Kachousen (Light Punch)
16
Down, Down-Forward, Forward + Light Punch
48
500
High
Not technically considered a projectile, so does not collide with projectiles and can be stopped with normal attacks.
Can hold the attack button to charge, and the held version is considered a projectile. Held version bounces off the opponent on hit/block for a followup hit, strength of Punch changes the bounce height.
The Flame Stock version is a standard projectile with two hits.
--
Normal -1..., Charged +1..., Followup +30...
Flame +1..., Charged +1..., Followup +30...
Normal -7..., Charged -1..., Followup +26...
Flame -3..., Charged -1..., Followup +26...
...
33, Flame 30
Kachousen (Medium Punch)
14
Down, Down-Forward, Forward + Medium Punch
48
500
High
Not technically considered a projectile, so does not collide with projectiles and can be stopped with normal attacks.
Can hold the attack button to charge, and the held version is considered a projectile. Held version bounces off the opponent on hit/block for a followup hit, strength of Punch changes the bounce height.
The Flame Stock version is a standard projectile with two hits.
--
Normal -3..., Charged +1..., Followup +30...
Flame -1..., Charged +1..., Followup +30...
Normal -9..., Charged -1..., Followup +26...
Flame -5..., Charged -1..., Followup +26...
...
35, Flame 32
Kachousen (Heavy Punch)
12
Down, Down-Forward, Forward + Heavy Punch
48
500
High
Not technically considered a projectile, so does not collide with projectiles and can be stopped with normal attacks.
Can hold the attack button to charge, and the held version is considered a projectile. Held version bounces off the opponent on hit/block for a followup hit, strength of Punch changes the bounce height.
The Flame Stock version is a standard projectile with two hits.
--
Normal -5..., Charged +1..., Followup +30...
Flame -3..., Charged +1..., Followup +30...
Normal -11..., Charged -1..., Followup +26...
Flame -7..., Charged -1..., Followup +26...
...
37, Flame 34
Kachousen (Overdrive)
16
Down, Down-Forward, Forward + PP
48
500
High
Overdrive version bounces off of opponents on hit/block for a followup hit without needing to be held. Overdrive version is always considered a standard projectile, but only has one hit so will lose to most other Overdrive projectiles.
Can hold the attack button to charge. Held version has two hits, but does not bounce off of opponents on hit/block -- however, held version can be followed up with Forward+Punch to throw two more fans, both of which will bounce off of opponents on hit/block.
Flame Stock versions still have two hits per fan.
--
Normal +3..., Charged +14..., Knockdown +61...
Flame +3..., Charged +45..., Knockdown +60...
Normal -7..., Charged -1..., Followup +26...
Flame -3..., Charged -1..., Followup +26...
...
31, Flame 31
Hishou Ryuuenjin (Light Kick)
5
Forward, Down, Down-Forward + Light Kick
52
400, 500 (400, 300, 300)
High
Anti-air invincible on frames 1-14. Flame Stock version in parenthesis.
--
Knockdown +29 (Knockdown +31)
-29
18
30
Hishou Ryuuenjin (Medium Kick)
6
Forward, Down, Down-Forward + Medium Kick
52
500, 600 (500, 350, 350)
High
Anti-air invincible on frames 1-10. Flame Stock version in parenthesis.
--
Knockdown +31 (Knockdown +32)
-28
18
29
Hishou Ryuuenjin (Heavy Kick)
7
Forward, Down, Down-Forward + Heavy Kick
53
600, 600 (500, 400, 400)
High
Anti-air invincible on frames 1-11. Flame Stock version in parenthesis.
--
Knockdown +31 (Knockdown +32)
-31
18
29
Hishou Ryuuenjin (Overdrive)
6
Forward, Down, Down-Forward + KK
57
800, 800 (800, 500, 400)
High
Fully invincible on frames 1-8. Anti-air invincible on frames 9-10. Flame Stock version in parenthesis.
