Expo is good with his fists if he wants to wade into the fray. If he's content to sit back then the Predator works, or he could spend Complex actions using his Leadership skill.
Knucks will see WizKid dodging knives and bullets and reason that Knucks needs to get up close and personal to finish him off.
Knucks should be at initiative 12, not 22.
Knucks CT1, IP2Free: Run/Charge
Complex: Melee Attack
Special: Finishing Move martial art technique
Knucks' Agility is 9. That means he can walk 18 meters in a combat turn or run 36 meters. Given that we have 3 IPs (or at least Knucks does), that's 12 meters of running per IP. That should put WizKid (previously calculated to be 8.5 meters away) within charging distance.
I'd like to declare the Finishing Move martial art technique. It basically means that Knucks is taking his 2nd and 3rd passes at once.
FINISHING MOVE
(CLOSE COMBAT ONLY)
Special Complex Action
(–10 to Initiative Score, spend 1 Edge)
A finishing move is that way-cool trid final attack maneuver
the hero makes to defeat the bad guy. The character
must declare that he is performing a Finishing Move
combination. The character makes an attack. If the character
successfully damages an opponent with the melee
attack, the character can then make an immediate extra
strike against the same opponent with a +2 dice pool
modifier. A gratuitous Free Action to taunt the opponent
can also be applied, especially if the attacker is holding
the target’s spine and skull in his hands at the time. This
action can only be performed once per Combat Turn. Note
that use of this action requires Martial Art training.Now I guess I'd better actually connect on the first attack.
Straight right:
Agility 9 + Unarmed Combat 6 + Specialization 2 + Charging 2:
19d6t5 8 hits, ka-pow
Knucks' Physical limit is 9 so he keeps all the hits. If WizKid is actually prone, Knucks would get 1 extra die. Zweiblumen can add or subtract as necessary. Base damage is Strength (

+ Bone Density (2) + Striking Callouses (1) =
11P + net hits.
Second attack, if applicable. I will subtract out the Charging dice but replace them with the Finishing Move bonus dice. Again, there's the potential for an extra die or two if the first attack put WizKid on his bum. WizKid probably loses a die for defending against another attack too.
Uppercut left:
Agility 9 + Unarmed Combat 6 + Specialization 2 + Finishing Move 2:
19d6t5 7 hitsKnucks has 4 of 5 Edge remaining. WizKid has 2 of 32 teeth remaining.