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.