Base Moves
Normal Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
L is safe, making it useful for tick throws. L and LL are bufferable. |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
H is safe if spaced properly. H can only be super canceled. Kara canceling H gives more reach than anything else. H is easily used as a meaty. |
Special Moves
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
move description | |||||||
H | - | - | - | - | - | ||
The H version of Rocket Punch has 5 hits so it will penetrate most projectiles. However, it has no tracking so it should primarily be used defensively. |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
Mega Tackle is invincible to ki attacks as soon as the move is activated, making it a great reversal in certain situations. If you slam an opponent into a wall with it, they will be stunned, even without the Wall Smash skill. It's laggy, so be careful. | |||||||
H | - | - | - | - | - | ||
H version travels further than the L version. |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
You can use the splash for ambiguous crossups, but it drains your action. The risk-reward on this move is heavily in your opponent's favor because it doesn't even do 20% if it works, while your opponent gets a free launcher if it's blocked. They even have frame advantage after getting hit if they flip forward. Use sparingly. |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
Evolution Buster grows stronger the first 3 times it's used, then repeats the cycle. The L version is faster than the H version. | |||||||
H | - | - | - | - | - | ||
The H version has better range than the L version. |
Super Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
A blocked Hell Flash pins your opponent for a launch/dash up throw mixup. |