Spiral Arrow (Light Kick)
9
Down, Down-Forward, Forward + Light Kick
42
800
High
--
--
Knockdown +26...
-12...-1
13
21
Spiral Arrow (Medium Kick)
9
Down, Down-Forward, Forward + Medium Kick
44
900
High
--
--
Knockdown +26...
-14...0
15
21
Spiral Arrow (Heavy Kick)
15
Down, Down-Forward, Forward + Heavy Kick
51
300, 700
High
Can hold Heavy Kick to charge. Partial charges will act like a no charge or a full charge depending on total time held.
--
Knockdown +29...
-12...-2
3, 14
21
Spiral Arrow (Heavy Kick, Full Charge)
27
Down, Down-Forward, Forward + Heavy Kick (Hold)
62
150, 150, 150, 150, 200
High
Can hold Heavy Kick to charge.
--
Knockdown +47...
-14...**
**
20
Spiral Arrow (Overdrive)
13
Down, Down-Forward, Forward + Light Kick
48
150, 150, 150, 150, 200
High
--
--
Knockdown +47...
-14...-12
**
20
Cannon Spike (Light Kick)
5
Forward, Down, Down-Forward + Light Kick
56
900 (800)
High
Reduced damage on late hits. Anti-Air invincible on frames 1-14.
--
Knockdown +20
-36
12
40
Cannon Spike (Medium Kick)
6
Forward, Down, Down-Forward + Medium Kick
57
1000 (800)
High
Reduced damage on late hits. Anti-Air Invincible on frames 1-9.
--
Knockdown +21
-36
12
41
Cannon Spike (Heavy Kick)
7
Forward, Down, Down-Forward + Heavy Kick
58
1200 (800)
High
Can hold Heavy Kick to charge. Partial charges will act like a no charge or a full charge depending on total time held. Reduced damage on late hits. Anti-Air invincible on frames 1-8.
--
Knockdown +37
-31
12
44
Cannon Spike (Heavy Kick, Full Charge)
24
Forward, Down, Down-Forward + Heavy Kick (Hold)
92
1100, 100, 100, 100, 100
High
Can hold Heavy Kick to charge. Anti-Air invincible on frames 1-7, fully invincible on frames 20-25.
--
Knockdown +16
-40
12
45
Cannon Spike (Overdrive)
6
Forward, Down, Down-Forward + KK
74
1100, 100, 100, 100, 100 (900)
High
Reduced damage on far hits. Fully invincible on frames 1-7.
--
Knockdown +16
-40
12
46
Quick Spin Knuckle (Light Punch)
21
Down, Down-Back, Back + Light Punch
40
800
High
--
--
+2
-3
4
16
Quick Spin Knuckle (Medium Punch)
24
Down, Down-Back, Back + Medium Punch
43
800
High
Projectile invincible on frames 9-20.
--
+3
-2
4
16
Quick Spin Knuckle (Heavy Punch)
28
Down, Down-Back, Back + Heavy Punch
48
800
High
Projectile invincible on frames 9-24.
--
+5
+3
4
17
Quick Spin Knuckle (Overdrive)
25
Down, Down-Back, Back + PP
45
800
High
Projectile invincible on frames 9-24. Side switches if done very close to opponent.
--
+7
-2
4
17
Cannon Strike
13
(Forward Jump Only) Down, Down-Back, Back + K
**
600
High
Kick strength changes the angle of the attack. Lower activation / farther angle hit causes more plus frames.
--
0...+8
-7...+3
9...11
12...14
Cannon Strike (Overdrive)
13
(Forward Jump Only) Down, Down-Back, Back + KK
**
800
High
Lower activation / farther angle hit causes more plus frames.
--
0...+9
-4...+5
9...11
12...14
Hooligan Combination > Razor's Edge Slicer
50 (50) (70)
Down, Down-Forward, Forward + P
71 (71) (...110)
1000 (800, 400) (800, 400)
Low
Punch Strength changes arc and distance travelled, but other data stays the same. Light and Medium versions will swap sides if close to opponent, Heavy and Charged Heavy versions will not. Heavy and Charged Heavy version damage in parenthesis.
--
Knockdown +48
+2
9 (9) (9, 5)
13
Hooligan Combination (Overdrive) > Razor's Edge Slicer
50
Down, Down-Forward, Forward + P
**
800, 400
Low
--
--
Knockdown +48
+2
9, 5
17
Hooligan Combination > Cannon Strike
13
Hooligan Combination > K
**
600 (800)
High
Kick strength changes the angle of the attack. Lower activation / farther angle hit causes more plus frames. Overdrive & Charged Heavy damage in parenthesis, other data unaffected.
--
0...+8
-7...+3
9...11
12...14
Hooligan Combination > Reverse Edge
18
Hooligan Combination > Down + K
**
800 (600, 600)
High
Lower activation / farther angle hit causes more plus frames. Overdrive & Charged Heavy information in parenthesis, no variable advantage with those versions.
--
+6...+9 (+8)
-5...-1 (-2)
4 (4, 4)
13...
Hooligan Combination > Fatal Leg Twister (Throw)
10
Hooligan Combination > Throw
**
1800 (1000)
Throw
Whiffs on crouching opponents. Charged/Overdrive versions give a Limited Juggle State.
--
Knockdown +18
--
3
37
Hooligan Combination > Silent Step
**
Hooligan Combination > P
14...22
--
--
Total frames vary depending on how late or how early punch is pressed.
--
--
--
--
--
Spin Drive Smasher (Level 1)
9
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Strike/throw invincible on frames 1-11. Breaks armor.
--
Knockdown +10
-24
**
64
Killer Bee Spin (Level 2)
13
Down, Down-Back, Back, Down, Down-Back, Back + K
3000 (Ground hit)
--
Breaks armor. Can also be done from a forward jump and the second hit of the "HP, HK" Target Combo.
--
Knockdown +12
-24...
11
35
Delta Red Assault (Level 3)
9
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Fully invincible on frames 1-13. Breaks armor. Critical Art in parenthesis.
--
Knockdown +17 (Knockdown +22)
-33
**
**