Press //// to perform normal moves. Depending on the current state of your character (standing, crouching, jumping, close to opponent), your character will perform different attacks. As a general rule, / attacks are weak and fast, / attacks are strong and slow, and attacks are overhead and low attacks.
Most normals can cancel into other normals, this is known as a Gatling Combination, or Gatling for short.
Command normals are performed by pressing a specific direction with a specific button. Every character has both a and command normal, and some have command normals with , , etc. as well.
Most 6Ps are anti-air attacks with upper body invincibility. This makes them great tools to punish opponents who jump at you. Typically 6Hs are the slowest and hardest hitting buttons a character has, and mostly remain useful in edge cases outside combos.
- Each character's standing is an overhead attack that is chargeable.
- Uncharged Dust starts up in 20 frames. On ground hit, it leaves the opponent in a floating crumple state that generally cannot be combo'd from without Roman Cancel, but is even on hit. On block, the attacker is -15.
- Charged Dust starts up in 28 frames, but is much more rewarding. On hit, it launches the opponent into the air. On a raw hit, it causes spinning blowback and can be canceled into a Homing Jump. On block, the attacker is -10.
- Hold any upwards direction after hitting an opponent with a raw, charged Dust Attack to leap into the air and chase them. During a Homing Jump:
- The attacker gets an extra air jump or air dash
- All air normal attacks can be canceled into each other
- After the Homing Jump, the characters land in the middle of the stage like after a Wall Break
- If the Finish Blow is used, then the opponent will recover much slower, leaving the attacker at +23 and giving them more time to continue their offense
- In any other circumstance, both characters recover at the same time
Typically a Homing Jump combo uses the extra jump and ends with a knockdown. ex: j. > j. > jc > j. > j. > jc > j. > j. > Finish Blow
- Press to perform a sweep that must be blocked low.
On ground hit, sweeps cause a hard knockdown, giving the attacker lots of time to set up okizeme. Comboing into a sweep is usually trading damage for okizeme since there are very few ways to combo from it without spending Tension on a Roman Cancel.
Throws are short ranged, nearly instant attacks that cannot be blocked nor combo'd into (with the exception of opponents in stagger).
Universal throws start up in 2 frames. Throws are in Counter Hit state on whiff, making them high risk should the opponent anticipate it.
- Press or on the ground to ground throw. You must be close to a grounded opponent to successfully throw them.
Throws are almost universally a character's fastest move to challenge pressure with. They also cause a hard knockdown, allowing for okizeme afterwards. Throws cannot be performed with the diagonals (, , etc.).
- Press or in the air to air throw. You must be close to an airborne opponent to successfully throw them. With that said, air throws are much lengthier in range than the ground ones.
Air throws cannot be performed with the diagonals (, , etc.). Air throws often give people trouble because they are not as easy to correctly position as ground throws. Typically air throw ranges extend above the character more than they extend below, so the ideal way to air throw is to be slightly below the opponent and rising up to meet them. Thus air throws are often used as an anti-air tool as well as an air-to-air tool when slightly below the opponent.
- Command throws are throws that cannot be escaped. Several characters have special moves or Overdrives that function as command throws.
On the whole, command throws inflict more damage than basic throws and often have better follow-up possibilities. Command throws also have more range than normal throws. Command throws generally have more start-up frames, so they usually can't be used on reversal as reliably as regular throws can be.
Opponents cannot always be thrown. Below is a list of situations when the opponent cannot be thrown:
- While the opponent is in hitstun + 5 frames after hitstun ends
- Note that opponents are throwable while staggered
- While the opponent is in blockstun + 5 frames after blockstun ends
- While the opponent is knocked down + 5 frames after wake-up ends
- While the opponent is in Guard Crush state
- During the opponent's prejump animation
- Ground throws will miss versus airborne opponents and vice versa
- All command throws, and some other moves (usually Overdrives and bursts) are set to be throw invincible.
Priority of Strike vs Throw vs Command Throw
When two strikes hit each other, either a clash happens or both characters get hit, but what happens when throws are added to the mix?
- Throw vs Strike: The throw takes priority.
- Normal Throw vs. Normal Throw: A Throw Clash occurs.
- Normal Throw vs. Command Throw: The command throw takes priority.
- Command Throw vs. Command Throw: Both throws whiff for that frame, meaning that the command throw with more active frames will win in the end.
- Special moves are moves that require a more elaborate command input, and have unique effects and properties.
These range from projectiles (Ky's Stun Edge) to fast, invincible attacks (Sol's Volcanic Viper) to command throws (Potemkin's Potemkin Buster). Most special moves can be canceled into from normals, but there are exceptions such as Sol's Night Raid Vortex and Fafnir. One distinct difference between normal moves and special moves is that special moves always build some Tension, even if they miss completely. Special moves that deal damage also deal chip damage on block as well.
- Overdrives (commonly referred to as supers) are moves that cost 50% Tension, and often have even more elaborate inputs compared to special moves.
Some Overdrives are useful as reversals or for unburstable damage like Sol's Tyrant Rave, while others power up the character like Ky's Dragon Install. On start-up, Overdrives freeze the game temporarily to show the character doing a fancy pose or an animated cut-in before attacking. This is commonly referred to as "super flash" or "super freeze". Most Overdrives have start-up both before and after super freeze, allowing the defender to easily react to the attack. However, some Overdrives do not have start-up after the super freeze, meaning if you didn't already have a counter out pre-super freeze, you are guaranteed to get hit afterwards.
Overdrives that hit the opponent will Wall Break on the last hit if the opponent collides with the wall regardless of Wall Stick (with the opponent in a hard knockdown state after the Area Shift), although it's worth noting that not all hitstun states collide with the wall for their entire duration, even if the character in question physically touches the wall. Distinct from the last hit, any other hit is fixed to not Wall Break, even if they hit an opponent in Wall Stick state.
Taunts and Respects
- Press the Taunt button to perform a Taunt. Press and Taunt to perform a Respect.
Both Taunts and Respects can be canceled into any attack or Purple Roman Cancel (but not movement) after about half of the animation has played. They can be used to give a false sense of vulnerability as your opponent may be lured into attacking.
Performing a Taunt will raise your opponent's Tension Gauge by 10%.
Click [★] for character's full frame data