Introduction
Normal Moves
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
3/11
|
5
|
2
|
10
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
8
|
5
|
13
|
-2
|
-6
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
6/22
|
9
|
6
|
23
|
-3
|
-9
|
HL
|
Y
|
-
|
-
|
|
n.5A (within 49px)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
5
|
2
|
10
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
n.5B (within 57px)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
6
|
6
|
9
|
1
|
-3
|
HL
|
Y
|
-
|
-
|
|
n.5C (within 70px)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10+10
|
4/11
|
8
|
5
|
20
|
3(7)
|
-3(1)
|
HL
|
Y
|
-
|
-
|
|
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
3/11
|
5
|
5
|
7
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
3/11
|
6
|
3
|
12
|
1
|
-3
|
HL
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
23
|
6/26
|
8
|
5
|
20
|
-KD
|
-6(1)
|
HL
|
Y
|
-
|
-
|
|
Command Moves
Wild Upper 3A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
4/18
|
6
|
12
|
20
|
-5(7)
|
-11(1)
|
HL
|
Y
|
-
|
-
|
|
Backspin Kick 6B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
6/12
|
14
|
4
|
22
|
2
|
-3
|
HL
|
N
|
-
|
-
|
|
Charging Kick 6[6]C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
6/22
|
17
|
4
|
20
|
2
|
-4
|
H
|
N
|
-
|
-
|
|
Fake-out Moves
Burning Knuckle - f + AC
Power Geyser - d + BC
Special Moves
Power Wave - qcf + A
Round Wave - qcf + C
Burning Knuckle - qcb + A/C
Rising Tackle - charge d~u + A
Crack Shot - qcb + B
Fire Kick - qcf + B
Bashing Sway - qcf + D
Super Special Moves
Power Geyser - qcb, db, f + BC
Super Desperation Move
Triple Geyser - qcb, db, f + C