--
Knockdown +20 (Knockdown +27)
-40
17
35 (42 on block)
Ryuuenbu (Light Punch)
14
Down, Down-Back, Back + Light Punch
35
800 (900)
High
Flame stock in parenthesis.
--
+3...+9 (Knockdown +35...)
-4...+2 (-2...+4)
7
15
Ryuuenbu (Medium Punch)
14
Down, Down-Back, Back + Medium Punch
47
200, 800 (200, 900)
High
--
--
Knockdown +35...+41 (Limited Juggle State, Knockdown +42...)
-6...0 (-6... 0)
2, 7
31
Ryuuenbu (Heavy Punch)
15
Down, Down-Back, Back + Heavy Punch
48
200, 600 (200, 700)
High
Whiffs on crouching opponents. Limited juggle state on hit.
--
Limited Juggle State, Knockdown +43...+51 (Limited Juggle State, Knockdown +47...)
-6...+3 (-6...+3)
3, 10
21
Ryuuenbu (Overdrive)
16
Down, Down-Back, Back + PP
62
200, 400, 400 (200, 450, 450)
High
--
--
Limited Juggle State, Knockdown +48...
-12...
2, 5, 5
16
Hissatsu Shinobi Bachi (Light Kick)
10
Down, Down-Forward, Forward + Light Kick
55
400, 400 (400, 500)
High
Flame Stock in parenthesis.
--
Knockdown +27...+43
-10...+6
2, 17
16
Hissatsu Shinobi Bachi (Medium Kick)
15
Down, Down-Forward, Forward + Medium Kick
64
450, 450 (450, 550)
High
Flame Stock in parenthesis.
--
Knockdown +23...
-12...+4
2, 17
20
Hissatsu Shinobi Bachi (Heavy Kick)
18
Down, Down-Forward, Forward + Heavy Kick
68
500, 500 (500, 600)
High
Flame Stock in parenthesis.
--
Knockdown +22...
-13...
2, 17
21
Hissatsu Shinobi Bachi (Overdrive)
14
Down, Down-Forward, Forward + KK
77
400, 400 (400, 500)
High
Transitions into an air state on hit, during which Jump Medium Punch can be used as a followup. Flame Stock in parenthesis.
--
Juggle state... Knockdown +27
-12
2, 17
27 (32 on hit)
Musasabi no Mai (During Forward Jump Only)
21
Forward Jump, Down, Down-Back, Back + Punch
**
1000 [1100] (1200 [1300])
High
Punch strength does not change the move. Overdrive in parenthesis. Flame Stock in brackets. All versions create a limited juggle on hit, but difficult to space to allow followup without Overdrive, which launches higher.
--
Limited juggle state, knockdown ** on hit...
-7...-1 [-4...+1]
10...6
**
Kagerou no Mai (Level 1)
6
Down, Down-Back, Back, Down, Down-Back, Back + P
141
2000 (2300)
High
Strike invincible on frames 1-8. Breaks armor. Flame stock in parenthesis.
--
Knockdown +26 (Knockdown +40)
-26
**
**
Chou Hissatsu Shinobi Bachi (Level 2)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward, K
68 (79 on block)
2800 (3000)
High
Fully invincible on frames 1-8. Breaks armor. Flame Stock in parenthesis. Flame stock grants additional projectile invincibility on frames 9-12.
--
Knockdown +23 (Knockdown +38)
-24
**
...37
Air Chou Hissatsu Shinobi Bachi (Level 2)
3
Forward Jump, Down, Down-Forward, Forward, Down, Down-Forward, Forward, K
93
2800 (3000)
High
Flame Stock in parenthesis.
--
Knockdown +11 (Knockdown +10)
**
**
71
Shiranui Ryuu: Enbu Ada Zakura (Level 3)
10
Down, Down-Back, Back, Down, Down-Back, Back + P
**
4000 (4500)
High
Strike invincibile on frames 1-11. Breaks armor. Critical Art in parenthesis.
--
Knockdown +19 (Knockdown +20)
-33
**
**