'''Wall Cling''': Black Panther's main mobility option is his own unique air dash which allows him to bounce around the screen with his claw attacks. Using Air Wall Cling, he can dash back to a wall from virtually anywhere on the screen which can then cancel into a multitude of Wall Jump options that gives him ways to dash around the screen.
'''Wild Arch''': One of Black Panther's main mobility options that may allow him to cancel either his unique air dash-like Wall Cling or air version of the special move Predator Arts. The cancellation speed from Wild Arc to Wall Cling is far much greater for Panther to evade incoming attacks and utilizes combo extensions.
Wild Arch: One of Black Panther's main mobility options that may allow him to cancel either his unique air dash-like Wall Cling or air version of the special move Predator Arts. The cancellation speed from Wild Arc to Wall Cling is far much greater for Panther to evade incoming attacks and utilizes combo extensions.
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
200
Can be rapid fired
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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600
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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400
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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600
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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200
Can be rapid fired
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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600
Launch
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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400
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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600
Hardknockdown
Jumping Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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200
High
Jumping Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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300x2 (600)
High (first hit only)
A nice multi-hitting attack that his below and behind him.
Jumping Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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400
High
Jumping Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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600
High
During Air Combo: Groundbounce Hardknockdown Aircombofinisher
Slash Claw
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300x2 (600)
High (first hit only)
Panther moves forward with a decently ranged overhead, can be chained from any basic normal, can only cancel into hypers to confirm.
Wild Arch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
400x2 (800)
Knockdown
Can be chained from any basic normal, knocks opponent into the sky and can be followed up with air specials.
Sliding Hook
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Low
Hardknockdown
A long reaching low attack that vaults Panther forward, can be chained from any basic normal, chains into
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
2 hit (950)
3
1
Hardknockdown
Additional damage scales by 50%. Grabs his foe and strikes them twice before throwing them away, may be too difficult to confirm.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
2 hits (950)
3
1
Wallbounce Hardknockdown
Additional damage scales by 50%. Strikes his opponent twice before throwing them against the wall, can confirm with OTG by tagging immediately after recovering.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
6
8
44
+33
+28
Hit/Block adv is dependent on when you cancel your tag-in
Specials
Chain of Hunting (Brandishing Claw)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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500
Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw. -> or -> will end in Dual Claw. -> or -> will end in Divine Claw, an overhead.
Chain of Hunting (Vertical Claw)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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600
Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw. -> or -> will end in Dual Claw. -> or -> will end in Divine Claw, an overhead.
Advance Claw (during first stage of Chain Hunting)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
550
Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw
Dual Claw (during second stage of Chain Hunting)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Hardknockdown
Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw
Curved Claw (during first stage of Chain Hunting)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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650
Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw. Puts Panther into the air.
Divine Claw (during second stage of Chain Hunting)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
High
Groundbounce Hardknockdown
Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw
Predator Arts (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
2 hits (1100)
Hardknockdown
2 hits (1100)
Knockdown
Can chain into Dual Claw or Divine Claw. Can cancel into Wall Cling on hit only. version strikes his foe into the air that ends in a hard knockdown, can follow up with an OTG, will remove follow up ground bounces. version strikes his foe into the air, however the opponent will recover from their knockdown in the air, follow up Dual Claw will connect depending on opponents height.
Air Predator Arts or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
2 hits (1100)
Hardknockdown
2 hits (1100)
Knockdown
Can chain into Dual Claw or Divine Claw. Can cancel into Wall Cling on hit only. version is a forward attack that puts the foe into a hard knockdown, can follow up with an OTG, will remove follow up ground bounces. version is a forward attack that knocks up the opponent, however the opponent will recover from their knockdown in the air, can't combo into Dual Claw at super jump height, use Divine Claw instead.
Dual Claw (during Predator Arts)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Hardknockdown
This move will make Panther land on the ground before executing this attack, can OTG after for a follow up.
Divine Claw (during Predator Arts)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
High
Groundbounce Hardknockdown
An overhead attack at the end of Predator Arts will also cause a ground bounce making it ideal for combos.
Panther Bite or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
600x2 (1140)
Knockdown
500x3 (1450)
Knockdown
Panthers DP, can reliably combo into his hyper Air Interceptor. Can cancel into Wall Cling on hit only. version strikes high into the air covering jump height. version strikes very high into the air, close to super jump height.
Wall Cling (during jump, in screen corner)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input or to exit off the wall or press to bounce off the wall into the air. Important to know that any time Panther touches the ground during his movement, you can hold to cancel his movement on the ground.
Wall Cling (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
Panther will jump back and cling to the wall behind him, a better alternative input for Wall Cling since it will get him to the wall from anywhere on the screen. After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input or to exit off the wall or press to bounce off the wall into the air. version will place Panther at a low altitude. version will place Panther at a higher altitude depending on how far away from the wall he is. Important to know that any time Panther touches the ground during his movement, you can hold to cancel his movement on the ground.
Air Wall Cling or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
Panther will jump back and cling to the wall behind him, a better alternative input for Wall Cling since it will get him to the wall from anywhere on the screen. After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input or to exit off the wall or press to bounce off the wall into the air. version has Panther air dash down to the ground before bouncing to the closest wall. version has Panther air dash backwards to the closest wall. Important to know that any time Panther touches the ground during his movement, you can hold to cancel his movement on the ground.
Wall Jump (during Wall Cling) or or or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
A fast type of air dash that gets Panther around the screen quickly, if he touches the ground he will bounce back into the air towards the opposite wall. Can cancel out of Wall Jump into any air attack to create fast attacking patterns. Can cancel out of Wall Jump into Air Wall Cling a maximum of two times per jump and will disable any additional air actions such as Predator Arts or Air Interceptor. version has Panther dash towards the ground at a steep angle. version has Panther dash towards the ground however he is most likely to jump towards the opposite wall at high altitudes. version has Panther air dash towards the ground at less of a decline from and can potentially cling to the opposite wall if opponent is crouched. version is a slightly steeper dash angle from and is likely to cling to the opposite wall at high altitude. Important to know that any time Panther touches the ground during his movement, you can hold to cancel his movement on the ground.
Hypers
Hazard Zone
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
11 hits (3005)
Knockdown
A multi-hitting claw attack that puts opponent into a long spinning air knockdown, ideal super to use to confirm the Slash Claw overhead, can super jump to confirm. Has Invincibility on start up.
Sudden Death
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
4 hits (3400) or more depending on height of opponent.
Groundbounce Hardknockdown
Panther jumps into the sky before coming down with a large claw attack, tracks opponents last known location. Can be followed up with a confirm after. Panther can be hit out of the air.
Air Interceptor
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
7 hits (2850)
Wallbounce Hardknockdown
Panther jumps to the nearest wall before attacking forwards with a multi-hitting attack. Can tag in a partner to confirm. If Panther can activate his hyper flash he will always cling to the nearest wall however he has no invincibility.
Law of the Jungle (Level 3)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
8 hits (5150)
Hardknockdown
Panther strikes once before entering a cinematic if the opponent is hit. Has invincibility on start up.