NINA WILLIAMS:DATA

MOVE LIST & FRAME DATA Ver.4.20

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

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

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

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

H / 7
10F +1 +8 +8  
Left Right Combo

H,H / 7,10
  -1 +5 +5  Combo from 1st NH
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
  -14 KDN KDN  Combo from 4th CH
Can be delayed 10F
(S3)– Changed the command from “.” to “”.
Biting Snake

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

H,H,M / 7,10,15(,10)
  -13 +2 +2  When input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
Combo from 2nd CH.
Can be delayed.
Bermuda Triangle

H,H,H / 7,10,22
  -6 KDN KDN*  TS
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
  -14 KDN KDN  Combo from 2nd CH
Can be delayed
(S3)– Changed the command from “.” to “”.
PK Combo

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

H,H,M / 7,17,21
  -11 +15Sp KDN  TS
(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
Biting Snake (Short)

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

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

H,H / 10,22
  -6 KDN KDN*  TS
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
  -14 KDN KDN  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
  -11 KDN KDN  
Spike Combo

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

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

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

H,L,H,M / 14,10,18,20
  +2C +5C KDN  Forced to crouching upon 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.
Head Ringer

H,H / 14,20
  -6 KDN KDN  TS
Combo from 1st NH
Can be delayed 10F
Combo can be delayed 8F
Right High Kick

H / 15
11F -9 +8 LNC 39
Right High Kick to Left Roll

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

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

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

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

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

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

H,L,H,M / 15,13,10,20
  +2C +5C KDN  Forced to crouching upon block or NH.
Meaty 1F
(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 -5 +4C +6C  Forced to crouching upon hit..
2nd CH on 1st CH.
Meaty 1F.
(Ver.4.00) - Fixed an issue in which the move could not be performed while running.
Dead Drop (1)

H / 12
13F -3 +8 +8 35
Dead Drop (2)

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

H,M,M / 12,12,20
  -12C +4C KDN  Launch from 2nd hit.
Can be delayed.
Forced to crouching upon block or NH..
Mimosa Combo

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

HH / 10,20
14F +6 KDN KDN*  TS
Combo from 1st hit.
Meaty 1F.
-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 -1 47
Sweeper Combo (2)

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

H,M,M / 14,13,20
  -14 KDN KDN  TJ
Double Whip

H,H / 14,17
  +1 +13Sp KDN  Combo from 1st NH.
Can be delayed 10F.
Combo can be delayed 9F.
Combo can be delayed 10F from 1st CH.
Blonde Bomb
or WS
M / 24
17F -14 KDN KDN  PC8F
Quick Uppercut

M / 13
13F -1 +5 +5  Meaty 1F.
(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  Connect to Left Right Combo ().
Combo from 1st NH.
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 -7 LNC LNC 41+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 NH
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 NH
Assault Bomb

M,H,H,M / 13,10,6,22
  -14 KDN KDN  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.
(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
Creeping Snake

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

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

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

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

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

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

M,H,L,H,M / 13,12,10,18,20
  +2C +5C KDN  Forced to crouching upon block or NH.
Meaty 1F
(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 NH
Can be delayed 10F
Combo can be delayed 10F
Flash Kicks (3)

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

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

M,H / 13,21
  -4 +7 +7  TJ
Combo from 1st NH
Can be delayed
Deadly Assault

M,H,L / 13,21,20
  -12 KDN KDN*  TCTJ
Combo from 2nd CH
Deadly Hunter

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

M,H / 13,20
  -6 KDN KDN  TS
Combo from 1st NH
Can be delayed
Front Kick

M / 15
12F -4 +7 +7  
Ray Hands

MM / 5,14
16F -3 +20Sp +20Sp  HTS
-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.
Crouch Jab
or
SM / 5
10F -5 +6 +6  TC4F
Returns to crouching.
Input to standing
Below the Belt Combo (2)
or FC
SM,SM / 5,8
  -6 +5 +5  TC
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
  -14 -3 -3  Combo from 2nd CH
Meaty 2F
Jab to Mid Kick
or FC
SM,M / 5,10
  -11 ±0 ±0  Combo from 1st CH
Cutthroat (1)

L / 13
20F -12 ±0 +5  TC6F
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.
Cutthroat

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

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

L / 7
12F -13 -2 -2  TC4F
Returns to crouching.
Right Low Kick to Back Spin Chop
or FC
L,H / 7(10),10
  ±0 +6 +11  Damage () is when input FC .
Combo from 1st CH.
Can be delayed.
Combo can be delayed 6F from 1st CH.
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 .
Right Backhand Body Blow

M / 20
24F -5 KDN KDN*  HTS
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 +4C KDN  Forced to crouching upon 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.
Slicer

L / 5
16F -9 +2 +2  TC6F
To Down after moving.
Meaty 1F.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Geyser Cannon Combo

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

UB(M) / 50
65F KDN KDN KDN  
Power Charge to Cancel

SP / -
  65
Geyser Cannon

M / 21
19F -17 LNC LNC  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 +9 KDN  Combo from 1st hit.
(Ver.4.00) - New move.
Backhand Combo (1)

H / 12
12F -14 -3 -3  H
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 +9Sp KDN  Combo from 1st CH.
Combo from 2nd CH.
Can be delayed 14F.
Counter Combo can be delayed 7F from 2nd 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  Forced to crouching upon hit..
・Damage changed from 16 to 10.
Stinger Heel Kick Combo

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

H / 15
14F -7 +11 +18 40When 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 -7 KDN KDN  
Reverse Ivory Cutter

MM / 4,14
16F -15 LNC LNC  
(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.
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
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
  -14 KDN KDN  
CS
Biting Snake

