Standing Light Punch
4
14
300
High
Chain
--
--
+5
-1
2
9
Standing Medium Punch
7
27
600
High
Special, Super, Target Combo
--
--
+3
0
4
17
Normal

Charged
Standing Heavy Punch
12 (...23)
35 (...47)
900 (1000)
High
Super (Special, Super, Prowler Stance)
Can hold to charge, data in parenthesis. Charged version CAN special cancel and can also cancel into Prowler Stance on both hit and block.
--
+4 (+5)
-3 (+2)
5 (3)
19 (22)
Standing Light Kick
6
20
300
High
Special, Super
--
--
+1
-5
2
13
Standing Medium Kick
9
30
700
High
--
--
--
+3
-4
3
19
Normal

Charged
Standing Heavy Kick
16 (...25)
41 (...47)
900 (1000)
High
-- (Prowler Stance)
Can hold to charge, data in parenthesis. Charged version can also cancel into Prowler Stance on both hit and block. Non-charged version has a strike-immune hurtbox on frame 15.
--
+1 (Knockdown +40)
-4 (+2)
3 (3)
23 (2)
Crouching Light Punch
5
15
300
High
Chain, Special, Super
--
--
+5
-2
3
8
Crouching Medium Punch
8
29
600
High
Special, Super
--
--
+1
-2
2
16 (20 on whiff)
Crouching Heavy Punch
9
36
800
High
Special, Super, Prowler Stance
Can cancel into Prowler Stance on hit. Anti-air invincible on frames 10-14.
--
-3
-5
6
22
Crouching Light Kick
5
18
200
Low
Chain, Target Combo
--
--
+2
-2
3
13
Crouching Medium Kick
8
28
600
Low
--
--
--
+4
-2
3
18
Crouching Heavy Kick
10
38
1000
Low
--
--
--
Knockdown +29
-11
3
26
Forward + Medium Punch (Chop)
22
42
800
Overhead
--
--
--
+3
-3
2
19
Back + Medium Kick (Oblique Stomp)
7
24
600
High
--
--
--
+5
+1
3
15
Prowler Stance (Down + any two Punches)
17...
43...
...
Stance
--
Stance that enables Prowler Stance normals and movement.
--
--
--
--
...27
Prowler Stance > Forward + Punch (Slashing Elbow)
...12
33
1000
High
--
Strength of punch changes distance. Anti-air invincible frames 7-14.
--
+3
-1
4
18
Prowler Stance > Light Punch (Palm Jab)
...4
16
300
High
Chain, Special, Super
--
--
+2
-2
3
9
Prowler Stance > Medium Punch (Shoulder Launcher)
...7
30
400, 400
High
--
Anti-air invincible on frames 1-13.
--
Limited Juggle Knockdown +51
-6
7
17
Normal

