Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
Agemen (B+Medium Punch) | HL | 30*60 | 50*50 | 40*40 | Sp*Su- | 6 | 1*2 | 10 | 0 | 4 | 1st ground hit forces stand, 1st air hit limited juggle knockdown, 2nd hit pursuit property |
Backhand Punch | HL | 50 | 200 | 60 | - | 3 | 2 | 20 | -4 | 0 | - |
Reverse Spin Kick (B+Medium Kick) | HL | 30 | 50 | 20 | Sp*Su | 10 | 2 | 17 | -1 | 2 | - |
Spin Kick (F+Light Kick) | HL | 70 | 100 | 40 | - | 4 | 4 | 9 | 0 | 4 | - |
Hammer Kick (F+Medium Kick) | H | 80 | 100 | 40 | - | 25 | 2 | 10 | 3 | 5 | 3~31f airborne, 8~27f legs strike invincible |
Sazan (DF+Medium Kick) | L | 70 | 100 | 20 | - | 7 | 11 | 11 | -11 | -5 | 5~17f upper body projectile invincible |
Bansho Kick (F+Hard Kick) | HL | 100 | 210 | 60 | - | 13 | 2 | 21 | -3 | 1 | 5~30f airborne, [counter-hit] +5 frame advantage |
Ruishi Jump | - | - | - | - | - | - | - | 55[56] | - | - | 5~44f airborne, 1~4f special move or ultra cancellable, 11 grounded recovery frames, can use jump attack or special move once airborne (3 grounded recovery frames), [] refers to backwards jump, treated as a special move |
(Jump Hard Punch) - F+Medium Kick | H | 40 | 50 | 20 | - | 3 | 7 | - | - | - | Target Combo 1 - 2nd hit |
(Jump forward Light Kick) - F+Medium Kick | H | 40 | 50 | 20 | - | 4 | 7 | - | - | - | Target Combo 3 - 2nd hit |
(Jump Forward Light Punch) - F+Hard Punch | H | 70 | 150 | 30 | - | 4 | 5 | - | - | - | Target Combo 2 - 2nd hit |
(Close Light Punch) - Medium Punch (1) | HL | 30*60 | 50*50 | 40*40 | Sp*Su- | 5 | 1*2 | 11 | -1 | 3 | Target Combo 6 - 2nd hit, Forces stand |
Close Light Punch - Medium Punch - Hard Punch | HL | 100 | 60 | 30 | Sp*Su | 2 | 3 | 10 | 1 | 4 | Target Combo 4 |
(Close Light Punch) - Medium Punch (4) | HL | 40 | 50 | 20 | - | 4 | 3 | 9 | 2 | 5 | Target Combo 5 - 2nd hit |
(4) - F+Light Kick | HL | 20 | 30 | 10 | - | 4 | 4 | 9 | -1 | 2 | Target Combo 5 - 3rd hit |
(1) - d+Hard Kick (5) | L | 60 | 60 | 30 | - | 4 | 2 | 25 | -9 | - | Target Combo 6 - 3rd hit, Target Combo 8 - 2nd hit |
(5) - Hard Kick | HL | 60 | 60 | 30 | J | 5 | 3 | 18 | -7 | - | Target Combo 6 - 4th hit, Target Combo 8 - 3rd hit, pursuit property |
b+Medium Kick - f+Medium Kick | H | 80 | 100 | 40 | - | 26 | 2 | 12 | 1 | 3 | Target Combo 7, 3~32f airborne, 8~27f legs strike invincible |
(Light Kick) - Medium Kick (6) | HL | 40 | 50 | 20 | Sp*Su | 4 | 4 | 14 | -4 | 1 | Target Combo 9 - 2nd hit |
(6) - Hard Kick | HL | 60 | 60 | 30 | - | 5 | 3 | 18 | -3 | 1 | Target Combo 9 - 3rd hit |
Crouch Hard Kick – Hard Kick | HL | 60 | 60 | 30 | J | 5 | 3 | 18 | -7 | - | Target Combo 10 |
Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 34 | -20 | -20 | - |
Focus Attack Level 2 | HL | 80 | 150 | 40 | - | 17+12 | 2 | 34 | -14 | - | - |
Focus Attack Level 3 | - | 140 | 200 | 60 | - | 65 | 2 | 34 | - | - | - |
Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - |
Back Throw | 0.9 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | - |
Air Throw | 1.1 | 150 | 100 | 40 | - | 3 | 2 | - | - | - | - |
