Eight Directions, Two Attacks, and Two Persona Attacks
Like most arcade fighting games this game uses an 8 way direction joystick (or pad), and buttons.
There are 4 attack buttons in total: A (weak), B (strong), C (Persona Attack), D (Persona Rush).
Players use Numpad Notation when discussing the game online in order to overcome the language barrier international players have when discussing things like special move inputs and strict, complex combos.
Basic Joystick Commands
Beyond your basic walk/jump/crouch commands, Ultimax has a variety of movement options:
- = Dash
- Dashes move your character forward faster than walking. Keep holding after starting a dash to run.
- = Backstep / Backdash
- Backsteps move a preset distance and have a bit of startup invincibility. It is primarily used to avoid incoming attacks or as a last-ditch defensive option.
- = Superjump
- Superjumps make you jump higher than a normal jump. After a superjump, you can not double jump, but you can air dash! Pressing or will have you high jump in the specified direction. You can use any downward direction for the input - doing will still give you a high jump.
- While airborne, or = Air Dash
- Air dash in the specified direction. Air dashes quickly cover a lot space, but you can not block while air dashing. This makes them high risk, high reward movement option.
- While airborne, = Double Jump
- You can jump a second time in the air! Pretty self explanatory. You can also use or to double jump in the specified direction.
Normals require nothing more than a single press of a button, and are your main means of attacking. There is a different variation for each when done standing, crouching, or jumping.
They can also cancel into one another, usually in ascending order of strength, i.e. > > > . This is most commonly called a "chain", or "gatling".
Most normals can chain into a higher level normal, but there are some special rules and exceptions in the chain rules for each character. Be sure to check your character's P-Combo chart on their Frame Data page, in addition to experimenting in Training Mode to determine all of their valid chains.
Universal Button Commands
- All-Out Attack ( + )
- An attack that must be blocked high, and automatically guards against most attacks while it is executing.
- Does not guard against throws and supers.
- Sweep ( + )
- A crouching attack that hits low, and knocks down the opponent on hit.
- Most Sweeps also go under "Chest"-attribute attacks, like Mitsuru's 5A and Yu's 5B.
- Throw ( + )
- A short-range attack that can not be blocked.
- Players can escape a throw by inputting a throw shortly before or while they are being thrown.
- Throws can also be done while airborne!
- Furious Action ( + )
- A move that is fully invincible and is used to stop an overly offensive opponent.
- Each character's Furious Action is unique. For example, Yu's is a rising sword slash, while Yosuke's is a dodge + counter attack.
- Evasive Action ( + )
- An evasive maneuver that can avoid most attacks, as well as pass through the opponent.
- Evasive Actions have vulnerable recovery at the end.
- Evasive Actions will lose to throws, and are even available when paralyzed!
- Hop ( + )
- A short hop instead of a full jump, that has a few interesting properties:
- Low and throw invincible on Frame 1. It is also available even when paralyzed!
- Pressure Reset. Blockstring > Hop > Attack to reset pressure and start a new blockstring.
- Combos. Junpei commonly uses this for his Victory Cry combos for proper spacing without having to use a full jump arc.
- Air Turn (air + )
- forces the character to face the other direction while in the air.
- This can be useful due to some moves having backwards hitboxes or to change trajectory of the character
- Ukemi (Press any button when knocked down)
- You will be invincible while you ukemi. Occasionally players will delay their ukemi to throw off the opponent's timing should they try to go for a mixup or block string.
- Air Ukemi (Hold any button while getting hit in the air)
- You will recovery with a bit of invincibility as soon as the blue bar empties.
- You can also hold or or or to choose which direction you will recover. Some players choose to delay their air ukemi to throw off the opponent's timing should they try to go for a reset or block string.
- Guard Cancel Attack ( + while blocking)
- Cancel Guard into an invincible attack for 50 SP to knock the opponent away and stop their offensive momentum.
- Guard Cancel Evasive Action ( + while blocking)
- Cancel Guard into an Evasive Action for 50 SP to avoid an opponent's pressure and retaliate.
- One More Cancel ( + + )
- Cancel almost any attack into neutral state for 50SP. Staple tool used in combos, pressure resets, and making unsafe attacks safe.
- Burst ( + + , Normal Type Characters Only)
- Very strong tool that costs the entire Burst Gauge. Bursts do different things depending on the context and are distinguished by different colors.
- MAX Burst (gold)
- Bursting while at neutral will give the player max SP and refill their Persona Cards on hit
- Defensive Burst (blue)
- Bursting while blocking or getting hit will blow the opponent away, ending their offensive pressure and gives players a chance to come back!
- One More Burst (red)
- Bursting while attacking will cancel the attack and blow the opponent high into the air, allowing players to extend their combos.
- Shadow Frenzy ( + + , Shadow Type Characters Only)
- Costs 100SP and lets characters freely cancel most attacks into each other as well as have infinite SP for a litmited time.
- This is primarily used to convert almost any hit into massive damage.
Special commands in Ultimax are relegated to mostly and type motions to accommodate new players to the fighting game genre by removing the more complex inputs found in most other fighting games.
If you find yourself having issues executing these motions, go to training mode and perform the motion slowly until you're comfortable, then gradually perform it faster until you are comfortable doing it in a match; these motions must become second nature to you. One piece of advice is to try and emphasize the and when inputting the motion to make sure you end where you are supposed to.
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data