Gou Hadoken (Light Punch)
16 (...30...56)
Down, Down-Forward, Forward + Light Punch
46
700
High
Can hold to charge. Changes to a 2-hit version if released on frames 30-55. Changes to a 3-hit version if held fully, 56 frames.
--
+0...
-4...
...
30
Gou Hadoken (Medium Punch)
14 (...30...56)
Down, Down-Forward, Forward + Medium Punch
47
700
High
Can hold to charge. Changes to a 2-hit version if released on frames 30-55. Changes to a 3-hit version if held fully, 56 frames.
--
-2...
-6...
...
32
Gou Hadoken (Heavy Punch)
12 (...30...56)
Down, Down-Forward, Forward + Heavy Punch
46
700
High
Can hold to charge. Changes to a 2-hit version if released on frames 30-55. Changes to a 3-hit version if held fully, 56 frames.
--
-4...
-8...
...
34
Gou Hadoken (Overdrive)
12 (...31)
Down, Down-Forward, Forward + PP
41
400, 600
High
Can hold to charge. Changes to a 3-hit version if held fully, 31 frames.
--
Limited Juggle State on hit. Variable knockdown of +55 minimum.
+2...
...
20
Zanku Hadoken (Forward Jump Only)
13 (6)
During Forward Jump > Down, Down-Forward, Forward + P
47... (54...)
600 (900)
High
Usable during forward jump only. Strength changes tragectory. Overdrive version in parenthesis.
--
-2...+25... (Knockdown juggle +54...)
+0...+25... (-1...+26...)
**
9 on landing
Gou Shoryuken (Light Punch)
5
Forward, Down, Down-Forward + Light Punch
47
1100
High
Anti-air invincible on frames 1-14.
--
Knockdown +38
-23
10
33
Gou Shoryuken (Medium Punch)
6
Forward, Down, Down-Forward + Medium Punch
57
700, 600
High
Anti-air invincible on frames 1-9.
--
Knockdown +32
-30
10
42
Gou Shoryuken (Heavy Punch)
7
67
Forward, Down, Down-Forward + Heavy Punch
600, 500, 400
High
Anti-air invincible on frames 1-9.
--
Knockdown +30
-36
11
50
Gou Shoryuken (Overdrive)
6
68 (119 on hit)
Forward, Down, Down-Forward + PP
300x3, 100, 900
High
Fully invincible frames 1-8.
--
Knockdown +14
-39
11
52
Tatsumaki Senpu-kyaku (Light Kick)
12
Down, Down-Back, Back + Light Kick
34 (40 on whiff)
600
High
Limited juggle state on hit, whiffs on crouching opponents.
--
Knockdown +33
-13
2
21 (27 on whiff)
Tatsumaki Senpu-kyaku (Medium Kick)
11...
Down, Down-Back, Back + Medium Kick
58
500, 500
High
Whiffs on crouching opponents.
--
Knockdown +41...
-13
2, 2
31
Tatsumaki Senpu-kyaku (Heavy Kick)
7...
Down, Down-Back, Back + Heavy Kick
86 (92 on whiff)
400, 300, 300, 600
High
Heavy version *does* hit crouching opponents.
--
Knockdown +34...
-59
3, 3, 3
35 (41 on whiff)
Tatsumaki Senpu-kyaku (Overdrive)
13...
Down, Down-Back, Back + KK
60
200x3, 100, 300
High
Limited juggle state on hit. Whiffs on crouching opponents.
--
Knockdown +46
-17
2, 2, 2, 2, 2
26
Aerial Tatsumaki Senpu-kyaku
11
(Forward Jump Only) Down, Down-Back, Back + K
**
900
High
Crosses up.
--
Limited Juggle State on hit. Variable Knockdown of +47(?) minimum.
-6...+3
2, 2, 2
16...
(Forward Jump Only) Aerial Tatsumaki Senpu-kyaku (Overdrive)
11
Down, Down-Back, Back + KK
**
200x4, 500
High
--
--
Variable Knockdown of +46(?) minimum.