Dagger Toss | HL | 30 | 60 | 10/10 | Su | 7 | - | After landing 16 | - | - | projectile is a strike hitbox, projectile disappears when it touches a strike or projectile |
Dagger Toss EX | HL | 50*50 | 100*100 | -250/0 | - | 8 | - | After landing 9 | - | - | pursuit property, projectile is a strike hitbox, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f |
Tsujigoe Light Punch | - | - | - | 20/- | Sp*Su | - | - | 50 | - | - | 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 27f~ can cancel into kunai or super combo |
Tsujigoe Medium Punch | - | - | - | 20/- | sp/su | - | - | 54 | - | - | 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 29f~ can cancel into kunai or super combo |
Tsujigoe Hard Punch | - | - | - | 20/- | sp/su | - | - | 59 | - | - | 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 30f~ can cancel into kunai or super combo |
Neck Breaker Light Punch | L | 120 | 200 | 30/30 | - | 15 | 10 | 16 | -13 | - | Hard knockdown, armor break, on block switches to 23f recovery animation |
Neck Breaker Medium Punch | L | 120 | 200 | 30/30 | - | 15 | 12 | 17 | -13 | - | Hard knockdown, armor break, on block switches to 23f recovery animation |
Neck Breaker Hard Punch | L | 120 | 200 | 30/30 | - | 15 | 21 | 19 | -13 | - | Hard knockdown, armor break, on block switches to 23f recovery animation |
Neck Breaker EX | L | 160 | 250 | -250/0 | - | 15 | 14 | 19 | -13 | - | 1~28f projectile invincible, hard knockdown, armor break, on block switches to 23f recovery animation |
Energy Grab Light Punch | HL | 110 | 200 | 10/30 | - | 6 | 5 | 25 | -14 | - | 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.01 |
Energy Grab Medium Punch | HL | 110 | 200 | 10/30 | - | 6 | 5 | 27 | -16 | - | 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.06 |
Energy Grab Hard Punch | HL | 110 | 200 | 10/30 | - | 6 | 5 | 29 | -18 | - | 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.10 |
Energy Grab EX | HL | 140 | 250 | -250/0 | - | 6 | 5 | 20 | -9 | - | 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.25 |
Kasumi Gake Light Kick | - | - | - | - | - | - | - | 20 | - | - | - |
Kasumi Gake Medium Kick | - | - | - | - | - | - | - | 22 | - | - | |
Kasumi Gake Hard Kick | - | - | - | - | - | - | - | 24 | - | - | 3~12f can pass through opponent |
Dragon Kick Light Kick | HL | 50*20*65 | 40x3 | 10/20x3 | Su | 5 | 1*1*11 | 17 + After landing 8 | -27 | - | 1~6f unthrowable, 8~34f airborne, pursuit property |
Dragon Kick Medium Kick | HL | 50*20*75 | 40x3 | 10/20x3 | Su | 7 | 1*1*11 | 18 + After landing 10 | -30 | - | 1~8f unthrowable, 10~37f airborne, pursuit property |
Dragon Kick Hard Kick | HL | 50*20*90 | 40x3 | 10/20x3 | Su | 9 | 1*1*11 | 15 + After landing 10 | -27 | - | 1~10f unthrowable, 12~36f airborne, pursuit property |
Dragon Kick EX | HL | 40*40*80 | 40x3 | -250/0 | Su | 5 | 3*4(2)8 | 25 + After landing 14 | -26 | - | 1~6f Invincible, 8~45f airborne, pursuit property, 36f~ can cancel into kunai or super combo |
Spinning Kicks Light Kick | HL | 50*50 | 50*60 | 10/20*20 | - | 12 | 2(10)2 | 16 | -4 | 3 | [air-hit] limited juggle knockdown |
