| Input | Cancel | Damage | Level | Proration Pt. | Init. Proration | Proration Scaler | Startup | Active | Recovery | Frame Adv. | Counter Hit | Untechable | Guard Level | GC | Attribute | | 5A | rSJR | 165 | 1 | 800 | 80 | 84 | 5 | 3 | 6 | +3 | Entire Time | 12 | All | 400 | HB |
| 5B | SR | 500 | 2 | 400 | 80 | 86 | 9 | 3 | 16 | -5 | 16 | 14 | All | 800 | HB |
| Pushback 15F on standing hit |
| 5C | SJR | 600 | 3 | 200 | 100 | 89 | 15 | 4 | 20 | -7 | 28 | 17 | All | 1100 | HBP |
| 6A | S(J)R | 550 | 3 | 200 | 80 | 89 | 10 | 3 | 26 | -12 | 16 | 24 | HL | 1100 | HB |
| 5-12 high invincible, launches on hit |
| 6B | S(J)R | 500 | 4 | 100 | 80 | 92 | 24 | 11 | 12 | -4 | 37 | 19 | HA | 800 | HB |
| Forces crouching on ground hit, knocks down on air hit |
| 6C | S(J)R | 560x2 | 3 | 200 | 90 | 89 | 5 | 12(16)4 | 20 | -7 | 40 | 30 | HL | 1100x2 | HB |
| 2nd hit is -35 when whiffed, hitstop 0, launches on hit |
| 2A | SR | 165 | 0 | 1000 | 80 | 82 | 8 | 3 | 8 | -1 | 14 | 10 | ALL | 200 | F |
| 2B | rSR | 220 | 1 | 1000 | 60 | 84 | 7 | 2 | 12 | -2 | 12 | 12 | L | 400 | F |
| 2C | SR | 550x2 | 3 | 200 | 90 | 97 | 14 | 2,2 | 14 | +1 | 25 | 17 | LA | 1100x2 | LP |
| JA | SJR | 165 | 0 | 1000 | 80 | 94 | 6 | 3 | 6 | -- | 11 | 10 | HA | 200 | H |
| JB | SJR | 400 | 2 | 400 | 90 | 90 | 7 | 3 | 15 | -- | 15 | 14 | HA | 800 | H |
| JC | SR | 250x3 | 3 | 200 | 100 | 94 | 10 | 2x3 | 16 | -- | 17 | 17 | ALL | 320x3 | HP |
| Hitstop 3, projectile hit (but Noel also has hitstop) |
| 3C | R | 600 | 3 | 200 | 100 | 60 | 19 | 3 | 32 | -18 | 48 | 40 | L | 1100 | F |
| Hitstop 0, untechable knockdown on ground hit, cancels to 22b/c |
| 5D | SR | 740 | 4 | 100 | 80 | 85 | 24 | 2 | 36 | -19 | 42 | 30 | ALL | 1000 | HBP |
| 6-19 head & body invincible, stagger effect on standing hit (35F), hitstop 3, 33-37 followups possible |
| 6D | SR | 720 | 3 | 200 | 80 | 89 | 33 | 1 | 31 | -15 | 45 | 34 | LA | 500 | F |
| 6-18 head&body invincible, launches on hit, 39-42 followups possible |
| 2D | SR | 550x2 | 4 | 100 | 80 | 96 | 19 | 12 | 44 | -29 | 45 | 27 | HA | 500x2 | HBP |
| 1-18 low invincible, 5-30 airborn, pushback 32F on standing hit, hits crouching opponents on frame 24 (based on Ragna's height), hitstop 3, 40(10 after landing)-45 (***needs correction?) |
| 4D | SR | 700 | 4 | 100 | 75 | 92 | 31 | 2 | 42 | -25 | 49 | 30 | ALL | 1200 | HBF |
| *** 1-21 knee up invincible, stagger effect on hit (21), hitstop 0, 38-49 followups possible |
| JD | SR | 600x2 | 4 | 100 | 90 | 85 | 17 | 3(1)4 | Duration31F | -- | 44 | 19 | ALL | 300x2 | HP |
| Knocks down on air hit, pushback 45F on ground hit, CH state while landing and following 12F, hitstop 0, after landing 7-9 followups possible |