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

H,H,M / 7,10,15(,10)
  -13 +2 +2  
Sc
Bermuda Triangle

H,H,H / 7,10,22
  -6 KDN KDN*  
Double Explosion 1

H,H,M / 7,10,22
  -14 KDN KDN  
PK Combo

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

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

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

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

H,H,L / 10,6,12
  -13 -2 -2  
Double Smash

H,M / 10,15(,10)
  -13 +2 +2  
Sc
Jab Roundhouse

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

H,M / 10,22
  -14 KDN KDN  
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
  -11 KDN KDN  
CS
Spike Combo

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

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

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

H,L,H,M / 14,10,18,20
  +2C +5C KDN  
Sc
Head Ringer

H,H / 14,20
  -6 KDN KDN  
Right High Kick

H / 15
11F -9 +8 LNC 39
Right High Kick to Left Roll

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

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

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

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

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

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

H,L,H,M / 15,13,10,20
  +2C +5C KDN  
Ivory Cutter

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

H / 12
13F -3 +8 +8 35
Dead Drop (2)

H,M / 12,12
  -13 -6A -6A  
Dead Drop

H,M,M / 12,12,20
  -12C +4C KDN  
Sc
Mimosa Combo

H,M,H / 12,12,22
  -3 KDN KDN*  
Sc
Siren's Kiss

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

H / 14
16F -12 -3 -1 47
Sweeper Combo (2)

H,M / 14,13
  -14 LNC LNC  
JS
Sweeper Combo

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

H,H / 14,17
  +1 +13Sp KDN  
Pw
Blonde Bomb
or WS
M / 24
17F -14 KDN KDN  
Quick Uppercut

M / 13
13F -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 -7 LNC LNC 41
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
  -14 KDN KDN  
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  
CS
Creeping Snake

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

M,H,M / 13,12,21
  -17 LNC LNC  
Sc
Creeping Snake to Right High Kick

M,H,H / 13,12,22
  -6 KDN KDN*  
CS
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
  -13 LNC LNC  
Creeping Snake to Left Low Right High Kick

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

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

M,H / 13,6
  -14 -3 -3  
Flash Kicks (3)

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

M,H,H,H / 13,6,8,20
  -6 KDN KDN  
JS
Flash Head Ringler

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

M,H,L / 13,21,20
  -12 KDN KDN*  
JS
Deadly Hunter

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

M,H / 13,20
  -6 KDN KDN  
Front Kick

M / 15
12F -4 +7 +7  
HSc
Ray Hands

MM / 5,14
16F -3 +20Sp +20Sp  
CS
Crouch Jab
or
SM / 5
10F -5 +6 +6  
CS
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
  -14 -3 -3  
Jab to Mid Kick
or FC
SM,M / 5,10
  -11 ±0 ±0  
CS
Cutthroat (1)

L / 13
20F -12 ±0 +5  
Sc
Cutthroat

L,H / 13,20
  -6 KDN KDN*  
CS
Left Spin Low Kick

L / 12
16F -17 -3 -3  
Left Spin Low Kick to Right Upper
or FC
L,M / 12,10
  -13 LNC LNC  
Easy Prey (2)
or FC
L,H / 12,18
  -6 +5 LNC  
Easy Prey
or FC
L,H,M / 12,18,20
  +2C +5C KDN  
CS
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  
HSc
Right Backhand Body Blow

M / 20
24F -5 KDN KDN*  
Stiletto Heel

L / 17
20F -13 +4C KDN  
CS
Slicer

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

L,M / 5,21
  -17 LNC LNC  
Power Charge

UB(M) / 50
65F KDN KDN KDN  
Power Charge to Cancel

SP / -
  65
Geyser Cannon

M / 21
19F -17 LNC LNC  
Throat Slasher

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

H,M / 10,22
  -14 +9 KDN  
H
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 +9Sp KDN  
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
  -8 KDN KDN*  
Spear Kick

H / 15
14F -7 +11 +18 40
Shockwave Palm

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

MM / 4,14
16F -15 LNC LNC  
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Left Jab

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

H,H / 7,10
  -1 +5 +5  
Combo from 1st NH
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
  -14 KDN KDN  
Combo from 4th CH
Can be delayed 10F
(S3)– Changed the command from “.” to “”.
Biting Snake

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

H,H,M / 7,10,15(,10)
  -13 +2 +2  
When input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
Combo from 2nd CH.
Can be delayed.
Bermuda Triangle

H,H,H / 7,10,22
  -6 KDN KDN*  
TS
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
  -14 KDN KDN  
Combo from 2nd CH
Can be delayed
(S3)– Changed the command from “.” to “”.
PK Combo

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

H,H,M / 7,17,21
  -11 +15Sp KDN  
TS
(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
Biting Snake (Short)

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

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

H,H / 10,22
  -6 KDN KDN*  
TS
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
  -14 KDN KDN  
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
  -11 KDN KDN  
 
Spike Combo

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

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

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

H,L,H,M / 14,10,18,20
  +2C +5C KDN  
Forced to crouching upon 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.
Head Ringer

H,H / 14,20
  -6 KDN KDN  
TS
Combo from 1st NH
Can be delayed 10F
Combo can be delayed 8F
Right High Kick

H / 15
11F -9 +8 LNC 39
 
Right High Kick to Left Roll

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

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

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

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

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

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

H,L,H,M / 15,13,10,20
  +2C +5C KDN  
Forced to crouching upon block or NH.
Meaty 1F
(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 -5 +4C +6C  
Forced to crouching upon hit..
2nd CH on 1st CH.
Meaty 1F.
(Ver.4.00) - Fixed an issue in which the move could not be performed while running.
Dead Drop (1)

