Throws 11
Gut Wrencher
or +- start
- i12~14
- block
- -6
- hit
- KND
Throw break 1 • Opponent recovers FUFA
Brain Pulverizer
or +- start
- i12~14
- block
- -3
- hit
- KND
Floor Break • Throw break 2 • Side switch • Opponent recovers FDFT • Special throw animation if paired with Marshall Law(press 5 after the input), no side switch, balcony break, opponent recovers FDFA
Choker Slam
or- start
- i12~14
- block
- -3
- hit
- KND
Floor Break • Throw break 1 • Opponent recovers FU(side)
Throw Down
or- start
- i12~14
- block
- -3
- hit
- KND
Thrwo break 2 • Opponent recovers FU(side)
Schoolyard Bully
or- start
- i12~14
- hit
- KND
Unbreakable throw
Armlock Throw
+- start
- i12
- block
- +0
- hit
- KND
Throw break 1+2 • Side switch • Opponent recovers FUFA
Spinning Elbow Drop
+Griffin Throw
DuringFlickerStanceTen Count
DuringPeekabooPosition Change
DuringSwayingParry
Synchrowiththeopponent'spunch +
Attacks 70
Double Jab
- block
- -1
- hit
- +5
- ch
- +5
Natural combo from 1st hit • Jail on block • Can transition to DCK with f+3_4(-2/+4/+4) • Can transition to LWV/RWV with 3/4(-6/+0/+0) • Can transition to SWY with b+3_4(-6/+0/+0)
Lightning Combo
- block
- -10
- hit
- +1
- ch
- +1
Elbow • Natural combo from 1st hit
Double Jab Body Blow
+- block
- -6
- hit
- +0
- ch
- +5
Double Jab Body Blow to Flicker
+- block
- +0
- hit
- +6
- ch
- +11
Transition to FLK • Can cancel out of stance and recover FC with db(-2/+4/+9)
Left Right
- block
- -2
- hit
- +6
- ch
- +6
Natural combo from 1st hit • Jail on block • Can transition to DCK with f+3_4(-2/+6/+6) • Can transition to LWV/RWV with 3/4(-4/+4/+4) • Can transition to SWY with b+3_4(-4/+4/+4)
Jab Body Blow
+- block
- -6
- hit
- +0
- ch
- +5
Jab Body Blow to Flicker
+- block
- +0
- hit
- +6
- ch
- +11
Transition to FLK • Can cancel out of stance and recover FC withdb(-2/+4/+9)
Left Right Left
- block
- -3
- hit
- +3
- ch
- +3
Natural combo from 1st CH • Can transition to DCK with f+3_4(-2/+4/+4) • Can transition to LWV/RWV with 3/4(-6/+0/+0) • Can transition to SWY with b+3_4(-6/+0/+0)
Left Right Left to Peekaboo
- block
- -1
- hit
- +5
- ch
- +5
Transition to PAB
Left Right Left to Flicker
- block
- -1
- hit
- +5
- ch
- +5
Transition to FLK • Can cancel out of stance and recover FC with db(-3/+3/+3)
British Edge Combo
- block
- -10
- hit
- KND
- ch
- KND
Balcony Break • Natural combo from 3rd CH • Can transition to DCK with f+3_4(-4/KND/KND) • Can transition to LWV/RWV with 3/4(-6/KND/KND) • Can transition to SWY with b+3_4(-6/KND/KND)
British Edge Combo 2
+- block
- -15
- hit
- KND
- ch
- KND
Can recover FC with D • Opponent recovers FDFT
Straight Body to Peekaboo
- block
- +3
- hit
- +14g
- ch
- +14
Transition to PAB
Straight Body to Flicker Stance
- block
- +3
- hit
- +14g
- ch
- +14
Transition to FLK • Can cancel out of stance and recover FC with db(+2/+13g/+13)
Vanguard Rush
- block
- -11
- hit
- KND
- ch
- KND
Balcony Break • Natural combo from 2nd CH • Can be delayed
