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Movelist

Normal moves

1    i12 h +6/-2
1,1    h,m +4/-14, FC NC, KND on CH
1,1~d    
1,2    h,h KND/-2 NCc

2    i11 h +9/+1
2,1    h,m +2/-3 NC
2,1,2    h,m,m  JGL/-12
2,1,1+2    h,m,h,h,h,h  KND/-4
2,3    h,m  +5/-13

1+2    m,m i15 JGL/-13 homing

3+4 or ws 3+4  Gamma Howl        
absorb an attack to activate Gamma Charge (always active in heat)

1+4,1    m i17 KND/+21 (guarded stagger)
1+4,1*    unblockable if charged at least to two
hcf    alterantive input for 1+4 with 5 more damage, can somehow be charged but i dont get it
1+4,df1    m i21 JGL/-17
1+4:df1    just frame version for more damage, causes instant T! however

f1    i14 m +5/-6
f1,1    m,h KND/-7 NC
f1,2    m,h +5/-6  NC and jails
f1,2,1    m,h,m JGL/-12 instant T!
f1,2,2    m,h,m KND/+6   NOT NC
f1,2,2*    charged up causes wall crush

f2    i10 high +5/-12 KND on CH with guaranteed followups (10frame punish potential?)

f3    i15 m +5/-9 (seems good at the wall)
f3~d    Gamma Howl
f3,2 or ws3,2    m,h KND/-9 NC safe W!
f3,1+2 or w3,1+2    m,m KND/-11 FC, NCc

f4~1    i65 h unblockable with followups
f4~1,2    m KND/+8 (why???)

f1+2    i27 m,m powercrush KND/-12

f3+4    i22 m +9 FC/-11
f3+4~d    Gamma Howl

df1    i14 m +3/-4
df1,1    m,m KND/-11 NCc launches if CH (df1),1 delayable
df1,2    m,h -1/-12 NCc
df1,2,1    m,h,h -2/-10 NC after df1,2 else NCc
df1,2,1,2    m,h,h,h    KND/-18 NC after df1,2 else NCc

df2    i15 m  JGL/-14
df2,1    m,h JGL/-32
df2,1*    m,h JGL/-46
df2,1~d    Gamma Howl

df3    i16 m +2/-9
df3,2    m,h KND/-9 W!

df4    i15 m +5/-9  on CH FC +14 safe poke but bit slow?

df3+4    i13 m KND/-23 W! quick whiff punish, good at wall? terrible if it gets blocked

df1+3    slow ass move that is s.mid from far range, throw on close range and leaves you on the floor
df1+3,1+2    unescapable tackle

df1+4    i34 low KND/-37 homing
or hcdf1 to powerup (i29)

df2+3    i22 m KND/-9 W!
or hcdf2 to powerup

d1+2    i27 m JGL/-18 high crush

d3+4 Sit Down stance

db1    i13 low +1/-12
db1,1    -1/-12 NC    followups dont hit due to pushback but nice at the wall
db1,1,1    -1/-12 NC
db1,1,1,2    l,l,l,m KND/-11 W!    db1s cannot be blocked but if they still try they will get caught by this and W!

db2    i22 low +3/-18 KND on CH and high crush - seems good against jab abusers
db2*    KND/-33 chip damage on block, increases range, some pushback

db3    i21 -9/-20
db3,4    -9/-16
db3,4,3    all very minus on hit and block
db3,4,3,4
db3,4,3,4,3
db3,4,3,4,3,4
db3,4, ... ,1+2    HIGH KND/+14 W! (can this be interrupted?)
db3,4, ... ,d1+2    throws crouching opponents, unbreakable

db4    i16 low -2/-13 recovers crouching!

db1+2    i18 l.l KND/-70 CARE if used from too far (second hit whiffs) its -63

b1    i20 m +8/-11
b1,2    m,m KND/-14, NC  launches if CH (b1),2 and absurd range (whiff punish?)

b2    i19 m KND/+5 on hit KND or heat engage if possible, knocks back on block
b2*    -2 or +5 if wall crush/-2 or +5 at the wall   chip dmg on block

b3    i16 m +2/-9
b3,2   m,h +1/-4 jailing
b3,2~d  Gamma Howl
b3,2,2    m,h,h KND/-9 W!   last hit can be ducked
b3,2,2*   m,h,m KND/-9 can follow with W! at the wall

b4   i13 m -2/-13
b4,4   m,m KND/-4 FC NCc F! (if both hit)

b1+2   i14 m KND/-19 heat engager minor pushback on block

ub1+2   i20 h KND/-9 powercrush homing chip damage

u1+2   i19 m JGL/-13

u3+4   KND/unblockable   you fly in the air and hope your opponent is intimidated   can use ub/u/uf+3+4 to fly further

u1   KND T! only hits airborne
u1*   KND T! only hits airborne
or ub1 or uf1
u1~d   Gamma Howl

u2    i24 m +7/+4 FC probably low crush, KND on CH
or ub2 or uf2