Ed

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Normal Attacks

Hitbox Image
Standing Light Punch
4
13
300
High
Chain, Special, Super
--
--
+4
-1
3
7
Hitbox Image
Standing Medium Punch
7
24
600
High
Special, Super, Target Combo
--
--
+6
-1
3
15
Hitbox Image
Standing Heavy Punch
10
32
800
High
Special, Super
--
--
+5
-2...-1
4
18
Hitbox Image
Standing Light Kick
6
20
300
High
Target Combo
--
--
+3
-3
2
13
Hitbox Image
Standing Medium Kick
10
27
600
High
Special, Super, Target Combo
--
--
+0
-5
2
16
Hitbox Image
Standing Heavy Kick
10
24
800
High
Special, Super
--
--
+8
+3
3
12
Hitbox Image
Crouching Light Punch
4
13
200
High
Chain
--
--
+3
-5
3
10
Hitbox Image
Crouching Medium Punch
8
29
500
Low
Special, Super
20% damage scaling to followup combo hits.
--
+2
-6
3
19
Hitbox Image
Crouching Heavy Punch
10
37
900
Low
--
--
--
Knockdown +30
-12
4
24
Hitbox Image
Crouching Light Kick
5
17
300
High
Special
--
--
+3
-4
2
11
Hitbox Image
Crouching Medium Kick
9
26
600
High
Special, Super
--
--
+8
-1
2
16
Hitbox Image
Crouching Heavy Kick
12
30
800
High
Special, Super, Target Combo
--
--
+1
-4
2
17

Unique Attacks

Hitbox Image
Forward + Heavy Punch (Cobra Punch)
17
40
900
High
--
--
--
+1
-3
3
21
Hitbox Image
Hold HP (Psycho Knuckle)
11 (40...69)
40
900
High
Kill Rush (Forward Only)
Can hold to activate a rush attack, data in parenthesis. Earliest release for rush is 40 frames of startup. Rush attack is active during charge until contact or whiff.
--
+5 (...Crumple +76)
-2 (+2...+4)
4...**
18...29

Target Combos

Light Kick, Light Kick, Light Kick (Flicker Combination)
6, 7, 7
20, 24, 25
300, 360, 480
High
--
--
--
+3, +3, +1
-3, -3, -8
2, 3, 3
13, 15, 16
Medium Punch, Heavy Punch (Body Blow Combination)
7, 13
24, 37
600, 400
High
Special, Super
Cannot cancel into Backward Kill Rush.
--
+6, Knockdown +38
-1, -8
3, 2
15, 23
Medium Kick, Medium Kick, Heavy Punch (Hitman Combination)
10, 7, 11
27, 28, 38
600, 300, 480
High
--
--
--
0, 0, Knockdown +35
-5, -6, -11
2, 2, 5
16, 20, 23
Down + Heavy Kick, Heavy Punch (Low Smash Combination)
12, 12
30, 35
800, 700
High
Super
--
--
+1, Knockdown +34
-4, -8
2, 5
17, 19

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
300
Overhead
--
--
--
+6...
+2...
5
3 Landing
Hitbox Image
Jump Medium Punch
8
--
500
Overhead
--
Crosses up.
--
+7...
+3...
6
3 Landing
Hitbox Image
Jump Heavy Punch
9
--
800
Overhead
--
--
--
+9...
+5...
4
3 Landing
Hitbox Image
Jump Light Kick
8
--
300
Overhead
--
--
--
+1...
-3...
3
3 Landing
Hitbox Image
Jump Medium Kick
10
--
700
Overhead
--
--
--
+10...+11
+6...+7
2
3 Landing
Hitbox Image
Jump Heavy Kick
8
--
800
Overhead
--
Juggle state on air hit.
--
+15
+11
2
3 Landing

