Power Drive (Medium Punch, Heavy Punch)
7, 16
25, 40
700, 700
High
--
--
--
+1, Knockdown +29
-3, -5
3, 3
16, 22
Power Shoot (Medium Punch, Heavy Kick)
7, 18
25, 51
700, 600
High
--
Only combos on Counter Hit
--
+1, Knockdown +39
-3, -14
3, 3
16, 31
Power Dunk (Medium Punch, Heavy Kick, Heavy Kick)
7, 18, 18
25, 51, 80
700, 600, 350, 560
High
--
Second hit only combos on Counter Hit. Third hit does not come out on block.
--
+1, Knockdown +39, Knockdown +25
-3, -14, --
3, 3, 3
16, 31, 33
Passing Sway (Medium Punch, Medium Kick)
7, 13
25, 52
700, 400
High
--
Invincible on frames 6-21 because this character is really odd.
--
+1, -3
-3, -12
3, 2
16, 27
Passing Sway > Jumping Lariat (Medium Punch, Medium Kick, Medium Punch)
7, 13, 24
25, 52, 43
700, 400, 1000
High
--
Can cross through by holding forward. Only comes out if first two attacks hit, will not come out on block. Third hit does not combo. Invincible on frames 6-33 because this character is really odd.
--
+1, -3, +4
-3, -12, +3
3, 2, 2
16, 27, 18
Passing Sway > Jumping Knee (Medium Punch, Medium Kick, Medium Punch)
7, 13, 24
25, 52, 45
700, 400, 1000
High
--
Can cross through by holding forward. Only comes out if first two attacks hit, will not come out on block. Third hit does not combo. Invincible on frames 6-33 because this character is really odd.
--
+1, -3, +3
-3, -12, -2
3, 2, 2
16, 27, 20
Fire Kick (Down + Medium Kick, Down + Heavy Kick)
8, 13
29, 40
500, 900
High
Special, Super
--
--
-2, Knockdown +35
-6, -16
3, 2
19, 28
Power Wave (Light Punch)
14
Down, Down-Forward, Forward + Light Punch
49
600
High
--
--
-3...
-9...
...
35
Power Wave (Medium Punch)
16
Down, Down-Forward, Forward + Medium Punch
48
700
High
--
--
0...
-6...
...
32
Round Wave (Heavy Punch)
29
Down, Down-Forward, Forward + Heavy Punch
53
900
High
--
--
+8
+5
9
24
Round Wave (Overdrive)
15
Down, Down-Forward, Forward + PP
43
400, 400
High
--
--
+2...
-2...
**
20
Quick Burn (Light Punch)
29
Down, Down-Back, Back + Light Punch
46
500, 400
High, Overhead
--
--
--, +2
--, -5
2
23
Burning Knuckle (Medium Punch)
14
Down, Down-Back, Back + Medium Punch
42
1000
High
--
--
Knockdown +30...+42
-6...+2
9
23
Burning Knuckle (Heavy Punch)
23
Down, Down-Back, Back + Heavy Punch
53
1200
High
--
--
Knockdown +28...+41
-8...+5
14
23
Quick Burn (Overdrive)
10
Down, Down-Back, Back + LP+MP
46 on block, 93 on hit
400, 400, 600
High, Overhead, High
Third hit does not come out on block. Only second hit is Super cancellable.
--
Knockdown +33
-5
2, 2, 3
23 on block, 41 on hit
Burning Knuckle (Overdrive)
19
Down, Down-Back, Back + MP+HP (or LP+HP)
49
1400
High
Extra Juggle points on Punish Counter.
--
Knockdown +60...
-8...+5
14
17
Power Charge (Light Kick)
19
Down, Down-Forward, Forward + Light Kick
14
700
High
--
--
+3...+7
-9...-5
5
24
Power Charge (Medium Kick)
20
Down, Down-Forward, Forward + Medium Kick
48
700
High
Juggle state on hit.
--
Knockdown Juggle +42...
-11...-6
6
23
Power Charge (Heavy Kick)
25
Down, Down-Forward, Forward + Heavy Kick
60
800
High
Juggle state on hit. The Heavy version of this move can be Special Cancelled because this character is really odd.
--
Knockdown Juggle +37...
-16...-9
9
27
Power Charge (Overdrive)
19
Down, Down-Forward, Forward + KK
50
800
High
Wallbounce Juggle on hit.
--
Wallbounce Juggle +75...
-14...-7
8
24
Crack Shoot (Light Kick)
16
Down, Down-Back, Back + Light Kick
37
700
High
--
--
+1
-3
4
18
Crack Shoot (Medium Kick)
17
Down, Down-Back, Back + Medium Kick
41
700
High
--
--
+1
-3
7
18
Crack Shoot (Heavy Kick)
23
Down, Down-Back, Back + Heavy Kick
52
300, 800
High
--
--
Knockdown +43
-1
11
19
Crack Shoot (Overdrive)
20
Down, Down-Back, Back + KK
42
1200
High
--
--
Knockdown +29
-2
4
19
Rising Tackle (Light Punch)
5
Forward, Down, Down-Forward + Light Punch
47
1000
High
Anti-air invincible on frames 1-14. Airborne on frames 6-35.
--
Knockdown +33
-23
10
33
Rising Tackle (Medium Punch)
6
Forward, Down, Down-Forward + Medium Punch
55
600, 600
High
Anti-air invincible on frames 1-10. Airborne on frames 8-43.
--
Knockdown +25
-26
10
40
Rising Tackle (Heavy Punch)
7
Forward, Down, Down-Forward + Heavy Punch
68
700, 300, 300
High
Anti-air invincible on frames 1-8. Airborne on frames 8-53.
--
Knockdown +27
-36
20
42
Rising Tackle (Overdrive)
6
Forward, Down, Down-Forward + PP
69
1600 (400, 200, 200, 200, 200, 400)
High
Fully invincible on frames 1-10. Airborne on frames 7-54.
--
Knockdown +27
-42
15
49
Buster Wolf (Level 1)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Strike/throw invincible on frames 1-8. Breaks armor.
--
Knockdown +22
-26
12
63 on hit, 60 on whiff
Power Geyser (Level 2)
13
Down, Down-Back, Back, Down, Down-Back, Back + P
2600 (+440, +1000)
High
Fully invincible on frames 1-17. Anti-air and projectile invincible on frames 18-25. Breaks armor.
Can transition to Twin Geyser on frames 25-38 on hit with PP (0 bar, +440 damage). Can transition to Triple Geyser with PP a third time (1 bar, +1000 damage). You can just mash PP :)
--
Knockdown +24
-27
**
45 on hit, 54 on whiff
Rising Fang (Level 3)
8
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Fully invincibile on frames 1-16. Breaks armor. Critical Art in parenthesis.
--
Knockdown +22 (Knockdown +37)
-50
**
57