Dashes to the opponent and does an open palm strike. Up to four follow-ups can be performed if this attack connects, with each attack only being usable once per combo string. For both the and versions, holding down , , , or makes 17 perform a feint.
Input
Damage
Guard
Start-Up
Advantage
900
All
—
—
Dashes a short distance forward.
950
All
—
—
Dashes nearly fullscreen.
1000
All
—
—
Crosses-up the opponent before attacking. Consumes half a Ki gauge.
Takes a step back and then rushes toward the opponent to perform an open palm strike. Four follow-up attacks can be initiated if the first blow connects, and one attack can only be done once per combo. For both the and versions, holding down , , , or makes 17 perform a feint.
Input
Damage
Guard
Start-Up
Advantage
900
All
—
—
Dashes a short distance forward.
950
All
—
—
Dashes nearly fullscreen.
1000
All
—
—
Crosses-up the opponent before attacking. Consumes half a Ki gauge.
Throws two yellow energy spheres downward and then falls down to the ground. The energy spheres causes a sliding knockdown on hit. 17 must release energy spheres to lose the Power Blitz Charge; should the opponent interrupt him at an earlier point, he keeps the charge.
Acrobatic Assault (エアトリック)
Jumps to the side of the screen and dashes forward. 17 is considered airborne, so he can quickly follow-up with an aerial attack.
Creates a barrier and quickly follows up with a short-ranged blast.
Super Attacks
Endgame (エンドゲーム)
Input
Damage
Guard
Start-Up
Advantage
2417
All
—
—
Dashes forward and teleports behind the opponent with a downward palm strike. On hit, 17 teleports in front of the opponent and strikes with a roundhouse kick, and then teleports behind the opponent and stomps on their head. Finishing an opponent off with this move plays a cinematic in which 17 knees down and grins at the defeated opponent. Consumes one Ki gauge.
Barrier Explosion (バリアエクスプロージョン)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
2322
All
—
—
Forms a barrier and charges forward. This move carriers the opponent to the side of the screen on hit, in which a brief cinematic will play showing 17 throwing a barrier-infused punch at the opponent, resulting in an explosion that knocks them away. Consumes one Ki gauge.
Meteor Attack
Super Electric Strike (超電圧爆裂斬)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
3904
All
—
—
Charges green energy on both hands, and fires off a giant green ring that moves forward until it comes in contact with the opponent. When used on the ground, 17 jumps back before firing the projectile. Consumes three Ki gauges.