Standing Light Punch
4
14
300
High
Chain, Special, Super, Super Jump
--
--
+4
-2
3
8
Standing Medium Punch
8
23
600
High
Special, Super, Super Jump
--
--
+6
+1
4
12
Standing Heavy Punch
12
35
900
High
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+3
-3
3
21
Standing Light Kick
5
18
300
High
Special, Super, Super Jump
Surprisingly, can link after 3x other light normals and still follow up with special cancel.
--
+3
-2
3
11
Standing Medium Kick
8
30 (28 on hit)
700
High
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+4
-3
3
20 (18 on hit)
Standing Heavy Kick
10
33
900
High
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable. Limited juggle potential. Forces knockdown on anti-air hit.
--
+4
-3
4
20
Crouching Light Punch
4
14
300
High
Chain, Special, Super, Super Jump
--
--
+5
-1
3
8
Crouching Medium Punch
6
25
600
High
Special, Super, Super Jump
--
--
+5
-2
3
17
Crouching Heavy Punch
9
31
800
High
Special, Super, Super Jump
--
--
+2
-5
3
20
Crouching Light Kick
5
15
200
Low
Chain, Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+4
-1
2
9
Crouching Medium Kick
8
27
600
Low
Super Jump
Can use Super Jump cancel to cancel into specials, despite not being special cancellable.
--
+5
-1
3
17
Crouching Heavy Kick
10
37
900
Low
--
Her only standard normal that is not Super Jump cancellable.
--
Knockdown +34
-11
3
25 (29 on block)
Thunder Dash (Light Punch)
17
Down, Down-Back, Back + Light Punch
43
900
High
Can spend 1x Drive Bar to cancel into Tracer Combination (F+PP) for 600 damage and a knockdown of +37 (-15 on block). Can feint with Light Kick after startup.
Projectile invulnerable on frames 11-17. Cannot cancel into Level 3 Super.
--
+1...+3
-4...-2
4
23
Thunder Dash (Medium Punch)
16
Down, Down-Back, Back + Medium Punch
41
900
High
Can spend 1x Drive Bar to cancel into Tracer Combination (F+PP) for 600 damage and a knockdown of +18 (-13 on block). Can feint with Light Kick after startup.
Cannot cancel into Level 3 Super.
--
+1...+4
-3...0
4
22
Thunder Dash (Heavy Punch)
7
Down, Down-Back, Back + Heavy Punch
53
900
High
Can spend 1x Drive Bar to cancel into Tracer Combination (F+PP) for 600 damage and a knockdown of +25. Can feint with Light Kick after startup.
Anti-air invulnerable on frames 1-9. Cannot cancel into Level 3 Super.
--
Knockdown +21
-24
10
37
Thunder Dash (Overdrive)
16
Down, Down-Back, Back + PP
62
800, 800
High
Cannot cancel into Tracer Combination. Cannot feint.
Second hit can cancel into Level 2 or Level 3 Super.
--
Knockdown +42
-2
4, 4
21
Burning Kick
LK: 23 / MK: 25 / HK: 27
Down, Down-Forward, Forward + Kick
47
900
High
Can spend 1x Drive Bar to cancel into Knuckled Pursuit (F+PP) or Double Burn (F+KK).
Knuckled Pursuit is a damage follow up that combos when Burning Kick hits (800 damage, knockdown +23 / -15 on block).
Double Burn is a mixup followup that whiffs after Burning Kick hits, but connects after block (600 damage, knockdown +40 / +2 on block).
Strength of kick changes distance traveled, which increases startup time. Data is otherwise the same between versions.
--
Knockdown +38
-2
5
20
Burning Kick (Overdrive)
8
Down, Down-Forward, Forward + KK
47
700, 800
High
Cannot cancel into Knuckled Pursuit or Double Burn.
--
Knockdown +38...+43
-4
3, 4
21
Aerial Burning Kick
LK: 22 / MK: 20 / HK: 18
Jump > Down, Down-Forward, Forward + Kick
**
900
High
Cannot cancel into Knuckled Pursuit or Double Burn.
Can be used off of neutral or forward jumps, height of jump changes advantage on hit/block.
Strength of kick changes distance traveled, which DECREASES startup time. Data is otherwise the same between versions.
--
Knockdown +39...+42...
-6...+2
7
23
Aerial Burning Kick (Overdrive)
18
Jump > Down, Down-Forward, Forward + KK
**
1000
High
Cannot cancel into Knuckled Pursuit or Double Burn.
Can be used off of neutral or forward jumps, height of jump changes advantage on hit/block.
--
Knockdown +36...+42...
+1...+7
7
14
Seismic Hammer
24
Forward, Down, Down-Forward + Punch
57
700
Low
Can feint with Light Kick after startup. Strength of Punch changes range, data is otherwise the same. Is a projectile, but too low to clash with most projectiles (will clash with low projectiles though).
--
Limited Juggle Knockdown +53
-10
8
26
Seismic Hammer (Overdrive)
19
Forward, Down, Down-Forward + PP
57
900
Low
Cannot feint. Is a projectile, but too low to clash with most projectiles (will clash with low projectiles though). About twice as wide a hitbox as non-Overdrive versions, but does not change range based on inputs and does not track.
--
Limited Juggle Knockdown +53
-8
8
26
Focus Force
23 (6)
Down, Down-Back, Back + K
70...
500, 500
High
Armor on frames 6-13. Can hold Kick input to hold armor up to frames 6-54. Can cancel hold of armor with forward dash which also cancels the attack from coming out. Strength of attack button does not seem to have any effect on the ability.
--
Knockdown +24
-16
4, 4
36
Focus Force (Overdrive)
20 (3)
Down, Down-Back, Back + K
67...
750, 720
High
Armor on frames 3-10. Can hold Kick input to hold armor up to frames 3-55. Can cancel hold of armor with forward dash which also cancels the attack from coming out.
--
Knockdown +24
-16
4, 4
36
Limit Decoupler (Level 1)
8
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Strike/throw invincible on frames 1-11. Breaks armor. Install enables Super Jump and Special Move Followups to be used without Drive Gauge cost for the duration. If in Burnout, Install goes away after using a single free move. Cannot build Super meter during install.
--
Knockdown +7...
-21
4, 6
53
Mission Complete (Level 2)
7
Down, Down-Back, Back, Down, Down-Back, Back + P
3000
High
Fully invincible on frames 1-10. Breaks armor.
--
Knockdown +19
-29
4
45
Hard Luck Rejector (Level 3)
10
Down, Down-Back, Back, Down, Down-Back, Back + K
4000 (4500)
High
Fully invincible on frames 1-13. Breaks armor. Critical Art in parenthesis.
--
Knockdown +23
-38
4
54