Heat Engager
2+3, or ,R1
- Attack that can activate Heat (10 sec
- )
- to cancel attack
- New Move
b,1,2,2
- Can be delayed
- Combo from 1st or 2nd CHCounter Combo can be delayed 12F from 2nd CH
- New Move
f,F,3
- Start-up 21F in actualy
- Chip damage when guarded
- Absorb an attack to power up
- New Move
Heat Smash
Heat ,2+3, or ,R1
- On block shift to Dragon Charge
- New Move
Rage Art
Rage ,df,1+2, or ,R2
- Erases opponent's recoverable health on hit
- New Move
Rage Drive
Rage ,db,4,3+4
- Block String after 1st block
- Actualy, this is Special Throw
Normal Command
1,1,1,1
1,1,1,1,1
- When hit and enemy input , to go down
- Combo & +5F from 1st CH
1,2
- Connect from Machine Gun Arrow (2 to 4)
- ?Combo from 1st NH
1,2,b,f
1,2,2
- Combo from 2nd CH
- Combo from 1st CH (Disable Combo from Machine Gun Arrow)
1,2,2,2
- Combo from 3rd hit
- Can be delayed 18F
- Combo can be delayed 17F from CH
- Damage changed (7,8,10,10→5,8,10,15)
1,2,2,2,F
- Advance Input is unavailable after connect to DC
- Command changed (→)
1,2,2,1+2
- Combo from 3rd CH
- Can be delayed 18F
- Combo can be delayed 11F from CH
- Damage changed (7,8,10,21→5,8,10,23)
- Wall Bounds removed
1,2,uf,3
1,2,uf,3,4
2,2,2
- Combo from 2nd hit
- Can be delayed 18F
- Combo can be delayed 17F from CH
- Damage changed (8,10,10→8,10,15)
2,2,2,F
- Advance Input is unavailable after connect to DC
- Command changed (→)
2,2,1+2
- Combo from 2nd CH
- Can be delayed 18F
- Combo can be delayed 11F from CH
- Damage changed (8,10,21→8,10,23)
- Wall Bounds removed
2,b,2,1
- Combo from 2nd CH
- Can be delayed 15F
- Combo can be delayed 7F from CH
2,b,2,1,2
- Forces an opponent to crouching on block
- Combo from 3rd CH
- Can be delayed 17F
- Combo can be delayed 5F from CH
2,b,2,1,2,d
- Forces an opponent to crouching on block
- Returns to crouching
- Combo from 3rd CH
- Can be delayed 17F
- Combo can be delayed 5F from CH
3,4
- Combo from 1st hit
- Tail Spin removed
4,3,F
- Fast Input data
- Command changed (→)
4,3,b,f,☆,f
4,3,4,F
- Fast Input data
- Command changed (→)
4,3,4,b,f,☆,f
1+2, or DC ,1+2
- Power up during Heat
- - Partially uses remaining Heat time
- New Move
3+4, or DC ,3+4
【,f,2,1,】 or DC 【,f,2,1,】
- Start-up 20F in actualy
- Chip damage when guarded
- Start-up changed (20F→19F)
- Damage changed (32→24)
- Command added (DC 【】)
【,f,2,1,】,F, or DC 【,f,2,1,】,F
- Start-up 20F in actualy
- Chip damage when guarded
- New Move
f,1+2,D
- Forces an opponent to crouching on block or NH
- Returns to crouching
f,3+4, or DC ,f,3+4
df,3,3
- Combo from 1st CH
- Can be delayed 13F
- Combo can be delayed 6F from CH
df,3,3,3
- Combo from 2nd hit
- Can be delayed 12F
- Combo can be delayed 9F from CH
df,3,3,4
- Returns to crouching
- Combo from 2nd CH
- Can be delayed 13F
- Combo can be delayed 1F from CH
df,4,3
- Returns to crouching
- Combo from 1st CH
- Changed from LNC to Tornade
- Tornade Move
df,3+4
- Forces an opponent to crouching on NH
- Returns to crouching
d,1
- Forces an opponent to crouching on hit
- Returns to crouching
d,1,3
- Combo from 1st CH
- Can be delayed 9F
- Combo can be delayed 9F from CH
- Tail Spin removed
d,3,3
- Combo from 1st CH
- Can be delayed 14F
- Combo can be delayed 14F from CH
d,4,3
- Combo from 1st hit
- When hit and enemy input , to go down
d,3+4,3
- Combo from 1st CH
- Returns to crouching
- Changed from LNC to KDN on hit
db,1
- Returns to crouching
- Returns to standing when input
db,4,4
b,1,F
- Advance Input is unavailable after connect to DC
- Command changed (→)
b,1,2
- Combo from 1st hit
- Can be delayed
- Combo can be delayed 11F from hit
b,1,2,F
- Advance Input is unavailable after connect to DC
- Command changed (→)
b,1,2,2
- Can be delayed
