Basic Controls

The basic Type A controls for the game (when the character is facing right.)

: Throw*
: Break Attacks
: Critical Edge
+ : Soul Charge
: Reversal Edge
D-pad: Move character, navigate menus
Left stick: Move character
Menu button: Display pause menu
button: Horizontal Attack
button: Vertical Attack
button: Kick / Cancel
button: Guard / Confirm

*The type of throw will vary depending on your position. + also performs a throw.
These controls can be changed in the Controller Setup menu.
Commands written in this manual are for characters that are facing right. All commands are reversed when facing left.
The arrows ( ) represent the input direction on the directional buttons or left stick.

The Basics of Combat

8-Way Run (Movement)

Use the left stick or D-pad to move your character around. You can evade your opponent’s attacks by moving towards them, away from them, or to their side.


Tap the desired direction on the left stick or the directional buttons once to move your character a single step, allowing you to efficiently dodge your opponent’s attacks.

Jump ( or or  + )

Press and hold and then either , , or to jump in that direction. You can jump over low attacks.

Crouching Guard ( or  or  + )

Press and hold and then either , , or to crouch and guard. In this state, you can guard low attacks, and avoid high attacks. However, mid attacks can still hurt you.

Standing Guard ()

Guard while standing to block high and mid attacks.

High, Mid, and Low Attacks




Attacks are classed by where they hit the opponent: high, mid, and low. These are sometimes referred to as attack heights. Vary your attacking height to get past your opponent’s defences and land an attack.

The Basics of Attacking

Horizontal Attack: button

Perform a horizontal strike.

• Wide attack-range.
• Useful for hitting an opponent moving sideways, and discouraging them from doing so.

Vertical Attack: button

Perform a vertical strike.

• Powerful attack, but weak against moving sideways
•A lot of moves knock an opponent down or lift them up into the air.

Note that some characters have diagonal strikes, which hit opponents moving sideways.

Kicks: button

Perform a kick.

• Weak, but quick.
• Useful for landing an attack before an opponent and setting up a combo.

(1) Press close to your opponent.
(2) Press  + close to your opponent.

Grab your opponent and throw or strike them.

• Cannot be guarded.
• The type of throw varies according to your position.
• Can be evaded with a grapple break.

To perform a grapple break, press button, button, button, or with the correct timing.

The Basics of Follow-up Evading

Getting Up: while on the ground press D-pad/left stick or .

Get up while guarding or adjusting your distance from your opponent.

= Get up into a standing guard.
+ = Get up into a crouching guard.
or = roll to the side. After the third roll you will get up.

For more information on lying down and getting up, see the combat lesson “Intermediate 5” from “PAUSE MENU”.

Ukemi: press D-pad or use left stick +

Get up as soon as you hit the floor after being knocked down.

+ = Forward ukemi. You won’t be able to avoid a follow-up strike, but you will get up quickly.
or + = Side ukemi. You can avoid a vertical follow-up attack, but you will get up slowly.
+ = Backwards ukemi. Create distance between you and your opponent, and avoid their short-reaching attacks.

For more information on lying down and getting up, see the combat lesson “Intermediate 4” from “PAUSE MENU”.

Aerial Control: when on the receiving end of an air combo, press D-pad/left stick.

While you are being hit in the air, you can change the trajectory of your fall. Changing your trajectory can reduce the amount of hits you receive, allow you to avoid follow-up attacks and ringouts.

For more information on lying down and getting up, see the combat lesson “Aerial Control” from “PAUSE MENU”

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