THE ARENA / MOVES

Martin Fighting Game Moves and Supers

Find the special, grab or super you were looking for. Filter by fighter, input device and move type.

Original v12.9 · Checked October 21, 2026 · Build & test scope

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Find a move

These 38 named specials, grabs and supers come from the v12.9 code. The three Martin demonstrations show actual keyboard inputs. Other entries are code inspected, with no damage or frame claims.

38 moves found · original v12.9

Martin / special

Big Gulp Buster

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Martin / throw

Sheneneh Slap

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Martin / super

YSC Combo

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Martin / super

Mic Drop

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Varnell Hill / special

Ocean & Bay Beatdown

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Varnell Hill / super

Seafood Slap

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Varnell Hill / super

Catfish Cannon

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Sheneneh / special

Hoop Earring Toss

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Sheneneh / throw

Nail Swipe

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Sheneneh / super

Oh My Goodness!

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Sheneneh / super

Beauty Salon Blowout

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Gina / special

"MARTIN!" Shout

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Gina / super

Handbag Havoc

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Gina / super

Brass Bed Beatdown

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Cole / special

Rent 'Em Spoons

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Cole / throw

Mama's Boy Bear Hug

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Cole / super

Spoon Storm

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Cole / super

Big Shirley

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Pam / special

Snap Back

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Pam / throw

Collar Grab (Clapback)

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Pam / super

Pam's Big Read

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Pam / super

Party Over Here!

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Tommy / special

Business Card Toss

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Tommy / throw

Handshake Deal

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Tommy / super

Job Roulette: CHEF

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Tommy / super

Employee of the Month

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Dragonfly Jones / special

Thousand Chop Flurry

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Dragonfly Jones / throw

Dragon Claw

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Dragonfly Jones / super

KENJI, ATTACK!

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Dragonfly Jones / super

Spirit of the Dragonfly

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Jerome / special

Himalayan Hail

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Jerome / throw

Cold Shoulder

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Jerome / super

Avalanche Row

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Jerome / super

Jerome's in the House!

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Bruh-Man / special

Sammich Toss

HNo meter cost

Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Bruh-Man / throw

Fifth Flo' Squeeze

S + HNo meter cost

Close range; stay on the ground.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Bruh-Man / super

Slo-Bop Sammich Storm

T1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

Bruh-Man / super

From the Fifth Flo'!

Y1 meter bar

Needs 1 full meter bar. Start while grounded and able to act.

Input notes & evidence

Wait for the current attack, recovery or hit reaction to finish. Check range and meter, then try again.

Code inspected; representative Martin inputs tested in gameplay.

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Read the inputs

Inputs refer to the default bindings. A plus sign means hold the direction while pressing the attack. P1 and P2 options describe local keyboard assignments. Standard controller mappings and touch labels are code references, not physical-device certification.

Specials and supers

Most specials use H for P1 or L for P2. T/Y and I/O select the two supers. Check the meter requirement on each entry; an input during recovery, hitstun or an incompatible action may not start the move.

Character grabs

Only characters with a grab entry are listed under Throw. Martin’s Sheneneh Slap uses down plus special. This does not establish a universal throw for every character.

Sidekick actions

Call an assist with C for P1 or period for P2. The HUD displays assist readiness. This guide does not claim assists are limited to once per match or promise a particular team super without a matching test.

Practice sequences

Try a light punch, light kick, heavy punch and launcher in Training. Treat that as a practice sequence; this site has not established a repeatable combo against every opponent, distance or defense.

Why a move may fail

First check focus and the current bindings. Then check meter, distance, whether your fighter is grounded and whether another action is still finishing. The demonstrations show execution, not guaranteed hits against a moving opponent.

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