Ducking Left
Ducking Right
Quick Spin
Ki Charge
Ducking Body Blow
+- start
- i21
- block
- -6
- hit
- +5
- ch
- +5
Ducking Body Blow to Left Hook
+- block
- -5
- hit
- -1
- ch
- -1
Natural combo from 1st hit • Can be delayed
Ducking Psyche-out Body
+- block
- -5
- hit
- +6
- ch
- +31
Opponent must techroll to avoid guaranteed follow-ups on CH, on hit also if they're crouching
Ducking Body Blow to Left Hook to Peekaboo
+- block
- +1
- hit
- +5
- ch
- +5
Transition to PAB
Ducking Body Blow to Left Hook to Flicker Stance
+- block
- +1
- hit
- +5
- ch
- +5
Transition to FLK • Can cancel out of stance and recover FC with db(+0/+4/+4)
Ducking
+ or +Gyro Hook to Peekaboo
+- block
- -2
- hit
- +8
- ch
- +8
Gyro Hook
+- block
- -13
- hit
- KND
- ch
- KND
Natural combo from 1st hit • Opponent recovers FUFA
Peekaboo
+Left Uppercut
+- start
- i13
- block
- -2
- hit
- +5
- ch
- +5
Can transition to DCK with f+3_4(-5/+2/+2) • Can transition to LWV/RWV with 3/4(-6/+0/+0) • Can transition to SWY with b+3_4(-6/+0/+0)
Uppercut Cross Combo
+- block
- -6
- hit
- +3
- ch
- +5
Natural combo from 1st hit • Can be cancelled and transition to DCk with f+3_4(-14/-7/-7) • Can be cancelled and transition to LWV/RWC with 3/4(-16/-9/-9) • Can be cancelled and transition to SWY with b+3_4(-16/-9/-9)
Uppercut Psyche-out Hook
+- block
- -2
- hit
- +2
- ch
- JG
Uppercut Psyche-out Hook to Flicker Stance
+- block
- +0
- hit
- +4
- ch
- JG
Transition to FLK • Can cancel out of stance and recover FC with db(-2/+2/JG)
Uppercut Psyche-out Body
+- block
- -5
- hit
- +6
- ch
- +31
Opponent must techroll to avoid guaranteed follow-ups on CH, on hit also if they're crouching
Uppercut Psyche-out Left Right Combo
+ +- block
- -3
- hit
- +0
- ch
- +3
Natural combo from 2nd hit • Jail from 2nd block • Can transition to DCK with f+3_4(-2/+1/+4) • Can transition to LWV/RWV with 3/4(-4/-1/+2) • Can transition to SWY with b+3_4(-4/-1/+2)
Crescent Hook
+- start
- i16
- block
- -9
- hit
- +4
- ch
- JG
Homing
Sonic Fang
+- start
- i14,i24
- block
- -12
- hit
- KND
- ch
- KND
Knee Blaster
+- start
- i16
- block
- -13
- hit
- +0
- ch
- +0
Wildman Combo 1
+- block
- -2
- hit
- KND
- ch
- JG
Balcony Break • Natural combo from 2nd CH • Can be delayed
Scorpion's Claw
Wildman Combo 2
+Knee Clipper
+- start
- i126
- block
- -15
- hit
- KND
- ch
- KND
Can recover FC with D • Opponent recovers FDFT
Foot Stomp
+- start
- i16
- block
- -15
- hit
- +1
- ch
- +1
Foot Stomp Right Hook
+- block
- -7
- hit
- KND
- ch
- KND
Natural combo from 1st hit • Opponent recovers FUFA
Quick Hook
+- start
- i13
- block
- -14
- hit
- +2
- ch
- JG
Quick Hook to Flicker Stance
+- block
- -2
- hit
- +9
- ch
- JG
Transition to FLK • Can cancel out of stance and recover FC with db(-3/+8/JG)
Quick Hook & Straight
+- block
- -5
- hit
- +6
- ch
- +6
Natural combo from 1st hit • Can be delayed
Quick Hook & Straight to Peekaboo
+- block
- -5
- hit
- +6
- ch
- +6
Transition to PAB