- Combo from 1st or 2nd CHCounter Combo can be delayed 12F from 2nd CH
- New Move
b,1,2,2
- Can be delayed
- Combo from 1st or 2nd CHCounter Combo can be delayed 12F from 2nd CH
b,2,1
- Combo from 1st hit
- Can be delayed
- Combo can be delayed 4F from hit
- Combo can be delayed 10F from CH
b,2,2
- Combo from 1st hit
- Can be delayed
- Combo can be delayed 11F from hit
- Damage changed (12,10→12,15)
b,2,2,F
- Advance Input is unavailable after connect to DC
- Command changed (→)
b,2,3,4
- Combo from 2nd CH
- Can be delayed
- Combo can be delayed 7F from CH
- Tornade Move
b,2,3,4,F
- Fast Input data
- Command changed (m→m)
b,2,3,4,b,f,☆,f
b,2,3,d,4
- Returns to crouching
- Can be delayed
Include ⇧ Command
ub,1,2
- Combo from 1st hit
- Damage changed (4,4→8,8)
ub,1,2,1
- Combo from 1st hit
- Damage changed (4,4,4→8,8,8)
ub,1,2,1,2
- Combo from 1st CH
- Attack Level changed (M→H)
- Damage changed (4,4,4,12→8,8,8,28)
- Changed from LNC to KDN on hit
ub, or ,u, or ,uf,3,4
ub, or ,u,3
- Returns to crouching
- Command changed ( or or → or )
UB,4, or FC ,ub,4
U,4, or FC ,u,4
UF,4, or FC ,uf,4
UB, or ,U, or ,UF,4,3
More Than One Command
f,F,2,1
- Combo from 1st hit
- Can be delayed
- Combo can be delayed 13F from hit
f,F,2,1,3
- Combo from 2nd CH
- Can be delayed
f,F,2,3
- Combo from 1st hit
- Can be delayed 13F
- Combo can be delayed 13F from hit
- Tornade Move
f,F,2,f,1+2
- Chip damage when guarded
- New Move
f,F,2,f,1+2,F
- Chip damage when guarded
- New Move
f,F,3
- Start-up 21F in actualy
- Chip damage when guarded
- Absorb an attack to power up
- New Move
f,F,3, or DC ,f,3
- Start-up 21F in actualy
- Chip damage when guarded
- Absorb an attack to power up
f,F,4,3
f,f,f,3,(must hit),1+2
b,B,2+3
- Command changed from
- Damage changed (90→60)
Full Crouch
FC ,1
- Returns to crouching
- Returns to standing when input
FC ,3,4
- Returns to crouching
- Combo from 1st CH
- Changed from LNC to KDN on hit
FC ,4,3
- Returns to crouching
- Combo from 1st CH
- Returns to crouching
- Combo from 1st CH
WS ,1,2
- Combo from 1st hit
- Can be delayed
- Combo can be delayed 9F from hit
WS ,1+2, or WS ,b,1+2, or WS ,f,1+2
WS ,4,3
- Returns to crouching
- Combo from 1st CH
- Tornade Move
FC ,UB, or ,U, or ,UF,3+4
FC ,df,d,DF,3
- Meaty 2F in actualy
- Damage changed (22→20)
Others
SS ,1+2
- Combo from 1st hit
- Command changed from SS
- Damage changed (5,6,7→8,8,8)
SS ,3+4
- Damage changed (14,26→9,10)
- Tail Spin removed
- Changed on hit
With back against wall ,b,b,ub
- Air Status 5F
- Invinciblity during 8 to 13F
Back Toward
BT ,2,2
- Combo from 1st hit
- Can be delayed
- Combo can be delayed 16F from hit
BT ,4,3
- Combo from 1st CH
- Can be delayed 10F
- Combo can be delayed 6F from CH
BT ,1+2
- Damage changed (15→20)
- Tail Spin removed
- Horming added
BT ,d,1, or ,d,2
BT ,d,4
- Forces an opponent to crouching on NH
- Damage changed (12→17)
- Changed from KDN to +?CF on hit
BT ,ub, or ,u, or ,uf,3
BT ,ub, or ,u, or ,uf,3,4
Dragon Charge (DC)
d,1+2, or Combination
- No Cost to DC combinations
- DC1 is connected from punch moves
- DC2 is connected from kick moves
- Absorb an attack during Heat state to shift to Dragon Parry
- Punch absorbs added
DC ,4
- Forces an opponent to crouching on NH
- Start-up changed (24F→21F)
- Damage changed (19→21)
DC ,f,1
- Chip damage when guarded
- Start-up changed (17F→14F)
- Damage changed (25→20)
DC ,f,3
DC ,f,4
- Chip damage when guarded
- Perfect frame input to power up
- Damage changed (40→36)
Fake Step (FS)
b,1+2, or DC ,b,1+2
- Cost 65F to combinations
- Absorbs Punch(H/M) during 3 to 71F in actualy
After Fake Step succeeds ,4
FS ,4
FS ,f,3
- Damage () is upon clean hit
- Change effect after counter & clean hit