Black Panther
In a nutshell
WIP
Introduction
Players to Watch
Pun and Done
BaneHollow3789 (secondaries BP very well)
SpiderYouth (secondaries BP very well)
Airborne
Character Vitals
Misc Movement:
Wall Cling
Move List
Unique Trait
Wild Arch: One of Black Panther's main mobility options that may allow him to cancel either his unique air dash-like Wall Cling or air version of the special move Predator Arts. The cancellation speed from Wild Arc to Wall Cling is far much greater for Panther to evade incoming attacks and utilizes combo extensions.
Normals
Standing Light Punch
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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200
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Mid
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5
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-1
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0
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Can be rapid fired
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Standing Heavy Punch
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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Mid
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10
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|
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-2
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-7
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Standing Light Kick
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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400
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Mid
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8
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-3
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-6
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Standing Heavy Kick
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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Mid
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11
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-1
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-6
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Crouching Light Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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200
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Mid
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5
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-1
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0
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Can be rapid fired
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Crouching Heavy Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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Mid
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10
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-6
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Launch
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Crouching Light Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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400
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Low
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8
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-3
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-6
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Crouching Heavy Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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Low
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11
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|
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-11
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Hardknockdown
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Jumping Light Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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200
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High
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5
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|
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Jumping Heavy Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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300x2 (600)
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High (first hit only)
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10
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A nice multi-hitting attack that his below and behind him.
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Jumping Light Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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400
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High
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7
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|
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Jumping Heavy Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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High
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13
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|
|
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During Air Combo: Groundbounce Hardknockdown Aircombofinisher
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Slash Claw

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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300x2 (600)
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High (first hit only)
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25
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|
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-13
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-16
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Panther moves forward with a decently ranged overhead, can be chained from any basic normal, can only into hypers to confirm.
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Wild Arch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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400x2 (800)
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10
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|
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-7
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Knockdown
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Can be chained from any basic normal, knocks opponent into the sky and can be followed up with air specials.
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Sliding Hook

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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Low
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13
|
|
|
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-28
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Hardknockdown
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A long reaching attack that vaults Panther forward, can be chained from any basic normal, chains into 
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Misc
Throw
or 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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2 hit (950)
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3
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1
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|
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Hardknockdown
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Additional damage scales by 50%. Grabs his foe and strikes them twice before throwing them away, may be too difficult to confirm.
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Air Throw
or 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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2 hits (950)
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3
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1
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|
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Wallbounce Hardknockdown
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Additional damage scales by 50%. Strikes his opponent twice before throwing them against the wall, can confirm with by tagging immediately after recovering.
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Tag
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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500
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6
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8
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44
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+33
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+28
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Hit/Block adv is dependent on when you your tag-in
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Specials
Chain of Hunting (Vertical Claw)

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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Mid
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15
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|
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+3
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-2
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Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw.
 -> or -> will end in Dual Claw.
 -> or -> will end in Divine Claw, an overhead.
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Advance Claw (during first stage of Chain Hunting)
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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550
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Mid
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|
|
|
|
-4
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Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw
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Dual Claw (during second stage of Chain Hunting)
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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600
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Mid
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|
|
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-22
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SlidingKnockdown Hardknockdown (Wallbounce*)
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Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw.
(*)Will wallbounce when doing a second time in a combo when the sliding knockdown resource for Black Panther has already been used.
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Curved Claw (during first stage of Chain Hunting)
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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650
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Mid
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|
|
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-11
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-16
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|
Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw. Puts Panther into the air.
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Divine Claw (during second stage of Chain Hunting)
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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700
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High
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|
|
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-10
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Groundbounce Hardknockdown
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Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw
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Predator Arts (Air OK)
 or
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
|
|
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2 hits (1100)
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Mid
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13
|
|
|
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-11
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Hardknockdown
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2 hits (1100)
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15
|
|
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Knockdown
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Can chain into Dual Claw or Divine Claw. Can into Wall Cling on hit only.
version strikes his foe into the air that ends in a hard knockdown, can follow up with an , will remove follow up ground bounces.
version strikes his foe into the air, however the opponent will recover from their in the air, follow up Dual Claw will connect depending on opponents height.
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Air Predator Arts
 or
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
|
|
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2 hits (1100)
|
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15
|
|
|
|
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Groundbounce Hardknockdown
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2 hits (1100)
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17
|
|
|
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Knockdown
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Can chain into Dual Claw or Divine Claw. Can into Wall Cling on hit only.
version is a forward attack that puts the foe into a hard knockdown, can follow up with an , will remove follow up ground bounces.
version is a forward attack that knocks up the opponent, however the opponent will recover from their in the air, can't combo into Dual Claw at super jump height, use Divine Claw instead.
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Dual Claw (during Predator Arts)
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Damage
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Guard
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Startup
|
Active
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Recovery
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On Hit
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On Block
|
Properties
|
|
600
|
Mid
|
|
|
|
|
|
SlidingKnockdown Hardknockdown
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This move will make Panther land on the ground before executing this attack, can after for a follow up.
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Divine Claw (during Predator Arts)
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Damage
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Guard
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Startup
|
Active
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Recovery
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On Hit
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On Block
|
Properties
|
|
700
|
High
|
|
|
|
|
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Groundbounce Hardknockdown
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An overhead attack at the end of Predator Arts will also cause a ground bounce making it ideal for combos.
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Panther Bite
 or
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Version
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Damage
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Guard
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Properties
|
|
|
600x2 (1140)
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Mid
|
8
|
|
|
|
-24
|
Knockdown
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|
500x3 (1450)
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Mid
|
11
|
|
|
|
-39
|
Knockdown
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Panthers DP, can reliably combo into his hyper Air Interceptor. Can into Wall Cling on hit only.
version strikes into the air covering jump height.
version strikes very into the air, close to super jump height.
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Wall Cling (during jump, in screen corner)

