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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   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