Standing Light Punch
5
14
300
High
Chain, Special, Super
--
--
+4
-2
3
7
Standing Medium Punch
7
24
600
High
Special, Super, Target Combo
--
--
+6
0
3
15
Standing Heavy Punch
7
32
900
High
Special, Super
20% damage scaling to followup combo hits.
--
-1
-6
3
23
Standing Light Kick
5
18
300
High
Special, Super
--
--
+3
-1
3
12
Standing Medium Kick
7
29
700
High
--
--
--
+1
-4
5
18
Standing Heavy Kick
13
36
800
High
Super
--
--
+3
-4
3
21
Crouching Light Punch
4
14
300
High
Chain, Special, Super
--
--
+5
-2
3
8
Crouching Medium Punch
6
21 (24 on whiff)
600
High
Special, Super, Target Combo
--
--
+4
-2
3
13 (16 on whiff)
Crouching Heavy Punch
9
33
900
High
--
--
--
0
-9
5
20
Crouching Light Kick
5
19
200
Low
Chain
--
--
+1
-5
2
13
Crouching Medium Kick
8
28
500
Low
Target Combo
10% damage scaling to followup combo hits.
--
+4
-4
3
18
Crouching Heavy Kick
9
50
450, 450
Low
Target Combo
--
--
Knockdown +34
-12
2, 3
21
Back + Light Kick
8
27
500
High
--
--
--
0...
-4...
5
15
Forward + Medium Punch
20
41
800
Overhead
--
--
--
+2
-3
3
19
Forward/Back + Medium Kick
11 (11)
34 (31)
700
High
--
Forward first, Back in parenthesis.
--
+3 (+3)
-6 (-6)
3
21 (18)
Forward + Heavy Punch
16
38
800
High
--
Whiffs on crouching opponents.
--
+5
+3
3
20
Back + Heavy Punch
9
32
800
High
Special, Super
--
--
+1
-4
3
21
Forward + Heavy Kick
17
45
1000
High
--
Knockdown +29 on Counter Hit. Crumple +55 on Punish Counter Hit. Anti-air counter-hit causes a knockdown juggle state as of May 2024 patch.
--
-1
-8
3
26
Down-Forward + Heavy Kick
10
35
1000
High
Special, Super
--
--
0
-9
3
23
Medium Punch, Back + Heavy Punch
7, 16
24, 44
600, 600
High
Special, Super
--
--
+6, Knockdown +35
0, -9
3, 3
15, 26
Down + Medium Punch, Down + Medium Punch
6, 12
21, 30
600, 600
High
Special, Super
--
--
+4, Knockdown +44
-2, -6
3, 3
13, 16
Down + Medium Kick, Forward + Medium Punch
8, 20
28, 43
500, 800
Low, High
--
Second hit scales to 80% (640).
--
+4, +1
-5, -5
3, 3
18, 21
Down + Heavy Kick, Down-Forward + Heavy Kick
9, 10
50, 37
450, 600
Low, High
Special, Super
Second hit only combos if first hit is Punish Counter (which causes Juggle State). Second hit scales to 80% (480).
--
--, Knockdown +34
--, -10
2, 3
25
Sonic Boom
10
Back Charge, Forward + P
40
550 (600)
High
Perfect in Parenthesis. Strength of the Punch only changes the Sonic Boom's travel speed, does not change advantage or damage.
--
+3... (+4...)
-3... (-3...)
**
30
Sonic Boom (Overdrive)
10
Back Charge, Forward + PP
38
500, 500
High
--
--
Variable Knockdown of +48 minimum
+3
**
30
Flash Kick (Light Kick)
5
Down Charge, Up + Light Kick
51
1000 (1200)
High
Perfect in parenthesis. Anti-air invincible on frames 1-7.
--
Knockdown +36...
-30
6
41
Flash Kick (Medium Kick)
6
Down Charge, Up + Medium Kick
53
1100 (1300)
High
Perfect in parenthesis. Anti-air invincible on frames 1-8.
--
Knockdown +37...
-31
6
42
Flash Kick (Heavy Kick)
7
Down Charge, Up + Heavy Kick
55
1200 (1400)
High
Perfect in parenthesis. Anti-air invincible on frames 1-9.
--
Knockdown +37...
-31
6
42
Flash Kick (Overdrive)
6
Down Charge, Up + KK
55
1000, 600
High
Fully invincible on frames 1-11.
--
Knockdown +29...
-33
6
46
Sonic Blade (Light Punch)
16
Down, Down-Back, Back + Light Punch
42
400
High
Can cancel into Sonic Boom with Foward + Punch, no charge required. If the Sonic Boom touches the Sonic Blade, a Sonic Cross is created.
--
-3
-4
...27
26
Sonic Blade (Medium Punch)
21
Down, Down-Back, Back + Medium Punch
50
400
High
Can cancel into Sonic Boom with Foward + Punch, no charge required. If the Sonic Boom touches the Sonic Blade, a Sonic Cross is created.
--
-6
-7
...30
29
Sonic Blade (Heavy Punch)
31
Down, Down-Back, Back + Heavy Punch
54
250, 250
High
Can cancel into Sonic Boom with Foward + Punch, no charge required. If the Sonic Boom touches the Sonic Blade, a Sonic Cross is created.
--
+1
-1
...24
19
Sonic Blade (Overdrive)
15
Down, Down-Back, Back + PP
39
300
High
Limited Juggle State on hit. Can cancel into Sonic Boom with Foward + Punch, no charge required. If the Sonic Boom touches the Sonic Blade, a Sonic Cross is created.
--
Knockdown +54...
-4
...21
**
Sonic Cross
10
Sonic Blade > Forward + Punch (PP)
**
600, 400 (400, 400, 500)
High
Punch strength only changes the travel speed, not the damage or advantage. Overdrive in parenthesis.
--
Knockdown +**...
**
**
**
Sonic Break
11
During Solid Puncher: PP (chargeless) or P (after Sonic Boom)
**
600 (1000)
High
For the chargeless PP version, there is no difference in travel speed based on punch used. For the P followup to Sonic Boom, the travel speed does change based on the punch used. Overdrive Sonic Boom followup does 1000 damage.
--
+2
-2
**
25
Sonic Hurricane (Level 1)
8 (7)
Back Charge, Forward, Back, Forward + P
2000 (1800)
High
Strike/throw invincible on frames 1-10 (Light and Medium versions only!). Breaks armor. Hard punch has no invincibility, angles the projectile upward, data in parenthesis.
--
Knockdown +41 (Knockdown +70)
-26 (-2)
**
81 (68)
Solid Puncher (Level 2)
6
Down, Down-Back, Back, Down, Down-Back, Back + P
--
--
Enables Sonic Break. 25 second timer.
--
--
--
--
--
Crossfire Somersault (Level 3)
9
Back Charge, Forward, Back, Forward + K
4000 (4500)
High
Fully invincible on frames 1-14. Breaks armor. Critical Art in parenthesis.
--
Knockdown +16 (Knockdown +16)
-59
6
70