H / 12
13F -3 +8 +8 35
 
Dead Drop (2)

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

H,M,M / 12,12,20
  -12C +4C KDN  
Launch from 2nd hit.
Can be delayed.
Forced to crouching upon block or NH..
Mimosa Combo

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

HH / 10,20
14F +6 KDN KDN*  
TS
Combo from 1st hit.
Meaty 1F.
-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 -1 47
 
Sweeper Combo (2)

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

H,M,M / 14,13,20
  -14 KDN KDN  
TJ
Double Whip

H,H / 14,17
  +1 +13Sp KDN  
Combo from 1st NH.
Can be delayed 10F.
Combo can be delayed 9F.
Combo can be delayed 10F from 1st CH.
Blonde Bomb
or WS
M / 24
17F -14 KDN KDN  
PC8F
Quick Uppercut

M / 13
13F -1 +5 +5  
Meaty 1F.
(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  
Connect to Left Right Combo ().
Combo from 1st NH.
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 -7 LNC LNC 41
+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 NH
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 NH
Assault Bomb

M,H,H,M / 13,10,6,22
  -14 KDN KDN  
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.
(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
Creeping Snake

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

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

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

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

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

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

M,H,L,H,M / 13,12,10,18,20
  +2C +5C KDN  
Forced to crouching upon block or NH.
Meaty 1F
(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 NH
Can be delayed 10F
Combo can be delayed 10F
Flash Kicks (3)

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

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

M,H / 13,21
  -4 +7 +7  
TJ
Combo from 1st NH
Can be delayed
Deadly Assault

M,H,L / 13,21,20
  -12 KDN KDN*  
TCTJ
Combo from 2nd CH
Deadly Hunter

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

M,H / 13,20
  -6 KDN KDN  
TS
Combo from 1st NH
Can be delayed
Front Kick

M / 15
12F -4 +7 +7  
 
Ray Hands

MM / 5,14
16F -3 +20Sp +20Sp  
HTS
-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.
Crouch Jab
or
SM / 5
10F -5 +6 +6  
TC4F
Returns to crouching.
Input to standing
Below the Belt Combo (2)
or FC
SM,SM / 5,8
  -6 +5 +5  
TC
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
  -14 -3 -3  
Combo from 2nd CH
Meaty 2F
Jab to Mid Kick
or FC
SM,M / 5,10
  -11 ±0 ±0  
Combo from 1st CH
Cutthroat (1)

L / 13
20F -12 ±0 +5  
TC6F
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.
Cutthroat

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

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

L / 7
12F -13 -2 -2  
TC4F
Returns to crouching.
Right Low Kick to Back Spin Chop
or FC
L,H / 7(10),10
  ±0 +6 +11  
Damage () is when input FC .
Combo from 1st CH.
Can be delayed.
Combo can be delayed 6F from 1st CH.
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 .
Right Backhand Body Blow

M / 20
24F -5 KDN KDN*  
HTS
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 +4C KDN  
Forced to crouching upon 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.
Slicer

L / 5
16F -9 +2 +2  
TC6F
To Down after moving.
Meaty 1F.
(S3)– Decreased the distance between the character and the opponent when the move hits.
Geyser Cannon Combo

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

UB(M) / 50
65F KDN KDN KDN  
 
Power Charge to Cancel

SP / -
  65
 
Geyser Cannon

M / 21
19F -17 LNC LNC  
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 +9 KDN  
Combo from 1st hit.
(Ver.4.00) - New move.
Backhand Combo (1)

H / 12
12F -14 -3 -3  
H
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 +9Sp KDN  
Combo from 1st CH.
Combo from 2nd CH.
Can be delayed 14F.
Counter Combo can be delayed 7F from 2nd 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  
Forced to crouching upon hit..
・Damage changed from 16 to 10.
Stinger Heel Kick Combo

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

H / 15
14F -7 +11 +18 40
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 -7 KDN KDN  
 
Reverse Ivory Cutter

MM / 4,14
16F -15 LNC LNC  
(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
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Left Backhand body Blow

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

M / 12
18F -12 -1 -1  TJ9F
Scull Splitter

M / 20
26F -5 KDN KDN  TJ10F
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
  -13 LNC LNC  Combo from 1st NH
Can be delayed 9F
Combo can be delayed 9F
Catapult Kick

M / 15
14F -15 -4 -4 48TJ6F
Catapult Kick

M / 20
14F -15 KDN KDN 48TJ6F
Catapult Kick

M / 20
14F -10 KDN KDN 43TJ6F
Leaping Axe Kick

M / 21
23F -7C +3C KDN 58TJ7F
Forced to crouching upon block or NH.
Meaty 5F.
(Ver.4.00) - Changed the frame advantage when blocked from -9F to -7F.
Leaping Axe Kick

M / 21
23F ±0C +5C KDN 51TJ7F
Forced to crouching upon block or NH.
Meaty 5F.
Can Openeer (1)

H / 23
18F -9 -1 -1  TJ9F
Can Openeer (2)

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

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

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

M / 20
24F -22 KDN KDN  TJ3F
Meaty 5F in actualy.
Leaping Axe Kick

M / 21
23F ±0C +5C KDN 51TJ9F
Forced to crouching upon block or NH.
Meaty 5F.
(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.
Delay Rising Toe Kick

M / 25
25F -9 KDN KDN  TJ9F
Hopping Low Kick

L / 15
43F -17 -6 -6  TC34FTJ9F
Hopping Low Kick to Right Uppercut

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

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

L,H,M / 15,18,20
  +2C +5C KDN  Forced to crouching upon block or NH.
Meaty 1F
(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
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Left Backhand body Blow

