
During Tackle by enemy
Reversal / 10
 Foot-sd.
Face-up
+3F
disableReversal Leg Cross Hold.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Arm Grab Flip

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

-6F
Reverse Pos.
Over the Back Toss

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
Shoulder Through Buster
During Over the Back Toss
Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
Shoulder Through Arm Breaker
During Shoulder Through Buster
Combination / 7
 CCW.
Head-sd.
Face-down
disable
Triangle Hold
Approach from left side
Th(H) / 40
 Head-sd.
Face-up

-3F
Hammer Throw
Approach from right side
Th(H) / 38
 Head-sd.
Face-up

-3F
Leaping Triangle Hold
Approach from behind
Th(H) / 60
 Head-sd.
Face-up
disable
Elbow to Arm Grab Flip

Th(H) / 37
11FCCW.
Head-sd.
Face-up

-2F
Reverse Neck Breaker

Th(H) / 37
11FClockwise
Foot-sd.
Face-down

-2F
Jumping Flip

Th(H) / 40(30)
12FFoot-sd.
Face-up

±0F
Reverse Pos.
Elbow Smash

Th(H) / 43
12FClockwise
Foot-sd.
Face-up

-6F
Attack Reversal
or
Reversal(H/M) / -
 35
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-3F
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 
-6F
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 disable
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 disable
Attack Reversal(blade attack of Yoshimitsu)
After Reversal succeeds(weapon)
Reversal / 25+α
 disable
Backhand Slap Combo
Backhand Slap

Th(H) / 15
11F+0F
-2F
Seoi Gyaku Juji-gatame
During Backhand Slap
Combination / 30
 Head-sd.
Face-up

-4F
Triple Slaps
During Backhand Slap
Combination / 25
 Head-sd.
Face-down

-4F
Neck Crusher
During Triple Slaps
Combination / 25
 Head-sd.
Face-up

-4F
Leg Stretch Arm Lock
During Triple Slaps
Combination / 30
 Head-sd.
Face-up

-4F
Betrayer
or Reverse Rolling Dash
Th(H) / 15
12F+6SFdisable
Twisted Nightmare
During Betrayer
Combination / 20
 Foot-sd.
Face-down

-4F
Neck Crusher
During Twisted Nightmare
Combination / 25
 Head-sd.
Face-down

-4F
Leg Stretch Arm Lock
During Twisted Nightmare
Combination / 30
 Head-sd.
Face-up

-4F
Arm Break
During Backhand Slap or During Betrayer
Combination / 18
 Foot-sd.
Face-up

-4F
Double Arm Break
During Arm Break
Combination / 25
 Foot-sd.
Face-up

-4F
Falling Arm Break
During Arm Break
Combination / 25
 Foot-sd.
Face-down

-4F
Crab Hold Combo
Crab Hold

Th(H) / 15
11FFoot-sd.
Face-up

-2F
Commando Arm Lock
During Crab Hold
Combination / 35
 Head-sd.
Face-up

±0F
Heel Hold
During Crab Hold
Combination / 18
 Foot-sd.
Face-up

±0F
Double Snap
During Heel Hold
Combination / 30
 Foot-sd.
Face-up

-9F
Double Heel Hold
During Heel Hold
Combination / 35
 Foot-sd.
Face-down

-9F
Ultimate Tackle
Ultimate Tackle
RUN (3 steps)
Th(M) / 5
26FFoot-sd.
Face-up
-5F
Clockwise
Ultimate Punch
During Tackle or
Combination / 5,5,5,15
 Foot-sd.
Face-up
or
Cross Arm Lock
During Tackle or Ultimate Punch(3)
Combination / 25
 Reverse Pos.
Head-sd.
Face-up

-9F
Leg Cross Hold
During Tackle or Ultimate Punch(3)
Combination / 20
 Foot-sd.
Face-up

±0F
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
+3F
disable
Leg Cross Hold Reversal to Leg Cross Hold
During Tackle by enemy
Reversal / 10
 Foot-sd.
Face-up
+3F
disable
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Arm Grab Flip

