Starling Beak (Medium Punch, Medium Punch)
8, 17
27, 41
600, 400
High
Second Hit: Special, Super
--
--
+3
-3, -4
5, 5
15, 20
Handstand Whip (Forward + Medium Kick, Medium Kick)
Forward + Medium Kick
20, 14
41, 42
600, 600
Overhead, High
--
--
--
+2, Knockdown +29
-2, -14
3, 3
19, 26
Hind Kick (Medium Kick, Heavy Kick)
6, 12
24, 38
500, 400
High, High
First Hit: Special, Super, Target Combo / Second Hit: Special, Super
--
--
+5, Knockdown Limited Juggle +33
+1, -8
4, 3
15, 24
Fluttering Lark (Crouching Medium Kick, Heavy Kick)
9, 15
29, 35
600, 320
Low, High
First Hit: Target Combo / Second Hit: Special, Super
Immediate scaling of 20% on second hit. Second hit whiffs on crouching opponents.
--
+4, +4
-4, **
3, 1
18, 24
Turning Tail (Heavy Punch, Heavy Punch)
12, 17
35, 44
800, (400, 400)
High
First Hit: Target Combo / Second Hit: --
--
--
+2, Knockdown Limited Juggle +45
-2, -3
4, (4, 4)
20, 17
Trunk Slap (Forward + Heavy Punch, Heavy Punch, Heavy Punch)
16, 13, 7
39, 41, 44
900, 500, (296, 304)
High, High
First Hit: Target Combo / Second Hit: Target Combo / Third Hit: --
First hit has a very lenient/late cancel window. Third Hit has immediate scaling of 20%.
--
+1, -2, Knockdown +40
-4, -11, -16
4, 3, 3
20, 26, 27
Soaring Raid (Jump, Light Punch, Medium Kick)
5, 6
--
300, 500
Overhead, High
First Hit: Target Combo / Second Hit: --
Both hits Cross Up. Second hit is considered high.
--
+5...+10, +12
+1...+6, +8
6, 5
3 Landing
Raptor Range (Jump, Medium Punch, Heavy Punch)
8,
--
700, 700
Overhead, Overhead
First Hit: Target Combo / Second Hit: --
Second hit only works on airborn opponents, won't come out on grounded characters (or is very awkward, idk). Limited Juggle State on air hit.
--
+11...+13, Limited Juggle Knockdown +44...
+5...+7, --
5, 5
3 Landing
Rhino Horn (Light Kick)
13
Down, Down-forward, Forward + Light Kick
52
400, 700
High
--
--
Limited Juggle Knockdown +39...
-9...
5, 6
16 (19 on whiff/block)
Rhino Horn (Medium Kick)
17
Down, Down-forward, Forward + Medium Kick
54
400, 800
High
--
--
Limited Juggle Knockdown +39...
-9...
5, 6
16 (20 on whiff/block)
Rhino Horn (Heavy Kick)
17
Down, Down-forward, Forward + Heavy Kick
58
400, 900
High
--
--
Limited Juggle Knockdown +39...
-9...
5, 6
16 (20 on whiff/block)
Rhino Horn (Overdrive)
11
Down, Down-forward, Forward + KK
48
400, 400, 400
High
--
--
Limited Juggle Knockdown +43...
-9...
7, **, **
13 (19 on whiff/block)
Scratch Wheel (Light Kick)
5
Forward, Down, Down-forward + Light Kick
48
1000
High
Anti-air invincible on frames 1-9.
--
Knockdown +36...
-24
5
39
Scratch Wheel (Medium Kick)
6
Forward, Down, Down-forward + Medium Kick
55
1200
High
Anti-air invincible on frames 1-11.
--
Knockdown +26...
-30
6
44
Scratch Wheel (Heavy Kick)
7
Forward, Down, Down-forward + Heavy Kick
60
1400
High
Anti-air invincible on frames 1-12.
--
Knockdown +23...
-33
6
48
Scratch Wheel (Overdrive)
6
Forward, Down, Down-forward + KK
72
1600
High
Fully invincible on frames 1-8.
--
Knockdown +25...
-46
6, 2, 2
44
Lynx Song
10 / 10 / 10 / 7
Down, Down-forward, Forward + Punch
28 / 36 / 38 / 34
--
--
Listed as Light / Medium / Heavy / Overdrive. Can follow up directly with various moves, or use Forward+Punch followup, Lynx Whirl, which enhances the subsequent followup. Normal versions are projectile immune on frame 11 onward for 11/12/14 frames. Overdrive is projectile immune from frames 8-19. Followup attacks change duration of projectile immunity, but start of immunity is always the same.
