Pterodactyl
Plus on block.
Kintaro
Base moves
-Breathe: From MKA, he does a big inhale that drags opponents inward, he then grabs them and knocks them away. MB/EX doesn't have a follow and leaves the enemy stunned(like Luthor's vortex cannon).
-Fireball: Kintaro shoots a straight moving fireball from his mouth. MB/EX version shoots three back-to-back.
-Teleport Stomp: The signature Shokan attack, jumping far into the air(off screen) and returning feet first on the enemy in an unblockable attack. Can be maneuvered in front or behind the opponent for mind games and such.
-Shokan Roar: Kintaro does a roaring taunt-like move than move him a damage boost for a short period of time for the cost of a bar of meter. Does not effect X-Ray attack.
Enforcer
Grappler style:
-Command grab: Kintaro grabs his opponent and slams them twice from one side to the other. MB/EX causes the last hit to bounce the opponent off the ground, allowing a follow-up.
-Anti-air throw: Kintaro reaches into the air, grabs the jumping opponent's leg and slams them to the ground. MB/EX ground bounces the opponent, allowing for a follow-up.
-Sprinting grab: Kintaro sprints foward to grab the opponent, he then lifts them up with his two bottom arms and pummels them with his top arms before throwing them away. Two hits of armor, very short spring range. MB/EX moves farther and has infinite armor. Like Injustice, damage is still taken during armor.
Savage Breed
Rushdown brute style:
-Passive: Like Scorpion's Ninjutsu, and Subzero's Cryomancer variation, Kintaro's normal attacks get added range and altered properties and animations.
-Sabertooth rush: Kintaro does a lunging punch that slides him across the ground(Basically like blade charge, or a Doomsday shoulder tackle, or Balrog rush punch, you get the idea). MB/EX has one hit of armor and has a follow up for extra damage.
-Swat: Kintaro swats both of his weapon equipped hands outward violently, causing a small visible shockwave with very short range. The shockwave pushes back block enemies and reflects projectiles, sending them back 50% slower with 50% more damage.
-Shokan combination: Kintaro does a spinning combo attack with his weapon equipped arms, the final hit of which will send the enemy flying into the wall and bounces them back off allowing you to follow-up.
Boss Monster
Zoning and fire damage centric style:
-Passive: All non-MB/EX fire attacks cause lingering burning damage for a short period of time. This includes the base fireball, but the burning damage is only active in this variation.
-Ground fireball: Kintaro shoots a large fireball at the ground diagonally, causing opponents to fly upward allowing you to follow-up. Can be delayed and cancelled by holding the button used in the command. MB/EX version is a downward flame breathe that locks the enemy in a short burning animation that allows for a follow-up.
-Flame breathe: Kintaro breathes a short-medium ranged stream of fire in front of himself(like in MK9, it is also similar to Sektor's flamethrower). Goes through armor.
-Anti-air flame breath: Kintaro breathes in an arching path above his head to catch enemies jump in. MB/EX version grounds enemies with a locked-in burning animation that allows for follow-up attacks.
Base moves
-Breathe: From MKA, he does a big inhale that drags opponents inward, he then grabs them and knocks them away. MB/EX doesn't have a follow and leaves the enemy stunned(like Luthor's vortex cannon).
-Fireball: Kintaro shoots a straight moving fireball from his mouth. MB/EX version shoots three back-to-back.
-Teleport Stomp: The signature Shokan attack, jumping far into the air(off screen) and returning feet first on the enemy in an unblockable attack. Can be maneuvered in front or behind the opponent for mind games and such.
-Shokan Roar: Kintaro does a roaring taunt-like move than move him a damage boost for a short period of time for the cost of a bar of meter. Does not effect X-Ray attack.
Enforcer
Grappler style:
-Command grab: Kintaro grabs his opponent and slams them twice from one side to the other. MB/EX causes the last hit to bounce the opponent off the ground, allowing a follow-up.
-Anti-air throw: Kintaro reaches into the air, grabs the jumping opponent's leg and slams them to the ground. MB/EX ground bounces the opponent, allowing for a follow-up.
-Sprinting grab: Kintaro sprints foward to grab the opponent, he then lifts them up with his two bottom arms and pummels them with his top arms before throwing them away. Two hits of armor, very short spring range. MB/EX moves farther and has infinite armor. Like Injustice, damage is still taken during armor.
Savage Breed
Rushdown brute style:
-Passive: Like Scorpion's Ninjutsu, and Subzero's Cryomancer variation, Kintaro's normal attacks get added range and altered properties and animations.
-Sabertooth rush: Kintaro does a lunging punch that slides him across the ground(Basically like blade charge, or a Doomsday shoulder tackle, or Balrog rush punch, you get the idea). MB/EX has one hit of armor and has a follow up for extra damage.
-Swat: Kintaro swats both of his weapon equipped hands outward violently, causing a small visible shockwave with very short range. The shockwave pushes back block enemies and reflects projectiles, sending them back 50% slower with 50% more damage.
-Shokan combination: Kintaro does a spinning combo attack with his weapon equipped arms, the final hit of which will send the enemy flying into the wall and bounces them back off allowing you to follow-up.
Boss Monster
Zoning and fire damage centric style:
-Passive: All non-MB/EX fire attacks cause lingering burning damage for a short period of time. This includes the base fireball, but the burning damage is only active in this variation.
-Ground fireball: Kintaro shoots a large fireball at the ground diagonally, causing opponents to fly upward allowing you to follow-up. Can be delayed and cancelled by holding the button used in the command. MB/EX version is a downward flame breathe that locks the enemy in a short burning animation that allows for a follow-up.
-Flame breathe: Kintaro breathes a short-medium ranged stream of fire in front of himself(like in MK9, it is also similar to Sektor's flamethrower). Goes through armor.
-Anti-air flame breath: Kintaro breathes in an arching path above his head to catch enemies jump in. MB/EX version grounds enemies with a locked-in burning animation that allows for follow-up attacks.