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

-6F
Reverse Pos.
Long Range Throw when input (start-up 15F).
Over the Back Toss

Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
Long Range Throw when input (start-up 15F).
Shifts to BT after throw or break throw.
Shoulder Through Buster
During Over the Back Toss
Th(H) / 35
12FReverse Pos.
Head-sd.
Face-up

±0F
Reverse Pos.
Shifts to BT after break throw.
Shoulder Through Arm Breaker
During Shoulder Through Buster
Combination / 7
 CCW.
Head-sd.
Face-down
disable
 
Triangle Hold
Approach from left side
Th(H) / 40
 Head-sd.
Face-up

-3F
 
Hammer Throw
Approach from right side
Th(H) / 38
 Head-sd.
Face-up

-3F
 
Leaping Triangle Hold
Approach from behind
Th(H) / 60
 Head-sd.
Face-up
disable
 
Elbow to Arm Grab Flip

Th(H) / 37
11FCCW.
Head-sd.
Face-up

-2F
 
Reverse Neck Breaker

Th(H) / 37
11FClockwise
Foot-sd.
Face-down

-2F
 
Jumping Flip

Th(H) / 40(30)
12FFoot-sd.
Face-up

±0F
Reverse Pos.
Damage () is on ukemi.
Damage 45 on wall hit.
Elbow Smash

Th(H) / 43
12FClockwise
Foot-sd.
Face-up

-6F
Floor break.
(S3)– Increased the lower range of the attack.
Attack Reversal
or
Reversal(H/M) / -
 35
Reversal H/M (not for elbow, knee, shoulder and head attack) during 3 to 8F.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Connect to Backhand Slap().
Reversal to Reversal during 7F damage 15.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 10F damage 15.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 10F damage 15.
Attack Reversal(
After Reversal succeeds(
Reversal / 25+α
 
-3F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 9F damage 15.
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 
-6F
Damage 25 + 50% of enemy attack.
Reversal to Reversal during 10F damage 15.
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 disable
Damage 25 + 50% of enemy attack.
Attack Reversal(SP
After Reversal succeeds(SP
Reversal / 25+α
 disable
Damage 25 + 50% of enemy attack.
Attack Reversal(blade attack of Yoshimitsu)
After Reversal succeeds(weapon)
Reversal / 25+α
 disable
Damage 25 + 50% of enemy attack.
Backhand Slap Combo
Backhand Slap

Th(H) / 15
11F+0F
-2F
Start-up 13F in actualy.
Disable Advanced Input.
Start-up 13F in actualy.
・Hitbox expanded downward.
Seoi Gyaku Juji-gatame
During Backhand Slap
Combination / 30
 Head-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Triple Slaps
During Backhand Slap
Combination / 25
 Head-sd.
Face-down

-4F
When connect from Spider Knee (WS ), Disable break throw & damage 10.
When Break throw, revenge damage 5.
Neck Crusher
During Triple Slaps
Combination / 25
 Head-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Leg Stretch Arm Lock
During Triple Slaps
Combination / 30
 Head-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Betrayer
or Reverse Rolling Dash
Th(H) / 15
12F+6SFdisable
Start-up 32F in actualy.
Twisted Nightmare
During Betrayer
Combination / 20
 Foot-sd.
Face-down

-4F
 
Neck Crusher
During Twisted Nightmare
Combination / 25
 Head-sd.
Face-down

-4F
 
Leg Stretch Arm Lock
During Twisted Nightmare
Combination / 30
 Head-sd.
Face-up

-4F
 
Arm Break
During Backhand Slap or During Betrayer
Combination / 18
 Foot-sd.
Face-up

-4F
 
Double Arm Break
During Arm Break
Combination / 25
 Foot-sd.
Face-up

-4F
When Break throw, revenge damage 5.
Falling Arm Break
During Arm Break
Combination / 25
 Foot-sd.
Face-down