| Move | Input | Cancel | Damage | Level | Proration Pt. | Init. Proration | Proration Scaler | Startup | Active | Recovery | Frame Adv. | Counter Hit | Untechable | Guard Level | GC | Attribute | | Counter Assault | 6AB | -- | -- | -- | -- | -- | -- | -- | -- | Duration30F | -- | Entire Time | -- | -- | -- | -- |
| 1-22 invincible, 1-27 passes through the opponent |
| Throw | 5BC or 6BC | --, SRx2 | 0, 540x2 | 0, 3, 3 | 3000, 200, 200 | 100 | 100, 70, 89 | 7 | 4 | 12 | -- | Entire Time | 30 | 70000 | -- | -- |
| 2nd hit stagger effect 30F, 3rd hit untechable knockdown |
| Back Throw | 4BC | --, SRx2 | 0, 540x2 | 0, 3, 3 | 3000, 3000, 200 | 100 | 100, 70, 89 | 7 | 4 | 12 | -- | Entire Time | 30 | 70000 | -- | -- |
| 2nd hit stagger effect 30F, 3rd hit untechable knockdown |
| Air Throw | JBC | --, R | 0, 950 | 0 | 3000, 3000 | 100 | 100, 82 | 4 | 3 | 21 | -- | Entire Time | 40 | 80000 | -- | -- |
| 2nd hit untechable knockdown |
| Chain Revolver A | A during drive sequence | SR | 240 | 3 | 200 | 100 | 85 | 22 | 2 | 35 | -20 | 31 | 24 | ALL | 1100 | HBP |
| Pushback 22F on standing hit, hitstop 3, 24-31 followups possible |
| Chain Revolver 6A | 6A during drive sequence | SR | 300 | 3 | 200 | 100 | 75 | 21 | 2 | 51 | -36 | 34 | 28 | ALL | 1100 | HBP |
| Pushback 30F on standing hit, hitstop 0, 30-44 followups possible |
| Chain Revolver B | B during drive sequence | SR | 750x2 | 4 | 100 | 100 | 85 | 17 | 3(1)4 | 31 | -16 | 32 | 32 | ALL | 600x2 | HB, HBP |
| On air hit 2nd hit knocks them away, standing hit has pushback 21F, 2nd hit has hitstop 3, 25-32 followups possible |
| Chain Revolver 6B | 6B during drive sequence | SR | 750 | 4 | 100 | 80 | 85 | 21 | 3 | 46 | -30 | 23 | 40 | HA | 1400 | HB |
| bounce effect on air hit, standing hit pushback 25F, 27-43 followups possible |
| Chain Revolver C | C during drive sequence | SR | 800 | 4 | 100 | 100 | 85 | 26 | 6 | 36 | -22 | 43 | 50 | ALL | 2200 | HB |
| Standing hit staggers 36F, hitstop 3F, projectile hit (but Noel also has hitstop), 32-47 followups possible |
| Chain Revolver 6C | 6C during drive sequence | SR | 70x9 | 2 | 100 | 100 | 99 | 23 | 46 | 37 | -29 | 86 | 14 | ALL | 300x9 | HBP |
| Standing hit pushback 32F, hits have a pull in effect on hit or block, hitstop 0, 65-76 followups possible |
| Chain Revolver D | D during drive sequence | SR | 770 | 4 | 100 | 80 | 85 | 24 | 2 | 34 | -17 | 40 | 24 | ALL | 1000 | HBP |
| 6-19 head&body invincible, standing hit pushback 24F, hitstop 3F, 31-35 followups possible |
| Chain Revolver 6D | 6D during drive sequence | SR | 720 | 3 | 200 | 80 | 89 | 33 | 1 | 31 | -15 | 45 | 34 | LA | 500 | F |
| 6-18 head&body invincible, launches on hit, 39-42 followups possible |
| Chain Revolver 2D | 2D during drive sequence | SR | 550x2 | 4 | 100 | 80 | 96 | 19 | 12 | 44 | -29 | 45 | 27 | HA | 500x2 | HBP |