Frigate to Peekaboo
+ +Frigate Combo
+Body Bomb
+- start
- i17
- block
- -11
- hit
- JG
- ch
- JG
Swaying
+ or +Flicker Stance
+Cougar Punch
+- start
- i16~17
- block
- -5~-4
- hit
- +6~+7
- ch
- +6~+7
Over the Top
+- start
- i19
- block
- -6
- hit
- +5
- ch
- +5
Spike
Sky High
or +- start
- i19
- block
- -13
- hit
- JG
- ch
- JG
Jump-in Foot Stomp
or +- start
- i36
- block
- -12
- hit
- +9
- ch
- +9
Spike
Jump-in Foot Stomp Right Hook
or +- block
- -7
- hit
- KND
- ch
- KND
Natural cobmo from 1st hit • Opponent recovers FUFA
Jumping Duck Kick
or +- start
- i23
- block
- -14
- hit
- JG
- ch
- JG
Beat Down
+- start
- i14~15(15~)
- block
- -13c~-12c
- hit
- KND
- ch
- KND
Bound • Oponent recovers FDFA
Rocket Launcher
+Rocket Launcher to Flicker Stance
+Hellfire
+Eraser
+- start
- i20~23(23~)
- block
- +9~+12g
- hit
- KND
- ch
- KND
Bound
Sliding Low Punch
RunmorethanthreestepsWildman
WS+Right Uppercut
WS+Finishing Blow
FC+ +Foul Play
SS+Cheapshot
Withopponentdown +Taunt
During Flicker Stance 6
Flicker Stance
+Spitfire Combo
DuringFlickerStanceTempest Combo
DuringFlickerStance +Power Hook Combo
DuringFlickerStance +Fly Swatter
DuringFlickerStanceBritish Lancer
DuringFlickerStance +
During Ducking Left 8
Ducking Left
Double Stinger
DuringDuckingLeftLeft Body to Flicker
DuringDuckingLeftCenturion Rush
DuringDuckingLeft +Centurion Rush to Flicker
DuringDuckingLeft +Right Shoulder Rush
DuringDuckingLeftRight Shoulder Rush to Peekaboo
DuringDuckingLeftRight Shoulder Rush to Billy Club
DuringDuckingLeft
During Ducking Right 5
Ducking Right
Left Shoulder Rush
DuringDuckingRightLeft Shoulder Rush to Peekaboo
DuringDuckingRightLeft Shoulder Rush to Uppercut
DuringDuckingRightGut Drill
DuringDuckingRight
During Ducking 9
Ducking
+ or +Fox Hunt
DuringDuckingSkyscraper
DuringDuckingPunisher
DuringDucking +Gatling Gun
DuringDuckingDucking In
DuringDucking + Hold or + HoldPower Fox Hunt
DuringDuckingInPower Skyscraper
DuringDuckingInPower Punisher
DuringDuckingIn +
During Quick Spin 8
Quick Spin
Spin to Peekaboo
DuringQuickSpinCyclone Punch
DuringQuickSpinCyclone Knee Clip
DuringQuickSpin +Cyclone Left (Right)
DuringQuickSpin orDouble Cyclone Punch
DuringQuickSpin or +- start
- i16
- block
- -13
- hit
- +0
- ch
- +0
Spin to Peekaboo
DuringQuickSpin orDouble Cyclone Knee Punch
DuringQuickSpin or +
During Peekaboo 16
Peekaboo
+Albion Combination
DuringPeekabooSpite Hook
DuringPeekabooShort-Range Uppercut
DuringPeekaboo +Break
DuringPeekaboo +Argos Rush
DuringPeekaboo +Cross Cut
DuringPeekaboo +Cutting Elbow
DuringPeekaboo +Cobra Weave
DuringPeekaboo +Endless Roll
DuringCobraWeave ...Patella Smash
DuringPeekaboo +Knuckle Plow
DuringPeekaboo +Lancaster Combination
DuringPeekaboo +Lancaster Combination to Flicker Stance
DuringPeekaboo +Swaying Hook
DuringPeekaboo +Dreadnought Uppercut
DuringPeekaboo or +
During Swaying 3
Swaying
+ or +Billy Club
DuringSwayingSnake Charmer
DuringSwaying
10 hit combo 3
- + +
- + + +
- + +