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 i10 s.low +6/-5
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
u3 i23 low +8FC/-17 automatically goes into gamma howl
or ub3 or uf3
uf3+4 i34 m KND/+13FC automatically goes into sit
ff1 i15 m +8FC/-6 KND on CH
ff1~d Gamma howl with +4 on block or +8 on hit
ff2 i18 m JGL/-16
ff2* still -16
ff3 i26 m +9/+4 FC CH launcher
ff3~d goes into FC
ff4 i16 m KND/-10 W! good range, and fast, seems like a good whiff punish but no pushback in neutral too easy to punish
ff1+2 i15 m JGL/-15 homing
ff1+2,1+2 m,l KND/-19 (alternative input: FC d1+2)
ff1+2,2 m,m KND/-11 NC
ff1+4 i21 KND/-80 you end up laying on the floor - mid or low attack depending on how far you are, stupid range
WR2 i22 m +6/+10 good range
WR1+2 i20 m KND/+3 W!
d2,1,1,1,2,1,2,1,1+2,1+2 10 hit combo s.low, low, low, m,m,m,m,m,m
or ws2,...
d2,1,1,1,2,1,2,1,d1+2,1+2 10 hit combo 2 s.low, low, low, m,m,m,m,LOW,m
1+2+4 TAUNT, EXTREMELY IMPORTANT!! 🤡
ws1 i15 m JGL/-13 i15 ws punish launcher
ws2 i14 +4/-7
ws2,1 m,m KND/-14FC
ws2,4 m,h KND/+3 NC W! seems like a strong move at the wall, mixup potential with ws2,1, has chip damage
ws4 i11 m +5/-6 generic i11 ws4
ws1+2 i20 m JGL/-15
ws1+2,1+2 m,m KND/-15 F! NC
ws1+2,1+2,1+2 m,m,l KND/-23 NC
FC 1 i19 low +3/-8
FC 1,1 l,l +5/-12
FC 1,2 l,m KND/-11 W!
FC 1+2 i24 low KND/-15
FC 1+2,1+2 l,m KND/-18 NC
FC df1 i23 m -11/-21
FC df1,2 m,m -11/-21
FC df1,2,1 m,m,m +16 crumble/-11 NC
FC df1,2,1,1 m,m,m,h +13/+15 if the first 3 are hits then the last attack just whiffs, if its blocked they end up in BT
FC df2 i17 m -2/-13
FC df2,1 m,m +7/-13
FC df2,1,2 m,m,m JGL/-12
FC df2,f1 m,h KND/-13 NC W!
FC df2,d1 m,l 0/-11 NC
FC df4 i12 m +4/-12
FC df4,2 m,m +4 FC/-14 KND on CH (df4),2
FC df3+4 i21 KND/-9 W! long range and safe
FC db1 i14 low +3/-11
FC db1,1 l,m +5/-6
FC db1,1,1 l,m,m KND/-14 W!
FC db1,1,1* KND/-6
ss1 i32 m JGL/+6 FC
ss2 i17 h KND/+9 W!
ss2~d Gamma Howl ss2~d, GH 2 W! seems sick at the wall
d3+4 Sit down stance
SIT,f roll
SIT,b roll
SIT 1 i19 low -37/-48
SIT 1,2 l,l -36/-47 NC
SIT 1,2,1 l,l,l -36/-47 NC
SIT 1,2,1,2 l,l,l,l -36/-47 NC
SIT 1+2 i24 m KND/-44
SIT 3+4 i54 m KND/+13FC
3+4 Gamma Howl (or ~d df after certain moves)
if he absorbs an attack during this time goes into Gamme Charge GMC (always during heat)
GMH ub to jump back
GMH uf to jump foward
GMH 1 i22 m KND/-10 homing chip
GMC 1 i22 m JGL/-6 homing chip
GMH 2 i20 h KND/+11 W!
GMC 2 i20 h KND/+11 W! GUARD BREAK +11 (cant block)
GMH 3 i24 m +9FC/+4 KND on CH
GMH 3~d goes into FC (+7 on hit)
GMH 4 i14 h KND/+3 heat engage W!
GMH 3+4 i20 s.mid KND/-13 heat engage
GMH f1 i20 m JGL/-17 instant T!
GMH f2 i29 m KND/-13 W!
GMH 1+2 Throw 1+2 break
GMH 1+3 throws crouching opponent, unbreakable
or d1+3
can also use 2 throw
df2+4 Throw 2 break (JGL?)
df,DF2+4 ???
db2+3 Throw 2 break F! (+14 FC otherwise) 25 dmg
uf1+2 Throw 1+2 break F! 35dmg side switch
uf1+2,d,df2 W! instead of F!
db,n,f1+2 Throw 1+2 break F! 50 dmg
qcf1 Throw 1 break 40 dmg
qcb2 Throw 2 break 45 dmg
W! 1+3
or 2+4 or uf1+2 wall throw, cannot escape