| 1-18 low invincible, 5-30 airborne, standing hit pushback 32F, hits crouching Ragna on frame 24, hitstop 3, 40(10 after landing)-45 all followups possible except 4D |
| Chain Revolver 4D | 4D during drive sequence | SR | 700 | 4 | 100 | 75 | 92 | 30 | 3 | 42 | -26 | 49 | 21 | ALL | 1200 | HBFP |
| 1-21 knee up invincible, stagger effect on hit (21F), hitstop 0, 38-49 followups possible |
| II - Bloom Trigger | 236D during drive sequence | R | 800, 1200 | 4 | 100 | 100 | 92 | 20 | 2(7)2 | 34 | -17 | 56 | 19, 80 | ALL | 1400, 1500 | HB, HBP |
| 1st hit stagger effect (37F), 2nd hit wall bounce effect, 1st hit hitstop 20F, 2nd hit hitstop 0 & projectile hit |
| V - Assault Throw | 214D during drive sequence | R | 1000 | 4 | 100 | 80 | 92 | 31 | 4 | 24 | -9 | 43 | 19 | ALL | 1400 | HB |
| 4-18 invincible, 1-18 moves through opponent, slide knockdown effect |
| III - Spring Raid | 28D during drive sequence | R | 950 | 4 | 100 | 80 | 80 | 8 | 4 | 30+Landed19 | -34 | Until Landing | 65 | HL | 1400 | HB |
| 1-11 invincible, airborn on frame 8, launches on hit |
| XI - Optic Barrel | 236A/B/C | R | 650 | 4 | 100 | 70 | 85 | 42 | 4 | Duration51F | +19 | 39 | 30 | ALL | 1400 | HBP |
| Launches on hit, must come out once startup ends |
| XIII - Revolver Blast | J236C | R | 400x4 | 2 | 400 | 100 | 98 | 10 | 3x5 | Landed9 | -- | Until Landing | 14 | ALL | 800x4 | HP |
| 4 hits maximum |
| IX - Muzzle Flitter | 214A | R | 0, 1200 | 0 | 3000 | 100 | 100, 80 | 27 | 6 | 8+Landed13 | -- | Entire Time | -- | LA | -- | -- |
| Airborn from frame 14, knocks down on hit, works like a throw, can only hit standing opponents |
| B Flash Hider | 22B | R | 5 | 1 | 1000 | 100 | 103 | 17 | 8 | 9 | -5 | ***Before Recovery | 12 | HL | 400 | HBP |
| Hitstop 0, can only use on knocked down opponent, can cancel to other hider moves during active frames until opponent begins to stand, following 22B has startup 4F |
| C Flash Hider | 22C | R | 700 | 4 | 100 | 100 | 110 | 17 | 11 | 9 | -1 | 27 | 35 | HL | 1400 | HBP |
| bounces on hit, hitstop 0, can only use on knocked down opponent, cancel from 22b has startup of 4 |
| Mystic Arm - Fenrir | 236236D | R | 600, 140x16, 3000 | 5, 4x16, 5 | 0 | 100 | 94, 96x16, 94 | 1+5 | 5(15)48 | 51 | -45 | Entire Time | 50, 70x16, 120 | ALL | 1100, 100x16, 1100 | HB, HBPx17 |
| Guard point from superflash until frame 9, 1st hit stagger effect (31F), launches when bullets hit, travels through projectiles, only does finishing hit if first hit connects |
| Mystic Arm - Thor | J236236D | R | 160x10, 1900 | 4 | 0 | 100 | 97x10, 92 | 4+6 | -- | Duration119F | -- | Entire Time | 100x10, 120 | ALL | 100x10, 1000 | HBP |
| Invincible until superflash, launches when bullets hit, projectile hit, travels through projectiles |