-4F
When Break throw, revenge damage 5.
Crab Hold Combo
Crab Hold

Th(H) / 15
11FFoot-sd.
Face-up

-2F
Start-up 13F in actualy.
・Hitbox expanded downward.
Commando Arm Lock
During Crab Hold
Combination / 35
 Head-sd.
Face-up

±0F
When Break throw, revenge damage 8.
(Ver.2.20)・Decreased the recovery animation when thrown by 11 frames.
Heel Hold
During Crab Hold
Combination / 18
 Foot-sd.
Face-up

±0F
Connect from Leaping Heel Hold().
When Break throw, revenge damage 8.
(Ver.2.20)・Decreased the recovery animation when thrown by 11 frames.
Double Snap
During Heel Hold
Combination / 30
 Foot-sd.
Face-up

-9F
 
Double Heel Hold
During Heel Hold
Combination / 35
 Foot-sd.
Face-down

-9F
 
Ultimate Tackle
Ultimate Tackle
RUN (3 steps)
Th(M) / 5
26FFoot-sd.
Face-up
-5F
Clockwise
Break Throw 4F.
2F before takedown.
Ultimate Punch
During Tackle or
Combination / 5,5,5,15
 Foot-sd.
Face-up
or
 
Cross Arm Lock
During Tackle or Ultimate Punch(3)
Combination / 25
 Reverse Pos.
Head-sd.
Face-up

-9F
 
Leg Cross Hold
During Tackle or Ultimate Punch(3)
Combination / 20
 Foot-sd.
Face-up

±0F
 
Arm Breaker Reversal to Arm Breaker
During Tackle by enemy
Reversal / 10
 Head-sd.
Face-up
+3F
disable
Reversal Arm Breaker.
Leg Cross Hold Reversal to Leg Cross Hold
During Tackle by enemy
Reversal / 10
 Foot-sd.
Face-up
+3F
disable
Reversal Leg Cross Hold.
10 Hit Combo 1
INPUT
HIT LEVELHHHHHLHHHH
DAMAGE710667966630
block+1-1-3-10-25-26-24-15-11-20
NH+8+5+4+1-14-15-13+1-5KDN
CH
start-up 10F
(S3) – Decreased the distance between the character and the opponent when the move is blocked.
10 Hit Combo 2
INPUT
HIT LEVELMHHHHLHHHH
DAMAGE1310667966630
block-1-3-3-10-25-26-24-15-11-20
NH+5+2+4+1-14-15-13+1-5KDN
CH
start-up 13F

Throw Combos

Backhand Slap Combo (Start from Backhand Slap)

Total Damage Move Name:command Throw
break
15 Backhand Slap:/Th(H)
45 ├Seoi Gyaku Juji-gatame:
40 ├Triple Slaps:
65 │├Neck Crusher:
70 │└Leg Stretch Arm Lock:
33 └Arm Break:
58  ├Double Arm Break:
58  └Falling Arm Break:

Backhand Slap Combo(Start from Spider Knee)

Total Damage Move Name:command Throw
break
25 Spider Knee to Triple Slaps:WS hit /M,Th ×
50 ├Neck Crusher:
55 └Leg Stretch Arm Lock:

Backhand Slap Combo(Start from Betrayer)

Total Damage Move Name:command Throw
Break
15 Betrayer:/Th(H) ×
35 ├Twisted Nightmare:
60 │├Neck Crusher(
65 │└Leg Stretch Arm Lock:
33 └Arm Break:
58  ├Double Arm Break:
58  └Falling Arm Break:

Crab Hold Combo(Start from Crab Hold)

Total Damage Move Name:command Throw
Break
15 Crab Hold:/Th(H)
50 ├Commando Arm Lock:
33 └Heel Hold:
63  ├Double Snap:
68  └Double Heel Hold:

Crab Hold Combo(Start from Running Jump Kick)

Total Damage Move Name:command Throw
Break
38 Running Jump Kick to Heel Hold:/M,Th
68 ├Double Snap:
73 └Double Heel Hold: