Light Punch, Light Punch
6, 14
19, 38
400, 600
High
First Hit: --
Second Hit: Special, Super
Second hit does not combo unless counter hit.
--
0, -3
-2, -6
3, 3
11, 22
Medium Punch, Medium Punch
7, 14
25, 38
700, 600
High
First Hit: --
Second Hit: Special, Super
--
--
+2, -3
-1, -8
4, 2
17, 23
Heavy Punch, Heavy Punch
12...26, 24
36...49, 45
1000...1200, 1000
High
--
Second hit always scales to 90% (900).
--
+3...+6, Knockdown +35
-3...+3, +2
2, 3
23...22, 19
Forward + Medium Punch, Heavy Punch
10, 11
31, 38
800, 800
High, Low
--
--
--
+2, Knockdown +31
-3, -12
2, 2
20, 26
Forward + Medium Punch, Heavy Kick
10, 11
31, 37
800, 800
High, High
--
--
--
+2, Knockdown +39
-3, -10
2, 4
20, 23
Down-Forward + Heavy Punch, Down-Forward + Heavy Punch
21...31, 18
43...51, 43
900...1000, 900
Overhead, Overhead
--
Can hold down the button to charge the first attack, data listed as 'no charge...max charge'.
--
0...+5, -3
-3...+2, -12
2, 2
21...19, 24
Forward + Heavy Kick, Forward + Heavy Kick
14...27, 16
38...49, 45
900...1000, 1000
High, High
First Hit: Special, Super
Second Hit: --
Can hold down the button to charge the first attack, data listed as 'no charge...max charge'.
--
0...+10, Knockdown +40
-3...+3, -12
4, 5
21...19, 25
Jump Medium Punch, Jump Medium Punch
7, 10
**
700, 800
Overhead, Overhead
--
Limited Juggle State on air hit with first hit, Forced Knockdown on air hit with second hit.
--
+8..., --
+4..., --
4, 3
3 Landing
Gladius (Light Punch)
17...30
Down, Down-Forward, Forward + Light Punch
41...53
1200...1200, 1200
High, Hit Throw
Charged version breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 5 until 3-6 frames before becoming active (affected by charge).
--
Knockdown +36...+40
-5...+4
4
21...20
Gladius (Medium Punch)
19...35
Down, Down-Forward, Forward + Medium Punch
43...58
1400...1400, 1200
High, Hit Throw
Charged version breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 5 until 3-6 frames before becoming active (affected by charge).
--
Knockdown +36...+40
-5...+4
4
21...20
Gladius (Heavy Punch)
22...41
Down, Down-Forward, Forward + Heavy Punch
46...64
1600...1600, 1200
High, Hit Throw
Charged version breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 5 until 3-6 frames before becoming active (affected by charge).
--
Knockdown +36...+40
-5...+4
4
21...20
Gladius (Overdrive)
19...35
Down, Down-Forward, Forward + PP
43...58
1700...1700, 1200
High, Hit Throw
Breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 1 until becoming active (affected by charge). Charged version grants two hits of upper body hit armor. Adds 30% scaling in combos as of May 2024 patch.
--
Knockdown +36...+40
-2...+4
4
21...20
Dimachaerus (Light Punch)
12, 13
Down, Down-Back, Back + Light Punch
45, 40
600, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data.
--
-3, Knockdown +31
-16, --
4, 5
30, 23
Dimachaerus (Medium Punch)
16, 13
Down, Down-Back, Back + Medium Punch
49, 41
700, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data.
--
0, Knockdown +36
-16, --
4, 5
30, 24
Dimachaerus (Heavy Punch)
22, 18
Down, Down-Back, Back + Heavy Punch
55, 45
800, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data. Full Juggle State on hit for both hits.
--
Knockdown +38, Ground Bounce +56
-16, --
4, 5
30, 23
Dimachaerus (Overdrive)
16, 13
Down, Down-Back, Back + PP
45, 40
600, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data. Full Juggle State on hit for both hits.
--
Knockdown +42, Ground Bounce +56
-12, --
4, 5
30, 23
Phalanx (Light Punch)
25
Forward, Down, Down-Forward + Light Punch
45
1500
High
One hit of armor on frames 7-11.
--
Knockdown +42
+2
3
18
Phalanx (Medium Punch)
28
Forward, Down, Down-Forward + Medium Punch
48
1600
High
One hit of armor on frames 7-13.
--
Knockdown +42
+2
3
18
Phalanx (Heavy Punch)
32
Forward, Down, Down-Forward + Heavy Punch
52
1700
High
One hit of armor on frames 10-15.
--
Knockdown +42
+2
3
18
Phalanx (Overdrive)
28
Forward, Down, Down-Forward + PP
48
1400
High
One hit of armor on frames 6-12. Wall Splats in the corner on hit.
--
Knockdown +70
+4
3
18
Quadriga (Light Kick)
20
Down, Down-Forward, Forward + Light Kick
47
1400
High
--
--
Knockdown +35
-6
4
24
Quadriga (Medium Kick)
24
Down, Down-Forward, Forward + Medium Kick
49
1500
High
--
--
Knockdown +37
-4
4
22
Quadriga (Heavy Kick)
29
Down, Down-Forward, Forward + Heavy Kick
53
1600
High
--
--
Knockdown +37
-3
4
21
Quadriga (Overdrive)
24
Down, Down-Forward, Forward + KK
51
1500
High
Breaks armor.
--
Wall Splat +50...+68
-6
4
24
Scutum
3
Down, Down-Back, Back + K
**
840
Parry
Upper body armor while active, but really wonkie and depends on the hitbox/hurtbox of the attacker (can armor Ryu cr.LP but not Juri cr.LP, for instance). Gives more advantage versus light attacks. Followup attack breaks armor (as of May 2024 patch).
--
+1...+3
-3
26...116
26
Scutum (Overdrive)
1
Down, Down-Back, Back + KK
**
840
Parry
Full body armor while active. Gives more advantage versus light attacks. Followup attack breaks armor (as of May 2024 patch).
--
+1...+3
-5
25...28
29
Scutum > Tonitrus
(9...+)15, 20
Down, Down-Back, Back + K > P, P
40, 58
900, 1000
Overhead, High
--
--
+1, Knockdown +31
-3, -21
3, 3
23, 36
Scutum > Procella
(9...+)16
Down, Down-Back, Back + K > K
55
1200
Low
--
--
Knockdown +22
-24
3
37
Scutum > Enfold
(9...+)5
Down, Down-Back, Back + K > LP+LK
61
2500
Throw
--
--
Knockdown +18
--
3
54
Javelin of Marisa (Level 1)
19 (42) (6)
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
2200 (2900) (2640)
High (High) (Parry)
Has two hits of full body armor on frames 2-23. Breaks armor. Charged version transitions to a parry version of the move when the armor is struck.
Data listed as: Normal (Full Charge) (Parry)
--
Knockdown +14 (Knockdown +35) (Knockdown +46)
-43 (-43) (--)
5
60
Meteorite (Level 2)
9 (34)
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Light Punch
3000 (2500)
High
Fully invincible on frames 1-15. Breaks armor. Late hit listed in parenthesis.
--
Knockdown +17
** (-44)
7 (3)
** (59)
Goddess of the Hunt (Level 3)
13
Down, Down-Back, Back, Down, Down-Back, Back + P
4000 (4500)
High
Fully invincible on frames 1-19. Breaks armor. Critical Art in parenthesis.
--
Knockdown +14 (Knockdown +14)
-39
7
60