Stance: Description: "Ready for Fisticuffs"? Legend: Stand Damage* Ground/Air Damage* Speed (Average-Fast) Range(Medium-Large) Delay to next input(Light-Heavy) Ending Lag(Light-Heavy) Knockback * Damage dealt are set to having 20 STR.
: Punch Combo 1 First Hit(80,50): A left jab to the face. Second Hit(90-90,55-55): The Ol' One-Two, again to the face. Similar to Shoot Boxing's second punch input. Third Hit(100,60): An right overhead back hand strike to the head. Fourth Hit(110,65): A hard elbow strike to the body,similar to the second hit or Electro's K G+K K Combo. Normal knockback.
: Punch Combo 2 First Hit(80, 50): A left jab to the face. Second Hit(90-90,55-55): The Ol' One-Two, again to the face. Similar to Shoot Boxing's second punch input. Third Hit(100,60): An right overhead back hand strike to the head. Fourth(100,60): A right low kick to the legs, causing the opponent to trip. Similiar to Zin Karate's PKK Combo.
:Fence Edger Combo First Hit(80, 50): A left jab to the face. Second Hit(90-90,55-55): The Ol' One-Two, again to the face. Similar to Shoot Boxing's second punch input. Third Hit(80-100, 50-120): A right knee kick to the face, lifting the opponent into the air. Followed by a left aerial sex kick(instead of right displayed above). Lift high enough over Moonlight Valley Fences. Average aerial knockback on final hit.
: Kick Combo/Launcher First Hit(90, 55): A right kick to the body. Second Hit(100, 60): A left crouching kick to the legs. Similar to the second kick input from Parkour's KKKKK combo. Third Hit(100, 60): A double leg sweep again to the legs.(Does not cause opponent to trip as displayed above.) Fourth Hit(120, 70): A double upwards kick to the body, launching the opponent into the air.
: Quick Combo/Bounce Launcher First Hit(90, 55): A right kick to the body. Second Hit(100, 60): A left somersault axe kick, in a similar fashion to Fearless' kG. Causes bounce-up launch.
-> : Instant Bounce Launcher/Ground Hit Description: Leap into the air and slam the ground with a powerful punch strong enough to bounce the opponent into the air. Damage: 120 if standing, 70 if down.
: Mix-up/Surprise Attack Description: Dashes forward at an alarming speed, in a similar fashion to The Wind's kG P. Able to pass through at least 2 opponents in a row. User still faces direction of travel. Can be followed up with: (Mini Fence-Edger) Description: Uppercut the opponent into the air, then strike them down with a downward punch. Damage: 100-90, 55-75 (Trip-over/Ground Hit) Description: A sliding low kick, causing the opponent to trip over the user. Damage: 90 if standing, 55 if down. (Fakeout/Evasion) Description: Dashes backward at an alarming speed, in a similar fashion to The Wind's kG K. Able to pass through at least 2 opponents in a row. User still faces direction of first dash.
Description: A flurry of punches at a blinding speed, causing a delayed reaction to the opponent, sending them flying similar to Exile's grab. The user afterwards gets pumped and crosses arms briefly displayed above. Damage: 200
Default Counter. Can be followed up with: Description: A flurry of punches aimed upwards, mini-launching the opponent into the air. Similiar to the third kick input of White Tiger's KKKK Combo. Counter follow-up on opponent: Damage: 4 hits, 50 each
Namnu Damage: TBD Initial dash leading to: (Note: Mini-launches instead of normal launch.) (Note: Dashes forward to stay close to opponent in the air.) (Note: Slide to hit before opponent touches the ground. This also makes the user appear behind them.) (Note: This dash ACTUALLY hits the opponent, again to keep them in the air.) (Note: Acts as a command grab as a finisher.)