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Grappling Arts

Command Throw Name Type Damage Escape Properties


(1+3_F+1+3) Neck Fracture Front 35 1
(2+4_F+2+4) Neck Axle Front 35 2
f,f+3+4 Knee Driver Front 30 1+2
[F+] (1+3_2+4) Harassment Left 40 1
[F+] (1+3_2+4) Stunner Right 40 2 F!
[F+] (1+3_2+4) Bulldog Back 60 None #1
Foot Notes#1 Lee ends up in BT after the throw

Basic Arts
Hit
Command Move Name Stance Damage Properties
Range
1 Jab 8 h
f+1 Forward Jab 8 h
d+1 Down Jab RC 6 s
FC+1 Crouch Jab RC 6 s
2 Straight 12 h
d/b+2 Down Straight RC 9 s
(u/b_u_u/f)+2 New Axis Punch 20 h
FC+2 Crouch Straight RC 9 s
3 [~4] Mist Wolf Kick [HMS] 21 m
D/F,3 Low Spin Kick RC 14 L
FC+3 Low Kick RC 14 L
4 Roundhouse 19 h JGc
d/b+4 Shin Kick RC 8 l
FC+4 Crouch Shin Kick RC 12 l

Special Arts
Stanc Hit Propertie
Command Move Name Damage
e Range s
1,2 Double Punch 8,10 hh
= ~f,N = Mist Step - -
MS[1]
= 2<3 = Revolution 16,27 mh
PLD
= 4 [~3] = Violet Kick [HMS] 12 m CSc
= 4° = Silver Rain Kick 26 m MS CSc
d/f+1 Quick Upper 12 m
b+(1,1_1:1) Fang Rush 9,7_14,7 hm #1
= ~f,N = Mist Step - -
=2 = Triple Fang 18_24 h #2 KND
= 3+4 = Hit Man HMS - -
MS FCDc
1+2 Schwartz Rose Hook RC 26 m
HA B!
b+1+2 Mist Illusion - - #3 OB
=4 = Quick Screw Kick 24 h #3 PLD
2,1 [~3+4] Violet Rush [HMS] 12,9 hh
MS FCDc
=1 = Schwartz Rose Hook RC 21 m
B!
= 4 New = Vier Revolution RC 21 L MSc
MS[2]
2,2<3 Right Cross Revolution 16,12,27 hmh
PLD
MS[1]
f+2<1 New Double Signal 16,25 mh
KND
d/f+2 Uppercut 14 m JG
MS CFc
d+2 New Gut Polisher 19 m
TC
b+2 Rear Cross Punch 13 h
= ~f,N = Mist Step - -
= <4 [3+4] New = Knee Snap [HMS] 20 h KNDc
=3 = Super High 36 h KND
WS+2,3 New Rocket Heel 14,24 mm JG
3 [~4] Mist Wolf Kick [HMS] 21 m
3<3 Mist Wolf Combo 21,21 mh
3~3 Feint Mist Wolf 21 h
#4 TT
= :4 = Mist Trap 25 h
FCD
mmhhh PLD
f+3,3[,3,3,3],4 [~3] Acid Storm [HMS] 7,7,9,9,9,24
h KND[5]
f,f+3 Impulse Shot 33 m KND
(f,f,f_WR)+3,4 Shredder 20,18 mm JG[all] TJ
= <4 = Shredder Combo 30 h KND
= <(f_d/f)+4 = Mid Shredder 18 m
= <(d_d/b)+4 = Low Shredder RC 18 L
d/f+3,2<3 New Mercury Drive 18,13,25 mhm JG
d+3 [~4] Silver Low [HMS] RC 16 L TC SLDc
d/b+3 Slice Kick 18 L MS F!
b+3 [~3+4] New Axe Kick [HMS] 18 M
= 4 New = Axe Grind 21 h CSc
u/b+3 New Wheel Of Fate 25 m KND MSc
u+3 [3+4] Fake Flip [HMS] RCj - -
u/f+3 New Quick Sting 19 m TJ
= 1 New = Schwartz Rose Hook RC 21 m FCDc B!
= 4 New = Double Mazurek 25 h PLD
FC,d/f,d,d/f+3 Dragon Slide PLD 26 L KND TC
WS+3,3 Tsunami Kick 19,13 mm OC F!
= (d/f+3_D+3) = Infinite Starter 12_9 m_l
12,12,12,12 mhmh..
= 3,3,3,3... = Infinite Rave
... .
= Violet Hammer Rav
= u+3,3,3... 18,12,12... mmh SLD[1]
e
= d+3,3,3... = Silver Low Rave 12,12,12... lmh
(3+4_b+3+4) Hit Man Stance HMS - -
f+3+4 New Feather Landing RC 16,19 TJ KS F!
f,f,N+3+4 Delayed Dragon Slide PLD 18 L KND
d/b+3+4 Compass Sweep 19 L
b,b,N+3+4 Handspring Backflip HMS - - TJ
GB KND
u/f+3+4 Silver Sting 24 h
TJ
FC,(U/B_U_U/F)+3+4 Rainbow Kick KND 36,24 mM KND TJ
Right Violet Screw [HMS
SSL+3+4 [~3] 36 h PLD
]
SSR+3+4 [~4] Left Violet Screw [HMS] 42 h PLD
4 Roundhouse 19 h JGc
KS
= 3,3 Violet Spin Hammer 14,18 hm MSc[1]
SLDc B!
KND
= 3,4 Violet Spin Somersault 14,25 hm
MSc[1]
Roundhouse Somersaul
= (u_u/f)+3 30 m KND
t
= 4,4 Machine Gun Kicks 7,9 hh JGc[all]
OC BNc
f+4<3 New Silver Whip Heel 15,21 hm
B!
f,f+4 Dead Lease Rush 26 h CFc
d/f+4 [~3] Front Kick [HMS] 18 m
d+4<N+4 Laser Edge 8,19 lh KNDc
KS SLDc
= 3,3 = Violet Spin Hammer 14,18 hm
B!
= Violet Spin Somersaul
= 3,4 14,25 hh KND
t
= Roundhouse Somersa
= u+3 30 m KND
ult
= 4,4 = Machine Gun Kicks 7,9 hh
D+4<4<4<4 [~3] Laser Edge Rush [HMS] 8,9,6,25 lllm KND
d,d/b+4 Blazing Kick 24 m JG
BNc OC
b+4 [~3] Silver Heel [HMS] 26 m
B!
b,b+4 [~3] Violet Cutter [HMS] 27 h PLD
u/f+4 Violet Knee 15 m JG TJ
u/f,N+4 Hop Kick 30 m JG
FC,d/f+4 Silver Tail RC 20 L OSc
FC,(u/b_u_u/f)+4 [~3] Quick Catapult [HMS] RC 18_26_30 m JG TJ
FC,(U/B_U_U/F)+4 High Catapult Kick RCj 30_33_36 m KND TJ
WS+4 [~3] Rising Kick [HMS] 19 m
FC,(u/b_u_u/f)+3 [~3
Fake Somersault [HMS] RCj - - TJ
+4]
f,N Mist Step - -
JG[1,2]
= 3,4 New = Inverted Axle 21,19 mm
TJ
= b,N = Silver Sway - -
=4 New = Silver Trip 21 L JGc
b,b,u/b Wall Jump BT 25 m SLD
Foot Notes#1 The optional Mist Step cancels the previous hit
#2 Higher damage and KND only occur after a just frame Rush Fang
#3 High and mid punch parry, follow up kick can only be done after a successful parry
#4 Can be done when the previous hit connects or is blocked

