DNFD/Movement

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Ground Movement

Walking

Hold 6 or 4 while standing

Running

6 6


Backdash

4 4
Backdash to quickly move away from the opponent.


Air Movement

Jumping

7/8/9 while grounded to jump in that direction


High Jump (Super Jump)

Landing Recovery

Cancels

Cancels are the act of canceling one move into another. Usually this requires that the first move makes contact with the opponent. Cancels are commonly used to make combos and blockstrings.

Gatling Combination

Special Cancel

Most normal moves can be canceled into special moves.

Jump Cancel

  • Placeholder

Conversion Cancel

Can only be activated when you have white life remaining. Can be done after skills or normals


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