Charged
Prowler Stance > Heavy Punch (Heavy Lariat)
...12 (...21)
33 (...42)
1000 (1200)
High
--
Can hold to charge, data in parenthesis. Charged version is anti-air invincible on frames 5-15.
--
+6 (+6)
+3 (+5)
3 (3)
19 (19)
Prowler Stance > Light Kick (Tactical Hop)
6
39
--
--
--
Jumps out of Prowler Stance. Can use any aerial normal during the jump.
--
--
--
--
--
Prowler Stance > Medium Kick (Air Stampede)
...30
48
1100
Overhead
--
Can hold back/forward to control stomp travel distance.
--
Knockdown +28
+2
2
17
Prowler Stance > Heavy Kick, Heavy Kick (Sweep Combination)
...11, 16
40, 43
600, 600
Low, Low
--
Pressing Heavy Kick again does the followup juggle sweep.
Transitions into Flying Suplex on Counter Hit (1700 damage, knockdown +18).
--
Knockdown +33, Knockdown +28
-14, -17
3, 3
29, 32
Prowler Stance > Throw (Hyper Takedown)
...5
111
1200
Throw
--
--
--
Knockdown +32
--
--
**
Prowler Stance > Down + Throw (Dangerous Armbar)
...21
231
2000
Throw
--
Whiffs on crouching opponents.
--
Knockdown +21
--
--
**
Flash Axe (Light Punch)
13
Down, Down-Forward, Forward + Light Punch
39
800
High
Cannot cancel into Prowler Stance on hit (requires Medium version).
--
+4
-4
3
21
Flash Axe (Medium Punch)
17
Down, Down-Forward, Forward + Medium Punch
43
1000
High
Can cancel into Prowler Stance on hit (not on block).
--
Knockdown +39
-6
4
23
Flash Chop (Heavy Punch)
26
Down, Down-Forward, Forward + Heavy Punch
48
1100
High
Opponent is considered in "turn around" state on hit. Can cancel on hit to combo into Power Drop (Power Bomb input) for 2240 additional damage and knockdown +13.
--
+5
+2
4
19
Aerial Knee Smash (Light Kick)
6
Forward, Down, Down-Forward + Light Kick
56
400, 800
Throw
Anti-air invincible on frames 1-10. Technically a throw, only hits airborne opponents.
--
Knockdown +29
--
8
43
Aerial Knee Smash (Medium Kick)
8
Forward, Down, Down-Forward + Medium Kick
58
600, 800
Throw
Anti-air invincible on frames 1-16. Technically a throw, only hits airborne opponents.
--
Knockdown +29
--
9
42
Aerial Knee Smash (Heavy Kick)
14
Forward, Down, Down-Forward + Heavy Kick
70
700, 800
High
Anti-air invincible on frames 1-21. First hit is an actual hit unlike LK/MK versions, so can be comboed into.
--
Knockdown +29
-42
8
49
Aerial Knee Smash (Overdrive)
10
Forward, Down, Down-Forward + KK
70
600, 1100
High
Anti-air invincible on frames 1-17. First hit is an actual hit unlike LK/MK versions, so can be comboed into.
--
Knockdown +27
-46
8
53
Power Bomb
9 / 7 / 5
Forward, Down-Forward, Down, Down-Back, Back + Punch
61 on whiff
2500
Throw
Punch strength determines reach and startup, Light (9) far range / Medium (7) mid range / Heavy (5) short range. Damage and advantage unchanged.
Power Drop: if opponent is in turn around state, transitions into Power Drop for 2240 damage with knockdown +13 (side switches).
--
Knockdown +15
--
3
50 / 52 / 54
Power Bomb (Overdrive)
5
Forward, Down-Forward, Down, Down-Back, Back + PP
61 on whiff
2900
Throw
Seems to have a bit less range than LP version.
Overdrive Power Drop: if opponent is in turn around state, transitions into Overdrive Power Drop for 2550 damage with knockdown +38 (side switches). Can hold Forward to change Overdrive Power Drop direction for 2720 damage with knockdown +42 (prevents side switch).
--
Knockdown +15
--
3
54
Raging Spear (Level 1)
9
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Strike/throw invincible on frames 1-11. Breaks armor.
--
Knockdown +30...
-38
5
55
Sledgecross Hammer (Level 2, #1)
13
Down, Down-Back, Back, Down, Down-Back, Back + P
3000
High
Fully invincible on frames 1-12/ Breaks armor. Wall splats vs Airborne opponents.
--
Knockdown
-29
4
50
Omega Wing Buster (Level 2, #2)
**
PP (during Overdrive Power Drop)
~3000
High
Costs 2x super bar, only usable during Overdrive Power Drop. Scales to ~55% after Flash Chop into OD Power Drop, ~1550 in combo.
Just mash PP during OD Power Drop if you have issues getting it to come out.
--
Knockdown +29
--
**
**
The Final Prison (Level 3)
12
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Fully invincible on frames 1-11. Breaks armor. Critical Art in parenthesis.
--
Knockdown +18 (Knockdown +25)
**
-38
53