| Aerial Flash Knuckle | (during jump)    | A Flash Knuckle performed while jumping. Can be used to alter the trajectory of your jump, making it useful for surprise attacks. Can also be worked into aerial combos. |
| Aerial Flash Knuckle(Charged) | (during jump)     | |
| Avenger |     | Charge ahead in a forward-leaning stance. Other moves can be executed out of Avenger by pressing a button during its animation. |
| DDT | (after OD Flash Knuckle)  | A powerful throw activated from the first hit of an OD Flash Knuckle. Useful for when you want to guarantee some extra damage. |
| Double Impact(2) |      | A series of attacks performed while moving forward. The second attack can be canceled into special moves. |
| Fatal Shot | (after OD Sand Blast)   | Fire an additional shockwave after an OD Sand Blast. Useful for securing some damage after trading projectiles. |
| H Flash Knuckle |     | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. |
| H Flash Knuckle(Charged) |    (hold) | |
| H Flash Knuckle(Perfect) |    (just) | |
| H Rising Uppercut |     | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| H Sand Blast |     | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| Impaler | (during Avenger)  | An overhead kick that can be executed during Avenger and cannot be blocked while crouching. Useful when trying to sneak through an opponent's guard, or as part of a combo. |
| L Flash Knuckle |     | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. |
| L Flash Knuckle(Charged) |    (hold) | |
| L Flash Knuckle(Perfect) |    (just) | |
| L Rising Uppercut |     | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| L Sand Blast |     | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| M Flash Knuckle |     | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. |
| M Flash Knuckle(Charged) |    (hold) | |
| M Flash Knuckle(Perfect) |    (just) | |
| M Rising Uppercut |     | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| M Sand Blast |     | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| No Chaser | (during Avenger)  | A powerful tackle that can be executed during Avenger. This attack is active for a while, making it a useful tool for closing in on your opponent. |
| OD Aerial Flash Knuckle | (during jump)  | A Flash Knuckle performed while jumping. Can be used to alter the trajectory of your jump, making it useful for surprise attacks. Can also be worked into aerial combos. |
| OD Avenger |      | Charge ahead in a forward-leaning stance. Other moves can be executed out of Avenger by pressing a button during its animation. |
| OD Chaser | (during OD Avenger)  | A powerful tackle that can be executed during Avenger. This attack is active for a while, making it a useful tool for closing in on your opponent. |
| OD Flash Knuckle |      | A full powered, chargeable punch. Increase the damage output by holding down the button at the beginning. Release the button when you see a flash to further boost its properties. |
| OD Impaler | (during OD Avenger)  | An overhead kick that can be executed during Avenger and cannot be blocked while crouching. Useful when trying to sneak through an opponent's guard, or as part of a combo. |
| OD Rising Uppercut |      | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| OD Sand Blast |      | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| Rising Uppercut |     | Unleash a ferocious punch as you leap diagonally upwards. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| Sand Blast |     | Fire a shockwave of pressure from your fist. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| Slam Dunk | (after OD Rising Upper)  | An attack executed from an OD Rising Uppercut that slams an opponent to the ground. In addition to its high damage, it leaves you in an advantageous position afterward. |