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Damage
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Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Properties
|
|
|
|
|
|
|
|
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After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input or to exit off the wall or press to bounce off the wall into the air. Important to know that any time Panther touches the ground during his movement, you can hold to his movement on the ground.
|
Wall Cling (Air OK)
 or
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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On Hit
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On Block
|
Properties
|
|
|
|
|
|
|
|
|
|
Panther will jump back and cling to the wall behind him, a better alternative input for Wall Cling since it will get him to the wall from anywhere on the screen. After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input or to exit off the wall or press to bounce off the wall into the air.
version will place Panther at a altitude.
version will place Panther at a higher altitude depending on how far away from the wall he is. Important to know that any time Panther touches the ground during his movement, you can hold to his movement on the ground.
|
Air Wall Cling
 or
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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On Hit
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On Block
|
Properties
|
|
|
|
|
|
|
|
|
|
Panther will jump back and cling to the wall behind him, a better alternative input for Wall Cling since it will get him to the wall from anywhere on the screen. After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input or to exit off the wall or press to bounce off the wall into the air.
version has Panther air dash down to the ground before bouncing to the closest wall.
version has Panther air dash backwards to the closest wall. Important to know that any time Panther touches the ground during his movement, you can hold to his movement on the ground.
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Wall Jump (during Wall Cling)
or or or
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Damage
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Guard
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Properties
|
|
|
|
|
|
|
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A fast type of air dash that gets Panther around the screen quickly, if he touches the ground he will bounce back into the air towards the opposite wall. Can out of Wall Jump into any air attack to create fast attacking patterns. Can out of Wall Jump into Air Wall Cling a maximum of two times per jump and will disable any additional air actions such as Predator Arts or Air Interceptor.
version has Panther dash towards the ground at a steep angle.
version has Panther dash towards the ground however he is most likely to jump towards the opposite wall at altitudes.
version has Panther air dash towards the ground at less of a decline from and can potentially cling to the opposite wall if opponent is crouched.
version is a slightly steeper dash angle from and is likely to cling to the opposite wall at altitude. Important to know that any time Panther touches the ground during his movement, you can hold to his movement on the ground.
|
Hypers
Hazard Zone
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
11 hits (3005)
|
Mid
|
14
|
|
|
|
-31
|
Knockdown
|
A multi-hitting claw attack that puts opponent into a long spinning air knockdown, ideal super to use to confirm the Slash Claw overhead, can super jump to confirm. Has Invincibility on start up.
|
Sudden Death
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
4 hits (3400) or more depending on height of opponent.
|
|
|
|
|
|
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Groundbounce Hardknockdown
|
Panther jumps into the sky before coming down with a large claw attack, tracks opponents last known location. Can be followed up with a confirm after. Panther can be hit out of the air.
|
Air Interceptor
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
7 hits (2850)
|
|
|
|
|
|
|
Wallbounce Hardknockdown
|
Panther jumps to the nearest wall before attacking forwards with a multi-hitting attack. Can tag in a partner to confirm. If Panther can activate his hyper flash he will always cling to the nearest wall however he has no invincibility.
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Law of the Jungle (Level 3)
 
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
8 hits (5150)
|
Mid
|
16
|
|
|
|
-70
|
Hardknockdown
|
Panther strikes once before entering a cinematic if the opponent is hit. Has invincibility on start up.
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Hitboxes
VideosStrategy
Partner Selection
Stone Selection
Power
Time
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Space
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How to fight Black Panther
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