Pun and Done
BaneHollow3789 (secondaries BP very well)
SpiderYouth (secondaries BP very well)
Airborne
Character Vitals
CHARACTER DATA
Health:
9,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
Wall Cling
Move List
Unique Trait
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
200
Mid
5
-1
0
Can be rapid fired
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
10
-2
-7
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
Mid
8
-3
-6
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
11
-1
-6
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
200
Mid
5
-1
0
Can be rapid fired
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
10
-6
Launch
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
Low
8
-3
-6
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Low
11
-11
Hardknockdown
Jumping Light Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
200
High
5
Jumping Heavy Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300x2 (600)
High (first hit only)
10
A nice multi-hitting attack that his below and behind him.
Jumping Light Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
High
7
Jumping Heavy Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
High
13
During Air Combo: Groundbounce Hardknockdown Aircombofinisher
Command Normals
Slash Claw
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300x2 (600)
High (first hit only)
25
-13
-16
Panther moves forward with a decently ranged overhead, can be chained from any basic normal, can only into hypers to confirm.
Wild Arch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400x2 (800)
10
-7
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
600
Low
13
-28
Hardknockdown
A long reaching 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
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
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 by tagging immediately after recovering.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
6
8
44
+33
+28
Hit/Block adv is dependent on when you your tag-in
Specials
Chain of Hunting (Brandishing Claw)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
13
+2
-3
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.
Can link into st.lk on airborne opponents eg. cr.hk->Brandishing Claw->st.lk
Chain of Hunting (Vertical Claw)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
Mid
15
+3
-2
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
550
Mid
-4
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
600
Mid
-22
SlidingKnockdown Hardknockdown (Wallbounce*)
Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw.
(*)Will wallbounce when doing a second time in a combo when the sliding knockdown resource for Black Panther has already been used.
Curved Claw (during first stage of Chain Hunting)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
650
Mid
-11
-16
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
700
High
-10
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
2 hits (1100)
Mid
13
-11
Hardknockdown
2 hits (1100)
15
Knockdown
Can chain into Dual Claw or Divine Claw. Can into Wall Cling on hit only. version strikes his foe into the air that ends in a hard knockdown, can follow up with an , will remove follow up ground bounces. version strikes his foe into the air, however the opponent will recover from their 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
2 hits (1100)
15
Groundbounce Hardknockdown
2 hits (1100)
17
Knockdown
Can chain into Dual Claw or Divine Claw. Can into Wall Cling on hit only. version is a forward attack that puts the foe into a hard knockdown, can follow up with an , will remove follow up ground bounces. version is a forward attack that knocks up the opponent, however the opponent will recover from their 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
600
Mid
SlidingKnockdown Hardknockdown
This move will make Panther land on the ground before executing this attack, can after for a follow up.
Divine Claw (during Predator Arts)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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
600x2 (1140)
Mid
8
-24
Knockdown
500x3 (1450)
Mid
11
-39
Knockdown
Panthers DP, can reliably combo into his hyper Air Interceptor. Can into Wall Cling on hit only. version strikes into the air covering jump height. version strikes very 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
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 his movement on the ground.
Wall Cling (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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 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 his movement on the ground.
Air Wall Cling or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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 his movement on the ground.
Wall Jump (during Wall Cling) or or or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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 out of Wall Jump into any air attack to create fast attacking patterns. Can 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 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 altitude. Important to know that any time Panther touches the ground during his movement, you can hold to his movement on the ground.
Hypers
Hazard Zone
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
11 hits (3005)
Mid
14
-31
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
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
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
8 hits (5150)
Mid
16
-70
Hardknockdown
Panther strikes once before entering a cinematic if the opponent is hit. Has invincibility on start up.