Special Moves

Psycho Spark
14 (14)
Down, Down-Forward, Forward + Punch
33 (32)
400 (200, 200)
High
Punch strength does not change the base move. Can be cancelled into Psycho Shoot with Forward + Punch, strength of Punch alters the Psycho Shoot projectile speed. Overdrive version in parenthesis.
--
+3 (Knockdown Juggle State +43)
-5 (-2)
12
19 (17)
Psycho Shoot (Psycho Spark Followup)
12 (12)
Forward + Punch (during Psycho Spark)
42 (40)
600 (400, 400)
High
26 frame started including Psycho Spark. Strength of Punch alters the Psycho Shoot projectile speed. Overdrive version in parenthesis.
--
+3... (Knockdown Juggle State +50...)
-8... (-2...)
**
30 (20)
Psycho Shoot (Psycho Spark Followup)
12 (12)
Forward + Punch (during Psycho Spark)
42 (40)
600 (400, 400)
High
26 frame started including Psycho Spark. Strength of Punch alters the Psycho Shoot projectile speed. Overdrive version in parenthesis.
--
+3... (Knockdown Juggle State +50...)
-8... (-2...)
**
30 (20)
Hitbox Image
Psycho Uppercut (Light Punch)
10
Forward, Down, Down-Forward + Light Punch
45
900
High
Anti-air invincible on frames 1-**.
--
Knockdown +38
-13
8
28
Hitbox Image
Psycho Uppercut (Medium Punch)
14
Forward, Down, Down-Forward + Medium Punch
51
1000
High
Anti-air invincible on frames 1-**.
--
Knockdown +39
-20
6
32
Hitbox Image
Psycho Uppercut (Heavy Punch)
16
Forward, Down, Down-Forward + Heavy Punch
54
1200
High
Anti-air invincible on frames 1-**.
--
Knockdown +38
-21
6
33
Hitbox Image
Psycho Uppercut (Overdrive)
13
Forward, Down, Down-Forward + PP
54
800, 800
High
Fully invincible on frames 1-12.
--
Knockdown +18
-28
6
36
Psycho Blitz (Light Punch)
11
Down, Down-Back, Back + Light Punch
43
200, 200, 400
High
--
--
+3
-5
3, 3, 4
14
Psycho Blitz (Medium Punch)
13
Down, Down-Back, Back + Medium Punch
52 (60)
250, 250, 400
High
More recovery on block.
--
Knockdown +39
-12
2, 3, 3
16 (24)
Psycho Blitz (Heavy Punch)
15
Down, Down-Back, Back + Heavy Punch
60 (63)
250, 250, 600
High
--
More recovery on block.
Knockdown +40
-12
2, 3, 2
23 (26)
Psycho Blitz (Overdrive)
13
Down, Down-Back, Back + PP
64 (85 on hit)
1400
High
Longer animation on hit.
--
Knockdown +42
-3
**
20
Psycho Flicker (Light Kick)
16 (31...120)
Down, Down-Forward, Forward + Light Kick
43 (59)
800 (1000)
High
Can charge for up to 120 frames, earliest startup of charged version is 31 frames. Charged version pulls opponent in on block. Can cancel charge into Kill Rush Forward or Kill Rush Backward.
--
+1 (Juggle State +61)
-6 (+4)
4 (5)
27 (24)
Psycho Flicker (Medium Kick)
20 (35...120)
Down, Down-Forward, Forward + Medium Kick
43 (59)
900 (1000)
High
Can charge for up to 120 frames, earliest startup of charged version is 35 frames. Charged version pulls opponent in on block. Can cancel charge into Kill Rush Forward or Kill Rush Backward.
--
+3 (Juggle State +61)
-6 (+4)
4 (5)
26 (24)
Psycho Flicker (Heavy Kick)
17 (35...120)
Down, Down-Forward, Forward + Heavy Kick
43 (59)
800 (1000)
High
Whiffs on grounded opponents. Can charge for up to 120 frames, earliest startup of charged version is 35 frames. Can cancel charge into Kill Rush Forward or Kill Rush Backward.
--
Variable Juggle State (Ground Bounce Juggle State +66)
N/A
8 (10)
18 (19)
Psycho Flicker (Overdrive)
25
Down, Down-Forward, Forward + KK
60
800
High
Pulls opponent in on block, lower recovery on block. 3 more total frames on hit.
--
Juggle State +61
+4
8 (10)
32 (12)
Kill Rush
**
KK (or Forward + KK) / Back + KK
31
--
--
A command dash with two optional followups. When used to cancel charged moves, can instead use "Forward, Forward" or "Back, Back" as shortcut inputs.
--
--
--
--
--
Kill Switch Break
11
Forward + P (early during Forward Kill Rush)
33
600
High
--
--
Knockdown +38
-4
3
20
Kill Switch Chaser
11
Forward + P (early during Forward Kill Rush)
33
600
High
--
--
Knockdown Juggle State +50
-6
3
20

Super Arts

Psycho Storm (Level 1)
13
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Strike/throw invincible on frames 1-**. Breaks armor.
--
Knockdown +33
-32
**
56
Psycho Cannon (Level 2)
8
Down, Down-Back, Back, Down, Down-Back, Back + P
1100
--
Breaks armor.
--
Free Juggle State **
+65...
**
27
Psycho Chamber (Level 3)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Fully invincible on frames 1-**. Breaks armor. Critical Art in parenthesis.
--
Knockdown +24 (Knockdown +24)
-49
10
64

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.75
Back Walk Speed — 3.2
Forward Dash — 18 frames / 134.8 distance
Back Dash — 23 frames / 80.3 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 112 (hit)
1200
Throw
--
--
--
+34
3
23
Back Throw
5
30 (whiff) / 123 (hit)
1200
Throw
--
--
--
+24
3
23