M / 15
20F -16 KDN KDN  
JS
Jumping Knuckle

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

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

M / 10
18F -10 +1 +1  
Binding Whip

M,M / 10,10
  -13 LNC LNC  
JS
Catapult Kick

M / 15
14F -15 -4 -4 48
JS
Catapult Kick

M / 20
14F -15 KDN KDN 48
JS
Catapult Kick

M / 20
14F -10 KDN KDN 43
JS
Leaping Axe Kick

M / 21
23F -7C +3C KDN 58
JS
Leaping Axe Kick

M / 21
23F ±0C +5C KDN 51
JS
Can Openeer (1)

H / 23
18F -9 -1 -1  
CSJS
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  
JS
Running Jump Kick

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

M / 20
24F -22 KDN KDN  
JS
Leaping Axe Kick

M / 21
23F ±0C +5C KDN 51
JS
Delay Rising Toe Kick

M / 25
25F -9 KDN KDN  
CSJS
Hopping Low Kick

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

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

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

L,H,M / 15,18,20
  +2C +5C KDN  
Back Handspring

SP / -
   
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Left Backhand body Blow

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

M / 12
18F -12 -1 -1  
TJ9F
Scull Splitter

M / 20
26F -5 KDN KDN  
TJ10F
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
  -13 LNC LNC  
Combo from 1st NH
Can be delayed 9F
Combo can be delayed 9F
Catapult Kick

M / 15
14F -15 -4 -4 48
TJ6F
Catapult Kick

M / 20
14F -15 KDN KDN 48
TJ6F
Catapult Kick

M / 20
14F -10 KDN KDN 43
TJ6F
Leaping Axe Kick

M / 21
23F -7C +3C KDN 58
TJ7F
Forced to crouching upon block or NH.
Meaty 5F.
(Ver.4.00) - Changed the frame advantage when blocked from -9F to -7F.
Leaping Axe Kick

M / 21
23F ±0C +5C KDN 51
TJ7F
Forced to crouching upon block or NH.
Meaty 5F.
Can Openeer (1)

H / 23
18F -9 -1 -1  
TJ9F
Can Openeer (2)

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

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

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

M / 20
24F -22 KDN KDN  
TJ3F
Meaty 5F in actualy.
Leaping Axe Kick

M / 21
23F ±0C +5C KDN 51
TJ9F
Forced to crouching upon block or NH.
Meaty 5F.
(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.
Delay Rising Toe Kick

M / 25
25F -9 KDN KDN  
TJ9F
Hopping Low Kick

L / 15
43F -17 -6 -6  
TC34FTJ9F
Hopping Low Kick to Right Uppercut

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

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

L,H,M / 15,18,20
  +2C +5C KDN  
Forced to crouching upon block or NH.
Meaty 1F
(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
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Sunset Strike

H / 20
14F -9 KDN KDN 49Advance Input is unavailable.
Start-up 15F in actualy.
Bad Habit

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

M / 30
28F +16G +9C KDN  TJ4F
Advance Input is unavailable.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
Forced to crouching upon NH..
Kneel Kick (distant)

M / 20
28F -10 +9C KDN  TJ4F
Advance Input is unavailable.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
Meaty 3F in actualy.
Kneel Kick to Ukemi
any attack input
M,SP / 30
  +9 +2C KDN  Advance Input is unavailable.
Start-up 29F in actualy.
Returns to crouching.
Kneel Kick (distant) to Ukemi
any attack input
M,SP / 20
  -17G +2C KDN  Advance Input is unavailable.
Start-up 29F in actualy.
Returns to crouching.
Meaty 3F in actualy.
Bombshell Blast

M / 26
22F -5 KDN KDN  WB
Advance Input is unavailable.
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.
Bombshell Blast (hold)
Hold
M / 32
33F +8 KDN KDN  WB
Advance Input is unavailable.
Start-up 34F in actualy.
・Causes Wall Bounce on hit.
Wipe the Floor

L / 20
20F -37 KDN KDN*  TC1F
Start-up 20F is delay input.
Start-up 28F on fast input.
Returns to crouching.
To Standing on block.
(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 -15 LNC LNC  Start-up 19F is Delay input.
Start-up 29F on fast input.
Evil Mist

UB(H) / 0
21F +33 +33 +33  TC1F
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.
Stingray (1)

M / 12
20F -13 -2 -2  TJ4F
Meaty 1F.
Stingray

M,M / 12,21
  -13 KDN KDN  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.
Spiral Bombshell Blast

M / 30
20F +4 KDN KDN  TJ5F
Meaty 1F
(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
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Sunset Strike

H / 20
14F -9 KDN KDN 49
Bad Habit

M / 24
15F -14 +8 KDN  
JS
Kneel Kick

M / 30
28F +16G +9C KDN  
JS
Kneel Kick (distant)

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

M / 26
22F -5 KDN KDN  
WB
Bombshell Blast (hold)
Hold
M / 32
33F +8 KDN KDN  
CS
Wipe the Floor

L / 20
20F -37 KDN KDN*  
Reverse Rolling Dash

SP / -
   
Ice Pick

M / 20
19F -15 LNC LNC  
CS
Evil Mist

UB(H) / 0
21F +33 +33 +33  
JS
Stingray (1)

M / 12
20F -13 -2 -2  
Stingray

M,M / 12,21
  -13 KDN KDN  
JS
Spiral Bombshell Blast

M / 30
20F +4 KDN KDN  
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Sunset Strike

H / 20
14F -9 KDN KDN 49
Advance Input is unavailable.
Start-up 15F in actualy.
Bad Habit

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

M / 30
28F +16G +9C KDN  
TJ4F
Advance Input is unavailable.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
Forced to crouching upon NH..
Kneel Kick (distant)

