Does four quick punches in succession. All attacks can be canceled on hit.
Input
Damage
Guard
Start-Up
Advantage
850 / 1000
All
—
—
Throws a side kick.
Input
Damage
Guard
Start-Up
Advantage
300 (x6) [1200]
All
—
—
Throws a ki blast forward. Up to six ki blasts can be fired if the button is held.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
Pokes the ground with her foot
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
Does a sweepkick.
Input
Damage
Guard
Start-Up
Advantage
850 / 1000
All
—
—
Performs an uppercut.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Jumping and does a double-axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
Does a midair punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500 (x2)
Stand
—
—
Throws two midair kicks.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850 / 1000
Stand
—
—
Throws a double-axe handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400 (x4) [1240]
All
—
—
Fires a ki blast down to the ground. Up to four shots can be fired.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
A jumping knee attack.
Special Moves[]
Double Hammer (ダブルハンマー)
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Throws a double-axe handle punch.
Super Cannonball (フィストキャノンボール)
Throws a green energy sphere at the opponent.
Input
Damage
Guard
Start-Up
Advantage
900
Level 2 Projectile
—
—
Kefla throws the projectile forward.
900
Level 2 Projectile
—
—
Kefla throws the projectile at an upward angle.
900 (x2)
Level 2 Projectile
—
—
Kefla throws two projectiles at an upward angle. Consumes half a Ki gauge per use.
Ain't nobody that can stop me! (「誰も私をとめられねえぜっ!」)
Dashes forward and punches the ground.
Input
Damage
Guard
Start-Up
Advantage
900
Crouch
—
—
Travels 50% of the screen.
1000
Crouch
—
—
Travels 75% of the screen. Stronger, but has more start-up.
1200
Crouch
—
—
Travels 80% of the screen. Consumes half a Ki gauge per use.
Time to test this power out! (「試させてもらうぜっ!」)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
-
-
—
—
Dashes forward. At close range, the dash will leave Kefla slightly away from the opponent, while at far range she'll stay right behind them. Dashes diagonally downward when used in the air.
Gigantic Breaker (ギガンティックブレイカー)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1022 [1334]
All
—
—
Charges a red ki blast into her fist and slams it into her opponent. The uncharged variant has an additional attack that has smash hit portieres, which doesn't come out when the move is fully charged. While charging, the blasts can nullify any projectiles, but loses to Super Attacks.
Z-Assists[]
Input
Damage
Guard
Start-Up
Advantage
Z-Assist A: Super Cannonball (フィストキャノンボール)
/
800
All
—
—
Fires a energy bast forward.
Z-Assist B: Mighty Kick (バルカンキック)
/
250 (x4) [775]
All
—
—
Unleashes a quick flurry of kicks.
Z-Assist C: Gigantic Breaker (ギガンティックブレイカー)
/
39 (x4), 800, 400 [933]
All
—
—
Charges a red ki blast into her fist and slams it into her opponent. On hit, Kefla performs an additional attack where she teleports behind the opponent and knocks them down into the ground for a ground bounce.
Super Attacks[]
Ultra Cannonball (ヘキサキャノンボール)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
2520
All
—
—
Generates six green energy spheres, three on each hand, and hurls them forward, three at a time. Tracks the opponent's current position. Consumes one Ki gauge per use.
Gigantic Ray (ギガンティックレイ)
Input
Damage
Guard
Start-Up
Advantage
280 (x9), 500 [1690]
All
—
—
Generates ten red energy spheres, five on each hand, and fires them at the opponent's position. The blasts float for a moment before homing in on the opponent. Consumes one Ki gauge per use.
Gigantic Chaser (ギガンティックチェイス)
Input
Damage
Guard
Start-Up
Advantage
(in air)
2085
All
—
—
Generates ten red energy spheres then dives down to the ground. Tracks the opponent anywhere on screen. Consumes one Ki gauge per use.
Meteor Attack[]
Gigantic Burst (ギガンティックバースト)
Input
Damage
Guard
Start-Up
Advantage
or
3952
All
—
—
Unleashes a burst of energy rays that goes fullscreen. On hit, Kefla hits the opponent with several more energy ray blasts before blasting them with with a powerful energy wave. Consumes three Ki gauges per use.