Condor Wind (Light Punch)
47...109
Down, Down-Back, Back + Light Punch
47...109
--
--
Light Punch version only charges up a Wind Stock, does not attack. Hold Punch to continue charging, up to three stocks.
--
--
--
--
--
Condor Wind (Medium Punch)
23...93
Down, Down-Back, Back + Medium Punch
51...121
900
High
Charges up a Wind Stock. Hold Punch to continue charging, up to three stocks. Held Attack comes out on frame 4 once Punch is released.
--
+2
-8
5
25
Condor Wind (Heavy Punch)
25...93
Down, Down-Back, Back + Heavy Punch
53...121
1100
High
Charges up a Wind Stock. Hold Punch to continue charging, up to three stocks. Held Attack comes out on frame 4 once Punch is released.
--
Knockdown +30
-8
5
25
Condor Wind (Overdrive)
19 (40)
Down, Down-Back, Back + PP
45 (40)
1200
High
Limited Juggle State on hit. Charges up a Wind Stock. Held version (data in parenthesis) only charges one stock, takes 40 total frames, and will not attack after the hold.
--
Knockdown +39 (--)
-5 (--)
5 (--)
23 (--)
Condor Spire (Light Kick)
17 (9)
Down, Down-Forward, Forward + Light Kick
45 (51)
800 (100, 100, 800)
High
Wind Stock version in parenthesis.
--
Knockdown +33 (Knockdown +47)
-8...+4 (+1...+7)
13 (5, 18)
16 (14)
Condor Spire (Medium Kick)
21 (13)
Down, Down-Forward, Forward + Medium Kick
49 (55)
900 (100, 100, 900)
High
Wind Stock version in parenthesis.
--
Knockdown +37 (Knockdown +49)
-8...+4 (+1...+7)
13 (5, 18)
16 (14)
Condor Spire (Heavy Kick)
25 (17)
Down, Down-Forward, Forward + Heavy Kick
53 (59)
1000 (100, 100, 1000)
High
Wind Stock version in parenthesis.
--
Knockdown +37 (Knockdown +52)
-8...+4 (+1...+7)
13 (5, 18)
16 (14)
Condor Spire (Overdrive)
15 (9)
Down, Down-Forward, Forward + KK
43 (46)
1000 (100, 100, 1000)
High
Wind Stock version in parenthesis.
--
Knockdown +42 (Knockdown +56)
-8...+4 (+2...+8)
13 (24)
16 (14)
Normal
Wind Stock
Tomahawk Buster (Light Punch)
6 (4)
Forward, Down, Down-Forward + Light Punch
49 (49)
900 (400, 600)
High
Anti-Air invincible on frames 1-10. Wind Stock version in parenthesis.
--
Knockdown +36 (Knockdown +41)
-27 (-25)
11 (14)
33 (33)
Normal
Wind Stock
Tomahawk Buster (Medium Punch)
8 (6)
Forward, Down, Down-Forward + Medium Punch
56 (56)
1000 (400, 800)
High
Anti-Air invincible on frames 1-12. Wind Stock version in parenthesis.
--
Knockdown +36 (Knockdown +41)
-32 (-30)
12 (15)
37 (37)
Normal
Wind Stock
Tomahawk Buster (Heavy Punch)
10 (8)
Forward, Down, Down-Forward + Heavy Punch
61 (61)
1200 (400, 1000)
High
Anti-Air invincible on frames 1-14. Wind Stock version in parenthesis.
--
Knockdown +36 (Knockdown +41)
-35 (-33)
14 (17)
38 (38)
Normal
Wind Stock
Tomahawk Buster (Overdrive)
6 (4)
Forward, Down, Down-Forward + PP
60 (60)
800, 600 (400, 600, 600)
High
Anti-Air and Throw invincible on frames 1-10. Wind Stock version in parenthesis. Can cancel into Overdrive Condor Dive on hit.
--
Knockdown +32 (Knockdown +33)
-35 (-35)
12 (15)
43 (43)
Condor Dive
12 (12)
Neutral or Forward Jump, PP
--
800 (200, 800)
High
Wind Stock version in parenthesis. Active until landing. Recovery on whiff is 24, but recovery on hit/block is variable based on height (31.../36...).
--
Knockdown +32...+37 (Knockdown +33...+38)
-19...-24 (-19...-24)
**
24* (24*)
Condor Dive (Overdrive)
12 (12)
Neutral or Forward Jump, PPP
--
1400 (200, 1400)
High
Wind Stock version in parenthesis. Active until landing. Recovery on whiff is 24, but recovery on hit/block is variable based on height (31.../36...).
--
Knockdown +40...+46 (Knockdown +42...+48)
-19...-24 (-19...-24)
**
24* (24*)
Mexican Typhoon
5
360 + P
--
2000 (2300) / 2400 (2760) / 2800 (3220) / 2900 (3350)
Throw
Wind Stock version in parenthesis. Light Punch version has the most range but the least damage, Heavy Punch has the least range but the most damage. Overdrive has maximum range and damage compared to the normal versions.
--
Knockdown +28
--
3
53
Breezing Hawk (Level 1)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
2200
High
Strike/Throw invincible on frames 1-14. Breaks armor.
--
Knockdown +27
-36
**
51
Thunderbird (Level 2)
9 (9)
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2600 (2900)
--
Fully invincible on frames 1-41. Breaks armor. Wind Stock version in parenthesis. Can be used in the air.
--
Knockdown +42 (Knockdown +43)
-60 (-59)
**
63
Raging Typhoon (Level 3)
7
Down, Down-Back, Back, Down, Down-Back, Back + P
4500 (5000)
Throw + Hit
Fully invincible on frames 1-8. Breaks armor. Critical Art in parenthesis. Can be combo'd into as a hit or used empty as a grab, although the opponent can jump away after the screen freeze.
--
Knockdown +4
--
2
106