M / 20
28F -10 +9C KDN  
TJ4F
Advance Input is unavailable.
Start-up 29F in actualy.
Self-harm damage 5 after whiff.
Meaty 3F in actualy.
Kneel Kick to Ukemi
any attack input
M,SP / 30
  +9 +2C KDN  
Advance Input is unavailable.
Start-up 29F in actualy.
Returns to crouching.
Kneel Kick (distant) to Ukemi
any attack input
M,SP / 20
  -17G +2C KDN  
Advance Input is unavailable.
Start-up 29F in actualy.
Returns to crouching.
Meaty 3F in actualy.
Bombshell Blast

M / 26
22F -5 KDN KDN  
WB
Advance Input is unavailable.
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.
Bombshell Blast (hold)
Hold
M / 32
33F +8 KDN KDN  
WB
Advance Input is unavailable.
Start-up 34F in actualy.
・Causes Wall Bounce on hit.
Wipe the Floor

L / 20
20F -37 KDN KDN*  
TC1F
Start-up 20F is delay input.
Start-up 28F on fast input.
Returns to crouching.
To Standing on block.
(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 -15 LNC LNC  
Start-up 19F is Delay input.
Start-up 29F on fast input.
Evil Mist

UB(H) / 0
21F +33 +33 +33  
TC1F
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.
Stingray (1)

M / 12
20F -13 -2 -2  
TJ4F
Meaty 1F.
Stingray

M,M / 12,21
  -13 KDN KDN  
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.
Spiral Bombshell Blast

M / 30
20F +4 KDN KDN  
TJ5F
Meaty 1F
(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
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Jab
FC
SM / 5
10F -5 +6 +6  TC
Returns to crouching.
Input to standing
Crouch Straight
FC
SM / 8
11F -4 +7 +7  TC
Returns to crouching.
Low Jab Rising Kick
FC
SM,M / 8,10
  -10 +1 +1  Combo from 1st CH
Crouch Spin Kick
FC
L / 12
16F -17 -3 -3  TC
Returns to crouching.
Connect to Combinations.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  TC
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
  -3C KDN KDN  Forced to crouching upon block.
Fluttering Butterfly
WS
M,HH / 17,3,15
  -7 KDN KDN  TS
Combo from 1st NH
・Damage changed from 14,6,15 to 17,3,15.
Palm Uppercut
WS
M / 15
15F -13 LNC LNC 47
(Ver.4.00) - Increased the move’s reach.
Spider Knee
WS
M / 15(,10)
13F -13 +2 +2  When input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
・Startup changed from 18F to 13F.
Toe Smash
WS
M / 15
11F -4 +7 +7  Meaty 1F
(S3)– Decreased the distance between the character and the opponent when the move hits.
Flashing Escape
WS
M,H / 15,24
  -6 KDN KDN*  TS
Combo from 1st CH
(S3)– Increased the move’s forward movement after it lands.
Helping Hand
WS
M / 13
14F -5 +6 KDN 38
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
Wipe the Floor
FC
L / 20
20F -37 KDN KDN*  TC
Returns to crouching.
To Standing on block.
Full Crouch
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
CS
Crouch Jab
FC
SM / 5
10F -5 +6 +6  
CS
Crouch Straight
FC
SM / 8
11F -4 +7 +7  
Low Jab Rising Kick
FC
SM,M / 8,10
  -10 +1 +1  
CS
Crouch Spin Kick
FC
L / 12
16F -17 -3 -3  
CS
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
  -3C KDN KDN  
Sc
Fluttering Butterfly
WS
M,HH / 17,3,15
  -7 KDN KDN  
Palm Uppercut
WS
M / 15
15F -13 LNC LNC 47
Spider Knee
WS
M / 15(,10)
13F -13 +2 +2  
Toe Smash
WS
M / 15
11F -4 +7 +7  
Sc
Flashing Escape
WS
M,H / 15,24
  -6 KDN KDN*  
Helping Hand
WS
M / 13
14F -5 +6 KDN 38
CS
Wipe the Floor
FC
L / 20
20F -37 KDN KDN*  
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Crouch Jab
FC
SM / 5
10F -5 +6 +6  
TC
Returns to crouching.
Input to standing
Crouch Straight
FC
SM / 8
11F -4 +7 +7  
TC
Returns to crouching.
Low Jab Rising Kick
FC
SM,M / 8,10
  -10 +1 +1  
Combo from 1st CH
Crouch Spin Kick
FC
L / 12
16F -17 -3 -3  
TC
Returns to crouching.
Connect to Combinations.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4  
TC
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
  -3C KDN KDN  
Forced to crouching upon block.
Fluttering Butterfly
WS
M,HH / 17,3,15
  -7 KDN KDN  
TS
Combo from 1st NH
・Damage changed from 14,6,15 to 17,3,15.
Palm Uppercut
WS
M / 15
15F -13 LNC LNC 47
(Ver.4.00) - Increased the move’s reach.
Spider Knee
WS
M / 15(,10)
13F -13 +2 +2  
When input before hit(3F), connect to Triple Slaps.
Damage () is throw bonus.
・Startup changed from 18F to 13F.
Toe Smash
WS
M / 15
11F -4 +7 +7  
Meaty 1F
(S3)– Decreased the distance between the character and the opponent when the move hits.
Flashing Escape
WS
M,H / 15,24
  -6 KDN KDN*  
TS
Combo from 1st CH
(S3)– Increased the move’s forward movement after it lands.
Helping Hand
WS
M / 13
14F -5 +6 KDN 38
(S3)– Decreased the distance between the character and the opponent when the move lands as a counter hit.
Wipe the Floor
FC
L / 20
20F -37 KDN KDN*  
TC
Returns to crouching.
To Standing on block.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
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 -14 LNC LNC  
Heel Slicer
SS
L / 17
20F -14 +6C KDN  TC6F
Forced to crouching upon NH.
(Ver.3.30)・Changed the frame advantage when blocked from -15F to -14F.
Spiral Explosion
SS
M / 22
19F -11 KDN KDN  
Twisted Mind
While enemy is down
L / 20
17F -17 -8C -8C  Forced to crouching upon hit..
-8F on down hit.
Wall Jumping Attack to BT
with back against wall
M / 21
36F +2 KDN KDN  To Back Toward.
Advance Input is unavailable.
Air Status 5F.
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 -8 KDN KDN  
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9  TC1F
Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3  TC1F
Returns to crouching.
Others
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
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 -14 LNC LNC  
CS
Heel Slicer
SS
L / 17
20F -14 +6C KDN  
Spiral Explosion
SS
M / 22
19F -11 KDN KDN  
Twisted Mind
While enemy is down
L / 20
17F -17 -8C -8C  
Wall Jumping Attack to BT
with back against wall
M / 21
36F +2 KDN KDN  
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3  
Spin Kick
BT or
H / 18
10F -8 KDN KDN  
CS
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9  
CS
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3  
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
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 -14 LNC LNC  
 
