A jumping uppercut that launches the opponent. Immune to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A jumping double axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A midair jab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A reverse roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A double axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
250 [1000]
All
—
—
Fires two ki blasts from each hands downward. Up to three waves can be fired.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
An upward kick that launches the opponent.
Special Moves[]
Sliding Sweep (スライディング)
Input
Damage
Guard
Start-Up
Advantage
850
Crouch
—
—
A baseball slide.
Accel Driver (アクセルドライブ)
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.
Finishing Driver (リドライブ)
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.
Top Gear (トップギア)
Performs a stomach-level punch.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Faster, but deals less damage.
750
All
—
—
Deals more damage, but has more startup.
Second Gear (セカンドギア)
Jumps and does a 12-6 elbow.
Input
Damage
Guard
Start-Up
Advantage
or while in the air
700 (Ground) 900 (Air)
Stand
—
—
Jumps covers 20% of the screen. Faster, but deals less damage.
or j. while in the air
750 (Ground) 950 (Air)
Stand
—
—
Deals more damage and tracks the opponent, but has more startup and less active frames. Air version cause Smash hit.
Low Gear (ローギア)
Performs a low sweepkick.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
Faster, but deals less damage.
750
Crouch
—
—
Deals more damage, but has more startup.
Fake Out (フェイクギア)
Jumps forward and falls down to the ground. Contains a bit of landing recovery.
Input
Damage
Guard
Start-Up
Advantage
or or or or while in the air
—
—
—
—
Can still follow up with additional attacks if one hasn't been used.
Reverse Gear (リバースギア)
Creates a green barrier. Has different properties depending on the input. The barrier can absorb hits, but is vulnerable against grabs and supers.
Vulnerable against grabs and supers.
Input
Damage
Guard
Start-Up
Advantage
1000
All
—
—
Acts as a counterattack where if any attacks hit the barrier, 17 fires a short-range blast. Causes a wallbounce on hit.
1000
All
—
—
17 can manually fire the blast by inputting . Consumes half a Ki gauge.
Power Blitz Charge (パワーブリッツチャージ)
Input
Damage
Guard
Start-Up
Advantage
or
800
All
—
—
Extends both hands outward and charges up two yellow energy spheres. The full animation must be complete to store the Power Blitz Charge.
Power Blitz (パワーブリッツ)
Input
Damage
Guard
Start-Up
Advantage
or (air OK) After Power Blitz Charge
300[1440]
All
—
—
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.
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
—
—
—
—
Jumps to the right side of the screen.
or (air OK)
—
—
—
—
Jumps to the left side of the screen.
Z-Assist[]
Reverse Gear (リバースギア)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
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.