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Heel Drop Kick
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Downwards diagonal stomp with rebound. Must be done at peak of jump
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Mantis Chop
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Standard projectile shaped like mantis arms.
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Rondato
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A short forward somersault kick followed by a higher jumping kick.
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Needle Shower
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Rapid hand strikes, you can move very slowly while attacking.
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Balloon Attack
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Karnov inflates in a grotestque fashion and hovers for a moment. Invincible while hovering, attacks with body splash after deflating and can then use any air normals on the way down.
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Super 100 Warp
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Not a real move (probably?), rather a glitch that has become an accepted part of Karnov's gameplay. The listed command may only be one way to do it. Advanced canceling combines Karnov's @term=down@+@term=2kick@ head slide with Super 100 Kick to create an instant teleport-slide across the screen.
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Super 100 Kick
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Actually just three kicks, but delivered very quickly while dashing through the air.
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Fire Breath
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A burst of fire breath that absorbs projectiles. @term=anypunch@ for high, @term=anykick@ for low.
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Mouko Kouhazan
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Very short range burst of energy, hits several times and absorbs projectiles.
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Choshin Kou
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Followup to Zesshou Hou, doesn't knock down
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Super Zesshou Hou
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Faster version of Zesshou Hou with different ranges (@term=1punch@ is shorter, but @term=2punch@ is longer). Same damage.
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Choshin Kou
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Followup to Zesshou Hou, doesn't knock down
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Drill Power Slam
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Marstorius charges forward quickly to grab the opponent, then performs a wild spinning slam to the ground. Blockable.
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Loop Hurricane
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A Road Hurricane with groundtime that can be extended by mashing @term=anykick@, with controlled movement.
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Sho Ten Sai
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Improved version of Mizoguchi's normal anti-air elbow. If landed from point-blank range he'll bring the opponent skyward and punch repeatedly.
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Gottsui Tiger Bazooka
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A larger tiger shot with significant charge time, not unblockable but will beat other projectiles and keep going.
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Renzoku Keri
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Repeated aerial kicks, fifth kick will knock down. To do in the air, must connect with any air normal first
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Piggyback Throw
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Tosses opponent into the air, doing zero damage but setting up for juggle or air throw.
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Mountain Storm
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Grab, then spinning/flaming somersault upwards and slam back down.
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Zenten Ukemi
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A rolling body attack. @term=1kick@ for one roll, @term=2kick@ for two rolls.
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Triangle Jump
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A standard triangle jump, in spite of the non-standard command. Can be followed up with splits kick.
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Aura Smash
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Sonic Boom-looking air projectile from the leg.
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Nerichagi
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Rising kick followed be descending axe kick.
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Fire Binta
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Rapid flaming kicks. Able to move slowly while kicking.
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Straight Punch
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A long range straight. Zazie will do a slightly different punch with this command up close, but is more likely to throw.
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Step Back
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Backwards footwork. With @term=1kick@ he stays back, but with @term=2kick@ he hops back forward.
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Ducking
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Quick crouching forward dash.
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