Attributes – I reduced his jumps from 4 to 2. He's still good in the air and has other means of making his air game even better later in the move set.
Neutral Attack: Hammerhead Combo – A quick jab, followed by a straight punch, and ending with a strong headbutt.
F-Tilt: Fishing Line – A left hook. Press again to combo into a downward swing.
Up Tilt: Updraft - A short uppercut, useful for juggles.
Down Tilt: Wave Breaker – A leg sweep using Ahab's tail. Pushes opponents forward. Similar animation to Fox/Falco's D-Tilts in Smash.
Dash Attack: Sea Leg Sweeper – Ahab comes to a quick stop while plunging low to swing at an opponent's legs, knocking them down.
Forward Charge: Hull Smasher – Ahab steps forward to delivering a strong body blow.
Up Charge: Mast Breaker – Beginning from a crouch, Ahab quickly rises, delivering a strong uppercut. Anti-air and KO tool.
Down Charge: Tornado Blow – A short-range body blow enhanced by wind. Only hits on one side but serves as a launcher to start juggles and air combos.
Neutral Air: Anchor Arms – Ahab strikes a pose, flexing his muscles.
Forward Air: Vacuum Punch – Ahab launches an incredibly fast, wind powered punch at a slight diagonal angle. The wind adds some deceptive range and opponents caught close enough will be spiked from a sweet spot.
Back Air: Tailwind – Ahab swings his tail, fanning it behind himself. The wind generated propels him forward.
Up Air: Wind Spout – Ahab spews a short jet of wind from his blowhole to hit opponents above him. Useful for scoring K.O.'s off the top blast zone.
Down Air: Barknuckle (Barnacle) – Ahab falls on his side and swings his arm down for a powerful backhand punch.
Grab – Clinch
Pummel – Body Blow
Forward Throw: Heavy Swing – Ahab slugs the opponent hard, sending them reeling.
Back Throw: Whirlwind Toss – Ahab spins around while hold onto the opponent and launches them away.
Up Throw: Launching Blow – Ahab delivers a strong uppercut, launching opponents upward.
Down Throw: Hit the Deck! - Ahab decks the opponent in the face, knocking them down and sending them sliding along the ground.
Neutral Special: Tornado Punch – A wind powered, wind-up punch. Increases in power the longer it's charged. The charge can be stored for later use.
Hyper Version: Unleashes a fully charged punch without needing to charge. The wind surrounding his fist is greater in size as well, extending the moves range a bit.
Side Special: Cyclone Spinner – Ahab launches a quick punch with very little range, but unleashes a small whirlwind. The whirlwind will travel a set distance and remain on stage until either an opponent or Ahab makes contact with it. Upon contact it will launch opponents upward while dealing a bit of damage. For Ahab, it will simply propel him upward.
Up to two whirlwinds can be out at a time.
The angle that the whirlwind is launched into can be adjusted by tilting diagonally up or down and can also be used in midair.
If Ahab touches one in midair, it will restore his double jump if he's already used it.
Hyper Version: The whirlwinds now deal multiple hits on opponents before launching them and Ahab himself gains much more height off of them.
The Hyper version acts a third whirlwind, not counting toward his regular max of 2.
Up Special: Cyclone Upper – Ahab will perform a leaping uppercut while spinning. His direction can be influenced a bit by tilting left or right.
Touching a Cyclone Spinner will extend Cyclone Uppers duration.
Hyper Version: Ahab spins faster, drawing opponents in for multiple hits. The move also goes a bit higher and covers more distance when tilting left or right.
Down Special: Storm Chaser – Ahab will charge forward delivering a lunging straight punch. This move has armor allowing it to tank most projectiles and weak tilt attacks. In the air, this move will have Ahab dive at an angle delivering a “superman” punch. A boxer's version of a dive kick style move essentially.
Touching a Cyclone Spinner will cancel Storm Chaser's momentum and bounce him upward.
Hyper Version: The move travels much faster and gains hyper armor, allowing it to tank and overpower charge attacks.
Hypermax Neutral: Cetacean Cyclone – Ahab inhales deeply and then leans forward, expelling a vortex of wind from his blowhole. The vortex functions somewhat like a “beam” super and can be aimed up or down slightly by tilting the stick.
Hypermax Side: Torrent Twister – Ahab launches a short punch like when using Cyclone Spinner, but instead launches a twister of roughly his own size. The windstorm constantly moves forward, dealing multiple hits to any opponents caught in it.
Hypermax Up: Flying Whale Fist – Ahab unleashes a powerful uppercut, taking opponents high into the sky if it connects. You can spend another bar to perform a body slam and bring the opponent crashing back down.
Hypermax Down: Aerodynamics – An install super that surrounds Ahab in wind. While in this state, his jumps, ground speed and air speed are higher.