Heel Slicer
SS
L / 17
20F -14 +6C KDN  
TC6F
Forced to crouching upon NH.
(Ver.3.30)・Changed the frame advantage when blocked from -15F to -14F.
Spiral Explosion
SS
M / 22
19F -11 KDN KDN  
 
Twisted Mind
While enemy is down
L / 20
17F -17 -8C -8C  
Forced to crouching upon hit..
-8F on down hit.
Wall Jumping Attack to BT
with back against wall
M / 21
36F +2 KDN KDN  
To Back Toward.
Advance Input is unavailable.
Air Status 5F.
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 -8 KDN KDN  
 
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9  
TC1F
Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3  
TC1F
Returns to crouching.
Rolling Dash
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
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 +3 LNC 41Start-up 15F in actualy.
・Opponent closer on hit.
Shut Up

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

L / 17
19F -20 ±0C KDN  TC10F
Start-up 20F in actualy.
Forced to crouching upon NH..
Meaty 9F.
・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
  -10 KDN KDN  Combo from 2nd CH
(S3)– Increased the upper range of the attack.
Nothing

/ -
   Do nothing.
Rolling Dash
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Rolling Dash

SP / -
   
Hellbringer

H / 21
14F +1 +3 LNC 41
Shut Up

M / 25
17F -8 KDN KDN  
CS
Sideslip

L / 17
19F -20 ±0C KDN  
Shamrock (1)

M / 15
14F -8 +6A +6A  
Shamrock (2)

M,H / 15,10
  -9 -3 -3  
Shamrock

M,H,H / 15,10,23
  -10 KDN KDN  
Nothing

/ -
   
Rolling Dash
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
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 +3 LNC 41
Start-up 15F in actualy.
・Opponent closer on hit.
Shut Up

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

L / 17
19F -20 ±0C KDN  
TC10F
Start-up 20F in actualy.
Forced to crouching upon NH..
Meaty 9F.
・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
  -10 KDN KDN  
Combo from 2nd CH
(S3)– Increased the upper range of the attack.
Nothing

/ -
   
Do nothing.
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage
M,Th / 55
20F -22 Th Th  Guard Point 8F
Rage Art
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Rage Art
During Rage
M,Th / 55
20F -22 Th Th  
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Rage Art
During Rage
M,Th / 55
20F -22 Th Th  
Guard Point 8F
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive
During Rage
M / 50
20F +9 KDN KDN  TJ5F
Unblokable damage 5 close to Wall & +15GF.
Rage Drive to Rolling Dash
During Rage
M,SP / 50
  +20G KDN KDN  TJ5F
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.
Rage Drive to Evil Mist Step
During Rage
M,SP / 50
  +32G KDN KDN  TJ5F
Rage Drive
ICON
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
JS
Rage Drive
During Rage
M / 50
20F +9 KDN KDN  
JS
Rage Drive to Rolling Dash
During Rage
M,SP / 50
  +20G KDN KDN  
JS
Rage Drive to Evil Mist Step
During Rage
M,SP / 50
  +32G KDN KDN  
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotal
Notes
Rage Drive
During Rage
M / 50
20F +9 KDN KDN  
TJ5F
Unblokable damage 5 close to Wall & +15GF.
Rage Drive to Rolling Dash
During Rage
M,SP / 50
  +20G KDN KDN  
TJ5F
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.
Rage Drive to Evil Mist Step
During Rage
M,SP / 50
  +32G KDN KDN  
TJ5F


Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Arm Grab Flip

Th(H) / 35
12F RP
Head-sd
Fac-Up

-6F
RP
  Long Range Throw
Over the Back Toss

Th(H) / 35
12F RP
Head-sd
Fac-Up

±0F
RP
To BT
  Long Range Throw.
To BT after throw.
Shoulder Through Buster

Th(H) / 35
12F RP
Head-sd
Fac-Up

±0F
RP
To BT
 
Shoulder Through Arm Breaker
During Shoulder Through Buster
- / 7
  CCW
Head-sd
Fac-Dwn
disable  
Triangle Hold
Approach from left side
Th(H) / 40
  Head-sd
Fac-Up

