Medium Kick, Heavy Kick (Impose Order)
7, 17
28, 39
700, 900
High
Special, Super, Target Combo
--
--
+2, +3
-3, -3
4,3
19 hit/whiff (17 block), 20
Standing Heavy Punch, Standing Heavy Punch (Loose Cannon)
15, 16
40, 48
800, 800
High
Super, Target Combo
--
--
+2, Knockdown +35
-3, -11
2, 3
24, 30
Standing Heavy Punch, Standing Heavy Punch, Standing Heavy Punch (Suppression)
15, 16, 18
40, 48
800, 800, 300, 900
High
Level 3 Super
Requires corner for third hit to connect. Third hit can cancel, but only into Level 3 Super for some rason.
--
+2, Knockdown +35, Knockdown +25
-3, -11, --
2, 3, **
24, 30, **
Standing Heavy Punch, Standing Heavy Punch, Standing Heavy Kick (Hot Pursuit)
15, 16, **
40, 48, 60
800, 800, --
--
--
Run followup that does no damage.
--
+2, Knockdown +35, +5
-3, -11, --
2, 3, --
24, 30, 60
Standing Heavy Kick, Standing Heavy Punch (Penitent Fist)
14, 24
38, 68
800, 800
High
Special, Super
Can hold Heavy Punch to charge followup.
--
Limited Juggle +43, Knockdown +30
-3, -23 (-19)
4, 3
21, 42
Arm of Justice (Light Punch)
15
Down, Down-Forward, Forward + Light Punch
38
800
High
Deals recoverable gray damage on block. Can follow up with Forward + Punch, follow ups are the same regardless of strength used. Follow-ups do not combo at point-blank, but if the first portion hits far away / meaty, the follow-up will combo.
--
+2
-2
7
17
Arm of Justice (Medium Punch)
20
Down, Down-Forward, Forward + Medium Punch
43
900
High
Deals recoverable gray damage on block. Can follow up with Forward + Punch, follow ups are the same regardless of strength used. Follow-ups do not combo at point-blank, but if the first portion hits far away / meaty, the follow-up will combo.
--
+2
-2
7
17
Arm of Justice (Heavy Punch)
28
Down, Down-Forward, Forward + Heavy Punch
53
1000
High
Deals recoverable gray damage on block. Can follow up with Forward + Punch, follow ups are the same regardless of strength used. First hit juggles on hit, so follow-up connects after juggle.
--
Knockdown +43
+2
6
17 (20 on whiff)
Arm of Justice (Overdrive)
23
Down, Down-Forward, Forward + PP
45 (48 on whiff)
1000
High
Deals recoverable gray damage on block. Can follow up with Forward + Punch, follow ups are the same regardless of strength used. First hit juggles on hit, so follow-up connects after juggle.
--
Knockdown +43
+2
6
17 (20 on whiff)
Arm of Justice > Follow-up
20
Arm of Justice > Forward + Punch
46
200, 600
High
Punch strength does not change follow-up.
--
Knockdown +74
+1
7, 8
19
Cruel Shoulder (Light Punch)
19
Forward, Down, Down-forward + Light Punch
56 (42 on block)
1000
High
Anti-air invincible on frames 6-23. Is always -4 on block meaties despite active frames.
--
Knockdown +60...
-4
16
22 (23 on block)
Cruel Shoulder (Medium Punch)
23
Forward, Down, Down-forward + Medium Punch
60 (46 on block)
1100
High
Anti-air invincible on frames 6-27. Is always -4 on block meaties despite active frames.
--
Knockdown +64...
-4
19
19 (23 on block)
Cruel Shoulder (Heavy Punch)
28
Forward, Down, Down-forward + Heavy Punch
75 (51 on block)
1200
High
Is always +1 on block meaties despite active frames. Crosses through on hit.
--
Knockdown +42...
+1
21
27 (23 on block)
Cruel Shoulder (Overdrive)
22
Forward, Down, Down-forward + PP
69 (45 on block)
1200
High
Is always +1 on block meaties despite active frames. Crosses through on hit.
--
Knockdown +42...
+1
21
27 (23 on block)
Justice Beyond
**
**
76
1600
High
Activates automatically when Cruel Shoulder connects with Divine Pillar. Has a large amount of pushback on block.
--
Knockdown juggle +95
-7
16
27
Breathing Ring
17
Down, Down-forward, Forward + Punch
48
600 [300, 300]
High
Non-overdrive versions are all the same. Overdrive in brackets. Can follow-up with Forward+LP/MP/HP for Breathing Shockwave, punch strength causes different fireball angles.
--
Knockdown +42 [Knockdown +49]
-6 [+1]
**
...31
Breathing Shockwave
15
Breathing Ring > Forward + Punch
42
700 (800) [500, 500 (800)]
High
Deals 700 damage if far / 800 if close. Overdrive version is 500x2 / 800, has no change frame data otherwise.
--
Knockdown +41...
-7...+22
**
...27
Divine Pillar
25 [20]
Down, Down-back, Back + Kick
55
800 (800) [800 (800)]
High
Punch strength determines Pillar placement distance. Can hold Kick to delay pillar activation. Initial hit and pillar hit both do 800 damage, pillar in parenthesis. Overdrive in brackets.
--
Knockdown +42 (Knockdown Juggle **big) [Knockdown +42 (Knockdown Juggle **big)]
-6 (...+25) [-6 (...+25)]
**
30
Ghastly Interrogation
8 (26)
Forward, Down-forward, Down, Down-back, Back + Punch
45 (66)
1600
High
Deals gray health damage unless the opponent already has gray health damage, then it does real damage.
--
Knockdown +42 (Knockdown Juggle **big) [Knockdown +42 (Knockdown Juggle **big)]
-6 (...+25) [-6 (...+25)]
3
35
Indomitable Defense
3
Down, Down + Heavy Kick
30...
1500 (gray)
--
Absorbs hits and does not give Arjun gray health on absorb. Retaliates on non-projectile absorb hit, 3f start up dealing 1500 gray damage. No retaliation hit on projectile absorb. Can hold HK to continue absorbing, can also follow-up with Forward + Punch during hold.
--
Knockdown +29
**
3
35
Moral Breakdown
28
Indomitable Defense > Forward + Punch
88
1500
High
Follow-up during hold of Indomitable Defense.
--
Knockdown Juggle +54
+3
3
24
Howling Destruction (Level 1)
8
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Kick
2000
High
Strike/Throw invincible on frames 1-8.
--
Knockdown +43
-46
**
73
Instant Oblivion (Level 2)
9
Down, Down-Back, Back, Down, Down-Back, Back + Punch
3000
High
Fully invincible frames 1-12. Breaks armor.
--
Knockdown +57
-41
4
57
Yaksha's Order (Level 3)
13
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Punch
4000 (4500)
High
Fully invincibile on frames 1-15. Breaks armor. Critical Art in parenthesis.
--
Knockdown +22 (Knockdown +35)
-41 (-41)
3
58