Hit Man Arts


Hit
Command Move Name Stance Damage Properties
Range
Moves starting from Hit Man Stance only - 3+4 - HMS
f Mist Step - -
b Hit Man Cancel - - #1
(D/F_D_D/B) Crouch Cancel RC - -
(u_d) Predator Step HMS - -
1 Freaker Jab HMS 12 h
= ~f,N = Mist Step - - #2
= 1,1,1 = Freaker Jabs HMS 12,12,12 hhh
=3 = Scatter Kick Feint 25,13 h #2 TT
=4 = Rub Crush 18 m MS
1+2 New Poison Touch 14,14 mm MS
2 Scatter Blow 27 m JG
3 Scatter Kick 25,13 h TT
u/f+3 Hitman Sting RCj 28 m KND TJ
4 Ship Slicer RC 28 L FCD BS
u/f+4 New Silver Circle 24 m BNc SLD TJ F!
Foot Notes#1 Normal moves are instantly available during the cancel animation
#2 Cancels the previous hit

Unblockable Arts
Hit
Command Move Name Stance Damage Properties
Range
d/b+1+2 [u,u] Silver Demon Fist [Cancel] 24,54 ! CF
d+3+4 Silver Cyclone 96 (!) KND TC TJ
= 3+4 = Hitman Stance Cancel HMS - -
d+4:4~3 Edge Rush Cyclone 8,9,96 ll(!) KND TC TJ
= 3+4 = Hitman Stance Cancel HMS

String Hit Arts


Command Hits Damage Hit Range
d/f+1,2,2,1,3,3,3,4,3,4 10 12,6,7,6,8,7,8,8,12,30 mhmhhLhhhm

5.2) - Comandos
---------------

N - Posición neutral u original del joystick o el pad de Play Station


+ - Movimientos se deben realizar juntos
, - Movimientos se han de realizar consecutivamente uno detrás del
otro
~ - Movimientos se han de realizar inmediatamente después
_ - O (cuando se pone entre dos movimientos se puede elegir entre uno
u
otro)
> - El movimiento después de > se puede demorar o retrazar
# - Deja el movimiento antes del # apretado hasta finalizar el combo
o hasta
N (Neutral)
FC - Realiza el movimiento mientras que estés totalmente agachado
WS - Mientras te levantas (realiza el movimiento mientras te estas
levantando
RN - Mientras corres
BK - Mientras estés de espaldas al oponente
CH - Counter Hit (golpeas al oponente mientras él ejecuta un
movimiento)
[] - Si este corchete se encuentra entre movimientos es opcional ha
realizar
() - Paréntesis indica movimientos agrupados
{} - Paréntesis curvadas indican como salir de un agarre
: - Pausa de 1/3 segundo antes del siguiente movimiento (se usa para
Combos
de 10 golpes)

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