-3F
 
Hammer Throw
Approach from right side
Th(H) / 38
  Head-sd
Fac-Up

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

Th(H) / 37
11F CCW
Head-sd
Fac-Up

-2F
 
Reverse Neck Breaker

Th(H) / 37
11F CW
Foot-sd
Fac-Dwn

-2F
 
Jumping Flip

Th(H) / 40(30)
12F Foot-sd
Fac-Up

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

Th(H) / 43
12F CW
Foot-sd
Fac-Up

-6F
  Floor Break
(S3)– Increased the lower range of the attack.
Attack Reversal
or
Reversal(H/M) / 25+α
-F -6F 35 Reversal(H/M) during 3 to 8F.
Damage 25 + 50% of enemy attack.
Reversal connect to Backhand Slap ().
Reversal against Reversal durint to 7F( or ), to 10F(), to 9F() & -3F, damage15.
Enable Reversal blade attack(Yoshimitsu).
Backhand Slap Combo
Backhand Slap

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

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

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

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

-4F
  When Break throw, revenge damage 5.
Betrayer
or Reverse Rolling Dash
Th(H) / 15
12F +6F
force to crouching.
disable   Start-up 32F in actualy.
Twisted Nightmare
During Betrayer
- / 20
  Foot-sd
Fac-Dwn

-4F
 
Neck Crusher
During Twidter Nightmare
- / 25
  Head-sd
Fac-Dwn

-4F
 
Leg Stretch Arm Lock
During Twidter Nightmare
- / 30
  Head-sd
Fac-Up

-4F
 
Arm Break
During Backhand Slap or Betraayer
- / 18
  Foot-sd
Fac-Up

-4F
 
Double Arm Break
During Arm Break
- / 25
  Foot-sd
Fac-Up

-4F
  When Break throw, revenge damage 5.
Falling Arm Break
During Arm Break
- / 25
  Foot-sd
Fac-Dwn

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

Th(H) / 15
11F Foot-sd
Fac-Up

-2F
  Start-up 13F in actualy.
・Hitbox expanded downward.
Commando Arm Lock
During Crab Hold
- / 35
  Head-sd
Fac-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
- / 18
  Foot-sd
Fac-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
- / 30
  Foot-sd
Fac-Up

-9F
 
Double Heel Hold
During Heel Hold
- / 35
  Foot-sd
Fac-Dwn

-9F
 
Ultimate Tackle
Ultimate Tackle
RUN (3 steps)
Th(M) / 5
26F Foot-sd
Fac-Up
-5F
CW
BT
  Break Throw 4F
2F before takedown
Ultimate Punch
During tackle or
- / 5,5,5,15
  Foot-sd
Fac-Up
or

To Down
 
Cross Arm Lock
During tackle or Ultimate Punch (3)
- / 25
  RP
Head-sd
Fac-Up
-9F   Break throw input
Leg Cross Hold
During tackle or Ultimate Punch (3)
- / 20
  Foot-sd
Fac-Up
±0F   Break throw input
Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk Thrwtotal
Arm Grab Flip

Th(H) / 35
12F RP
Head-sd
Fac-Up

-6F
RP
 
Over the Back Toss

Th(H) / 35
12F RP
Head-sd
Fac-Up

±0F
RP
To BT
 
Shoulder Through Buster

Th(H) / 35
12F RP
Head-sd
Fac-Up

±0F
RP
To BT
 
Shoulder Through Arm Breaker
During Shoulder Through Buster
- / 7
  CCW
Head-sd
Fac-Dwn
disable  
Triangle Hold
Approach from left side
Th(H) / 40
  Head-sd
Fac-Up

-3F
 
Hammer Throw
Approach from right side
Th(H) / 38
  Head-sd
Fac-Up

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

Th(H) / 37
11F CCW
Head-sd
Fac-Up

-2F
 
Reverse Neck Breaker

Th(H) / 37
11F CW
Foot-sd
Fac-Dwn

-2F
 
Jumping Flip

Th(H) / 40(30)
12F Foot-sd
Fac-Up

±0F
RP
 
Elbow Smash

Th(H) / 43
12F CW
Foot-sd
Fac-Up

-6F
 
Attack Reversal
or
Reversal(H/M) / 25+α
-F -6F 35
Backhand Slap Combo
Backhand Slap

Th(H) / 15
11F ±0F
-2F
 
Seoi Gyaku Juji-gatame
During Backhand Slap
- / 30
  Head-sd
Fac-Up

-4F
 
Triple Slaps
During Backhand Slap
- / 25
  Head-sd
Fac-Dwn

-4F
 
Neck Crusher
During Triple Slaps
- / 25
  Head-sd
Fac-Dwn

-4F
 
Leg Stretch Arm Lock
During Triple Slaps
- / 30
  Head-sd
Fac-Up

-4F
 
Betrayer
or Reverse Rolling Dash
Th(H) / 15
12F +6F
force to crouching.
disable  
Twisted Nightmare
During Betrayer
- / 20
  Foot-sd
Fac-Dwn

-4F
 
Neck Crusher
During Twidter Nightmare
- / 25
  Head-sd
Fac-Dwn

-4F
 
Leg Stretch Arm Lock
During Twidter Nightmare
- / 30
  Head-sd
Fac-Up

-4F
 
Arm Break
During Backhand Slap or Betraayer
- / 18
  Foot-sd
Fac-Up

-4F
 
Double Arm Break
During Arm Break
- / 25
  Foot-sd
Fac-Up

-4F
 
Falling Arm Break
During Arm Break
- / 25
  Foot-sd
Fac-Dwn

-4F
 
Crab Hold Combo
Crab Hold

Th(H) / 15
11F Foot-sd
Fac-Up

-2F
 
Commando Arm Lock
During Crab Hold
- / 35
  Head-sd
Fac-Up

±0F
 
Heel Hold
During Crab Hold
- / 18
  Foot-sd
Fac-Up

±0F
 
Double Snap
During Heel Hold
- / 30
  Foot-sd
Fac-Up

-9F
 
Double Heel Hold
During Heel Hold
- / 35
  Foot-sd
Fac-Dwn

-9F
 
Ultimate Tackle
Ultimate Tackle
RUN (3 steps)
Th(M) / 5
26F Foot-sd
Fac-Up
-5F
CW
BT
 
