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| | {{clr|7|2LK/5LP}}, {{clr|7|2LP}}>{{clr|9|[2]8HK}} || Anywhere || 1510 || 0 || 0 || {{clr|7|Easy}} || {{clr|9|'''Jackknife Maximum''' ([2]8HK)}}, a.k.a "Up Kicks", whiffs on crouching opponents and is extremely unsafe if blocked; hit confirming required. | | | {{clr|7|2LK/5LP}}, {{clr|7|2LP}}>{{clr|9|[2]8HK}} || Anywhere || 1510 || 0 || 0 || {{clr|7|Easy}} || {{clr|9|'''Jackknife Maximum''' ([2]8HK)}}, a.k.a "Up Kicks", whiffs on crouching opponents and is extremely unsafe if blocked; hit confirming required. |
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| | {{clr|8|5MP}}~{{clr|9|5HP}}~{{clr|9|5HK}} || Anywhere || (?) || 0 || 0 || {{clr|7|Very Easy}} || Target Combo starting with Dee Jay's {{clr|8|5MP}}. | | | {{clr|8|5MP}}~{{clr|9|5HP}}~{{clr|9|5HK}} || Anywhere || 1580 || 0 || 0 || {{clr|7|Very Easy}} || Target Combo starting with Dee Jay's {{clr|8|5MP}}. |
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| | {{clr|8|5MP}}, {{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 1700/2020 || 0 || 0 || {{clr|7|Easy}} || {{clr|8|MK Sobat}} gives knockdown while {{clr|9|HK Sobat}} does more damage, is +2 on hit, and leaves both players standing in throw range. | | | {{clr|8|5MP}}, {{clr|7|5LK}}>{{clr|8|236MK}}/{{clr|9|236HK}} || Anywhere || 1700/2020 || 0 || 0 || {{clr|7|Easy}} || {{clr|8|MK Sobat}} gives knockdown while {{clr|9|HK Sobat}} does more damage, is +2 on hit, and leaves both players standing in throw range. |
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| | {{clr|8|5MP}}~{{clr|8|2MP}}>{{clr|7|214LP}} || Anywhere || 2620 || 0 || 0 || {{clr|8|Medium}} || All versions of {{clr|4|'''Machine Gun Uppercut''' (214P)}} do not hit crouching opponents; hit confirming required. | | | {{clr|8|5MP}}~{{clr|8|2MP}}>{{clr|7|214LP}} || Anywhere || 2620 || 0 || 0 || {{clr|8|Medium}} || All versions of '''Machine Gun Uppercut (214P)''' do not hit crouching opponents; hit confirming required. |
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| | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|9|[2]8HK}} || Anywhere || (?) || 0 || 0 || {{clr|7|Easy}} || Basic jump-in combo. {{clr|9|2HP}} forces Stand on hit, ensuring {{clr|9|HK Up Kicks}} combos. | | | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|9|[2]8HK}} || Anywhere || 2990 || 0 || 0 || {{clr|7|Easy}} || Basic jump-in combo. {{clr|9|2HP}} forces Stand on hit, ensuring {{clr|9|HK Up Kicks}} combos. |
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| | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|8|[2]8MK}}, {{clr|9|[2]8HK}} || Corner || (?) || 0 || 0 || {{clr|8|Medium}} || Corner version only. {{clr|8|MK Up Kicks}} allows {{clr|9|HK Up Kicks}} to juggle afterwards. | | | {{clr|9|j.HP}}, {{clr|9|2HP}}, {{clr|8|2MP}}>{{clr|8|[2]8MK}}, {{clr|9|[2]8HK}} || Corner || 3510 || 0 || 0 || {{clr|8|Medium}} || Corner version only. {{clr|8|MK Up Kicks}} allows {{clr|9|HK Up Kicks}} to juggle afterwards. |
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| | | {{clr|4|Drive Impact}}, delay {{clr|9|5H>214HP}} || Anywhere || 2860 || 1 || 0 || {{clr|7|Easy}} || Works when DI lands mid-screen, or if they block it while in the corner. |
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| |} | | |} |