**
2, 3, 3, 3, 2
31...
Demon Raid
**
Down, Down-Forward, Forward + Kick
45
--
--
Range of the Demon Flip changes based on strength of Kick used.
--
--
--
--
--
Demon Swoop
**
Demon Raid > Hold Down
45
--
--
--
--
--
--
--
--
Demon Low Slash
...(+53)
Demon Raid > No Input
71
1000
Low
--
--
Knockdown +39
+2
4
15
Demon Guillotine
...(+16)
Demon Raid > Punch
71
1000
Overhead
--
--
Knockdown +38...
+4...+7
7
9
Demon Gou Zanku
...(+6)
Overdrive Demon Raid > Down, Down-Forward, Forward + PP
55
300x3
High
--
--
Knockdown +58...
+4...+21
**
18
Demon Gou Rasen
...(+5)
Overdrive Demon Raid > Down, Down-Back, Back + KK
50
200x4, 500
High
--
--
Knockdown +52...
**
2, 3, 3, 3, 2
27
Adamant Flame (Light Punch)
15, 7
Down, Down-Back, Back + Light Punch > Forward + Punch
40, 28 (32 on block)
700, 500
High
--
--
+1, +3
-8, -10
3, 4
23, 18 (22 on block)
Adamant Flame (Medium Punch)
19, 7
Down, Down-Back, Back + Medium Punch > Forward + Punch
41 44 (on whiff), 42
800, 600
High
--
--
+2, Knockdown +32
-4, -18
3, 4
20 (23 on whiff), 32
Adamant Flame (Heavy Punch)
23, 7
Down, Down-Back, Back + Heavy Punch > Forward + Punch
44 (46 on whiff), 42
900, 600
High
--
--
+3, Limited Juggle State on hit. Knockdown +47.
-2, -14
3, 4
19 (21 on whiff), 28
Adamant Flame (Overdrive)
18
Down, Down-Back, Back + PP > Forward + Punch
43, 42
700, 240, 320
High
--
--
+1, Wall splat free juggle state +45
-3, -18
3, 4, 3
23, 25
Ashura Senku
**
Forward (or Back) + KKK
51 (49)
--
--
Teleports through opponents but does *not* have invincibility. Can cancel Forward version into Throw (LP+LK) to perform Oboro Throw command grab for 2200 damage.
--
--
--
--
--
Messatsu Gohado (Level 1)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
106
2200
High
Strike invincible on frames 1-9(maybe more, need to test). Breaks armor.
--
Knockdown +9...
-41
**
**
Tenma Gozanku (Level 1)
14
During Neutral or Forward Jump > Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
**
2000
High
Breaks armor.
--
Knockdown +51...
-26...+6
**
**
Empyrean's End (Level 2)
9
Down, Down-Back, Back, Down, Down-Back, Back + P
61 (63 on whiff)
2800
High
Fully invincible on frames 1-9(maybe more, need to test). Breaks armor.
--
Knockdown +29...+97
-35
3
52
Sip of Calamity (Level 3)
8
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
65 (69 on whiff)
4000 (4500)
High
Fully invincibile on frames 1-8(maybe more, need to test). Breaks armor. Critical Art version in parenthesis.
--
Knockdown +18 (Knockdown +18)
-41
4
57 (58 on block/whiff)
Shun Goku Satsu "Raging Demon" (Level 3, Critical Art-only)
7
Light Punch, Light Punch, Forward, Light Kick, Heavy Punch
**
4700
High
Requires being at 25% health or lower. Fully invincibile on frames 1-7(maybe more, need to test). Breaks armor. Can shortcut the input as "LP, LP, F+LK+HP". Has a hit attached to later frames, so can be comboed into. Grabs prior to screen freeze, so cannot be jumped post-freeze at point blank.
--
Knockdown +18
--
**
57