Ultimate Punch
During tackle or
- / 5,5,5,15
  Foot-sd
Fac-Up
or

To Down
 
Cross Arm Lock
During tackle or Ultimate Punch (3)
- / 25
  RP
Head-sd
Fac-Up
-9F  
Leg Cross Hold
During tackle or Ultimate Punch (3)
- / 20
  Foot-sd
Fac-Up
±0F  
Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk Thrwtotal
Notes
Arm Grab Flip

Th(H) / 35
12F RP
Head-sd
Fac-Up

-6F
RP
 
Long Range Throw
Over the Back Toss

Th(H) / 35
12F RP
Head-sd
Fac-Up

±0F
RP
To BT
 
Long Range Throw.
To BT after throw.
Shoulder Through Buster

Th(H) / 35
12F RP
Head-sd
Fac-Up

±0F
RP
To BT
 
 
Shoulder Through Arm Breaker
During Shoulder Through Buster
- / 7
  CCW
Head-sd
Fac-Dwn
disable  
 
Triangle Hold
Approach from left side
Th(H) / 40
  Head-sd
Fac-Up

-3F
 
 
Hammer Throw
Approach from right side
Th(H) / 38
  Head-sd
Fac-Up

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

Th(H) / 37
11F CCW
Head-sd
Fac-Up

-2F
 
 
Reverse Neck Breaker

Th(H) / 37
11F CW
Foot-sd
Fac-Dwn

-2F
 
 
Jumping Flip

Th(H) / 40(30)
12F Foot-sd
Fac-Up

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

Th(H) / 43
12F CW
Foot-sd
Fac-Up

-6F
 
Floor Break
(S3)– Increased the lower range of the attack.
Attack Reversal
or
Reversal(H/M) / 25+α
-F -6F 35
Reversal(H/M) during 3 to 8F.
Damage 25 + 50% of enemy attack.
Reversal connect to Backhand Slap ().
Reversal against Reversal durint to 7F( or ), to 10F(), to 9F() & -3F, damage15.
Enable Reversal blade attack(Yoshimitsu).
Backhand Slap Combo
Backhand Slap

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

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

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

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

-4F
 
When Break throw, revenge damage 5.
Betrayer
or Reverse Rolling Dash
Th(H) / 15
12F +6F
force to crouching.
disable  
Start-up 32F in actualy.
Twisted Nightmare
During Betrayer
- / 20
  Foot-sd
Fac-Dwn

-4F
 
 
Neck Crusher
During Twidter Nightmare
- / 25
  Head-sd
Fac-Dwn

-4F
 
 
Leg Stretch Arm Lock
During Twidter Nightmare
- / 30
  Head-sd
Fac-Up

-4F
 
 
Arm Break
During Backhand Slap or Betraayer
- / 18
  Foot-sd
Fac-Up

-4F
 
 
Double Arm Break
During Arm Break
- / 25
  Foot-sd
Fac-Up

-4F
 
When Break throw, revenge damage 5.
Falling Arm Break
During Arm Break
- / 25
  Foot-sd
Fac-Dwn

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

Th(H) / 15
11F Foot-sd
Fac-Up

-2F
 
Start-up 13F in actualy.
・Hitbox expanded downward.
Commando Arm Lock
During Crab Hold
- / 35
  Head-sd
Fac-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
- / 18
  Foot-sd
Fac-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
- / 30
  Foot-sd
Fac-Up

-9F
 
 
Double Heel Hold
During Heel Hold
- / 35
  Foot-sd
Fac-Dwn

-9F
 
 
Ultimate Tackle
Ultimate Tackle
RUN (3 steps)
Th(M) / 5
26F Foot-sd
Fac-Up
-5F
CW
BT
 
Break Throw 4F
2F before takedown
Ultimate Punch
During tackle or
- / 5,5,5,15
  Foot-sd
Fac-Up
or

To Down
 
 
Cross Arm Lock
During tackle or Ultimate Punch (3)
- / 25
  RP
Head-sd
Fac-Up
-9F  
Break throw input
Leg Cross Hold
During tackle or Ultimate Punch (3)
- / 20
  Foot-sd
Fac-Up
±0F  
Break throw input
10 Hit Combo 1
CommandStart-up 10F.
【S3 Patch Notes】– Decreased the distance between the character and the opponent when the move is blocked.
Hit LevelHHHHHLHHHH
Damage710667966630
hit+8+5+4+1-14-15-13+1-5KDN
block+1-1-3-10-25-26-24-15-11-20
10 Hit Combo 2
CommandStart-up 13F.
Hit LevelMHHHHLHHHH
Damage1310667966630
hit+5+2+4+1-14-15-13+1-5KDN
block-1-3-3-10-25-26-24-15-11-20
10 Hit Combo 1
Command
Hit LevelHHHHHLHHHH
Damage710667966630
hit+8+5+4+1-14-15-13+1-5KDN
block+1-1-3-10-25-26-24-15-11-20
Start-up 10F.
【S3 Patch Notes】– Decreased the distance between the character and the opponent when the move is blocked.
10 Hit Combo 2
Command
Hit LevelMHHHHLHHHH
Damage1310667966630
hit+5+2+4+1-14-15-13+1-5KDN
block-1-3-3-10-25-26-24-15-11-20
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(