Introduction
Moves List
Normal Moves
Throws
Neck Hanging Three | LP + LK |
Body Slam | F or B + LP + LK |
Command Normals
Body Press | While jumping, D + HP |
Hammer Hook | F + HP |
Target Combos
- None
Special Moves
Giant Palm Bomber | D, DB, B + P | (EX) |
Moonsault Press | 360 + P | |
Monster Lariat | D, DF, F + K | (EX) |
Shootdown Backbreaker | F, D, DF + K | |
Meat Squasher | 360 + K | |
Ultra Throw | F, DF, D, DB, B + K |
Super Arts
I | Gigas Breaker | 720 + P | 1 stock |
II | Megaton Press | D, DF, F, D, DF, F + K | 2 stocks |
III | Hammer Frenzy | D, DF, F, D, DF, F + P | 2 stocks |
Move Analysis
Combos
Instead of Jumping HP, you can use Down+HP in the air for any combo that starts with Jumping HP.
Combos: Midscreen
- Jumping HP-->Standing LK-->QCF+2K
- QCB+2P-->QCF+HK
- HCB+HK-->SA II
- QCB+HP-->QCB+MP/LPxxSA III
- Jumping HP-->Standing LK-->SA III
- HCB+HK-->F, D, DF+HK
- QCB+HP-->QCB+MP/LP-->Crouching MK
- QCB+HP-->QCB+MP/LP-->QCF+2K
- Crouching LK-->SA III
Combos:Corner
- HCB+HK-->QCB+P-->F, D, DF+HK
- HCB+HK-->QCB+HPxxSA II
Stun Finisher
- HCB+HK-->Standing MP (x4)-->F, D, DF+LK
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
Overview
Super Art Selection
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Attack and Defense up, max 4 per round. Holding HP+HK = Throw damage up.