| Burning Knuckle |     | Rush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent. |
| Crack Shoot |     | A quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent. |
| H Burning Knuckle |     | Rush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent. |
| H Crack Shoot |     | A quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent. |
| H Power Charge |     | A quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit. |
| H Rising Tackle |     | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| L Crack Shoot |     | A quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent. |
| L Power Charge |     | A quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit. |
| L Power Wave |     | Smash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| L Rising Tackle |     | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| M Burning Knuckle |     | Rush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent. |
| M Crack Shoot |     | A quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent. |
| M Power Charge |     | A quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit. |
| M Power Wave |     | Smash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| M Rising Tackle |     | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| OD Burning Knuckle |      | Rush forward with a thrusting punch cloaked with energy. Useful as a surprise attack to close the distance between you and your opponent. |
| OD Crack Shoot |      | A quick, falling axe kick. It is very quick, making it easy to use in combos or as a way of checking your opponent. |
| OD Power Charge |      | A quick, forward rushing bodycheck. Useful in a combo when canceling from normal attacks. The heavy version can be canceled into another special move on hit. |
| OD Power Wave |      | Smash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| OD Quick Burn |     | Reels off an energy cloaked hook before coming down with a downward punch. The second attack is an overhead that can't be blocked while crouching, making it good for breaking through defenses. |
| OD Rising Tackle |      | A rising, rotating attack. It grants immunity to jumping attacks, making it useful as an anti-air technique. |
| Power Wave |     | Smash the ground with your fist and let loose a wave of energy across the ground. Useful for checking an opponent from a distance, and as a stopgap in combos. |
| Quick Burn |     | Reels off an energy cloaked hook before coming down with a downward punch. The second attack is an overhead that can't be blocked while crouching, making it good for breaking through defenses. |
| Round Wave |     | Smash the ground with your fist and let loose a blast of energy in front of you. Easy to use up close, and allows you to act before an opponent even if blocked. |