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)
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
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
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
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
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