--
--
--
--
--
Leopard Snap [Lynx Whirl > Leopard Snap]
...10 [...10]
Lynx Song > Forward + Light Kick [Lynx Whirl > Forward + Light Kick]
36 [36]
1000 [600, 600]
High [High]
Lynx Whirl version listed in brackets. Strength of Lynx Song changes startup/travel distance.
--
Knockdown +35 [Knockdown +48]
-5 [+1]
5 [5, 3]
22 [14]
Harvest Circle [Lynx Whirl > Harvest Circle]
...8 [...8]
Lynx Song > Forward + Medium Kick [Lynx Whirl > Forward + Medium Kick]
33 [35]
900 [600, 700]
High [High]
Lynx Whirl version listed in brackets. Strength of Lynx Song changes startup/travel distance.
--
Limiited Juggle Knockdown +44 [Limited Juggle Knockdown +50]
-9 [-4]
3 [3, 3]
23 [16]
Mallet Smash [Lynx Whirl > Mallet Smash]
...22 [...22]
Lynx Song > Forward + Heavy Kick [Lynx Whirl > Forward + Heavy Kick]
43 [43]
900 [500, 500]
Overhead [Overhead, High]
Lynx Whirl version listed in brackets. Strength of Lynx Song changes startup/travel distance.
--
+2 [+4]
-3 [+3]
3 [2, 2]
19 [16]
Spinning Scythe (Light Kick)
15
Down, Down-back, Back + Light Kick
91
300, 300, 150, 150
High
Can cancel second hit on-hit/on-block into Lynx Whirl with Forward+Punch, forfeits third hit.
--
Knockdown +34
-12
4, 3, (2, 3)
24
Spinning Scythe (Medium Kick)
20
Down, Down-back, Back + Medium Kick
103
300, 300, 200, 200
High
Can cancel second hit on-hit/on-block into Lynx Whirl with Forward+Punch, forfeits third hit.
--
Knockdown +42
-14
4, 3, (5, 2)
27
Spinning Scythe (Heavy Kick)
24
Down, Down-back, Back + Heavy Kick
101
400, 400, 200, 200
High
Can cancel second hit on-hit/on-block into Lynx Whirl with Forward+Punch, forfeits third hit.
--
Limited Juggle Knockdown +52
-10
4, 3, (5, 2)
23
Spinning Scythe (Overdrive)
18
Down, Down-back, Back + KK
90
300, 300, 200, 200
High
Can cancel second hit on-hit/on-block into Lynx Whirl with Forward+Punch, forfeits third hit.
--
Limited Juggle Knockdown +52
-10
4, 3, (2, 3)
22
Moon Glider
20 / 24 / 28 / 23
Down, Down-back, Back + Punch
42 / 45 / 50 / 45
800
High
Data listed as Light / Medium / Heavy / Overdrive. Can follow-up on hit/block with Forward+Punch.
--
+1 / +2 / +2 / +1
-3 / -2 / -2 / -3
3
20 / 19 / 20 / 20
Moon Glider Followup
16 [16]
Moon Glider > Forward + Punch
16 [16]
300, 300 [300, 300, 500]
High
Data listed as Normal [Overdrive]. Normal followups are the same. Overdrive followup only occurs after Overdrive Moon Glider.
--
Limited Juggle Knockdown +39 [Limited Juggle Knockdown +42]
-13 [-19]
2, 4 [2, 4, 3]
25 [35]
Meteor Volley (Level 1)
9
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
1800
High
--
--
Limited Juggle Knockdown +42
-68
**
47 (55 on whiff/block)
Revival Dance (Level 2)
12
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
2800 [1950]
--
On hit, can hold down during cinematic to activate Healing [Healing data listed in brackets]. Fully invincible frames 1-11??
--
Knockdown +25 [Knockdown +1]
-47
**
62
Song of the Grasslands (Level 3)
8
Down, Down-Back, Back, Down, Down-Back, Back + K
4000 (4500)
High
Fully invincible on frames 1-7?? Breaks armor. Critical Art in parenthesis.
--
Knockdown +24 (Knockdown +29)
-54
**
**