Spinning Kicks Medium Kick | HL | 35*35 | 70*60 | 10/20*20 | - | 15 | 2(12)2 | 14 | 0 | 4 | [air-hit] limited juggle knockdown |
Spinning Kicks Medium Kick (followup) | HL | 50 | 60 | 10/20 | - | 14 | 2 | 17 | -3 | 1 | [air-hit] limited juggle knockdown, treated as a separate move |
Spinning Kicks Down + Medium Kick (followup) | L | 20 | 60 | 10/20 | - | 17 | 2 | 15 | -2 | - | Hard knockdown, treated as a separate move |
Spinning Kicks Hard Kick | HL | 50*40 | 70*60 | 10/20*20 | -Su | 15 | 2(14)2 | 20 | -4 | 0 | [air-hit] limited juggle knockdown |
Spinning Kicks Hard Kick (followup) | HL | 50 | 70 | 10/20 | - | 15 | 2 | 19 | -5 | -1 | [air-hit] limited juggle knockdown, treated as a separate move |
Spinning Kicks Down + Hard Kick (followup) | L | 20 | 60 | 10/20 | - | 18 | 2 | 25 | -9 | - | Hard knockdown, treated as a separate move |
Spinning Kicks EX | HL | 40*30x3 | 60x3*70 | -250/0 | - | 12 | 2(10)2(10)2(10)2 | 9 | -2 | - | - |
Spinning Kicks EX (2,3 ) | L | 30 | 50 | -/0 | - | 12 | 2 | - | - | - | treated as a separate move |
Spinning Kicks EX (4 ) | L | 25 | 70 | -/0 | - | 12 | 2 | 12 | -2 | - | Hard knockdown, treated as a separate move |
Jumping Double Kick Light Kick | H | 40*75 | 70*70 | 10/0*20 | - | 25 | 7 | 6 + After landing 11 | - | - | 7f~ airborne, 2nd hit goes into recoil animation on hit/block |
Jumping Double Kick Medium Kick | H | 40*90 | 70*70 | 10/0*40 | - | 27 | 7 | 6 + After landing 11 | - | - | 7f~ airborne, 2nd hit goes into recoil animation on hit/block |
Jumping Double Kick Hard Kick | H | 40*110 | 70*90 | 10/0*60 | - | 28 | 7 | 6 + After landing 11 | - | - | 7f~ airborne, 2nd hit goes into recoil animation on hit/block |
Jumping Double Kick EX | H | 40x3*50 | 70*0*0*200 | -250/0 | - | 36 | 12 | 19 + After landing 11 | - | - | 1~13f projectile and throw invincible, 9f~ airborne, after 2nd hit on hit/block 4th hit will go into recoil animation, listed startup is point blank, startup is distance dependent, tracks opponent |
Jumping Double Kick (recoil) | - | - | - | - | Sp*Su | - | - | After landing 8 | - | - | 21f~ (EX version 9f~) can cancel into kunai or super combo |
Super Light Punch | HL | (27*28 )x6 | 0 | -1000/0 | - | 1+7 | - | After landing 5 | - | - | 1~5f Invincible, pursuit property, projectiles are strike hitboxes, does not nullify projectiles, 2 projectiles released at the same time, every projectile thereafter released every 20f |
Ultra 1 | (1.1) * HL x7 | 501 [38 * 45 * 38x4 * 39] | 0[50*0x6] | 0/0 | - | 0+1[13] | 2(10)17 | 107 | -5 | -1 | 1~2f Invincible, 1st hit is a throw, untechable limited juggle knockdown, 1st hit on air hit releases projectile, recovery and [] refers to projectile, projectile is active for 59f, projectiles have pursuit properties |
Ultra 2 | HL | 30x6*289 | 0 | 0/0 | - | 0+9 | 2(2) 2(15) 2(26) 1*2(8 ) 2 | 70 | -63 | - | 1~8f Invincible, 9~70f projectile invincible, 59~101f airborne, hard knockdown, armor break, 6th hit goes into animation, block advantage based on 4th hit |
Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |