Introduction
Moves List
Normal Moves
s.LP | |
s.HP | |
s.LK | |
s.HK | |
c.LP | |
c.HP | |
c.LK | |
c.HK | |
j.LP | |
j.HP | |
j.LK | |
j.HK |
Throws
Panda Suplex - B / F + HP
Command Normals
Mukiryoku Otoshi / Lassitude Drop - j.D + HK
Lingering overhead attack. Makes for a good ambiguous cross-up option.
Kaeru Rekishi-tai / Run Over Frog - LP + LK / HP + HK
Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles.
Special Moves
Panda's Fierce Attack - Hold B -> F + K
Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender.
Panda Brainstorm - Hold D -> U + P
Invincible anti-air move. HP version travels farther, moves faster, and does more damage. Has invincibility as long as it's rising and has a nice hitbox, but it's very punishable on block or a miss. If the HP version hits a grounded opponent at point-blank range, it will hit twice and get a guaranteed dizzy. High-risk, high-reward move on a read.
Super Move
Panda Jigoku Meguri / Panda Hell Tour - F, F + HP
A dashing throw. Travels very quickly and is unblockable. One of the best Super Moves in the game, though it's still held back by regular Taunt limitations.