ACTION
Use left stick or D-pad with the other buttons to perform various moves. The basics of movement, attacking and defending will be covered here.
Basic Controls
Use D-pad to move as well as basic blocking.
Jump
Backward:
Vertical Jump:
Forward: or
Backward
Backward:
Dash:
Side Step
Background:
Walk:
Crouch: or
* Will Guard
* Cannot move backward
Forward
Walk:
Dash:
Run:
Side Step
Foreground:
Walk:
Crouch Forward Movement:
Guard
Low: or
High・Mid: or
* All actions refer to when the character is facing right.
Normal Attack
Use four buttons to do the basic punch and kick attacks.
*Steve will perform other actions when the kick buttons are pressed.
Left Punch
Right Punch
Left Kick
Right Kick
Attack types
Attacks are separated into three areas of attacks on your opponent: high, mid, and low. Study your opponent and vary your attack type to be effective.
High Attack
Will hit a standing opponent. The opponent will not be damaged when they are crouching or performing a standing guard. Generally fast attacks with smaller vulnerable windows.
Mid Attack
Will hit a standing or crouching opponent. A standing guard will negate the damage. There are many moves that have a launcher effect.
Low Attack
Will hit a standing or crouching opponent. A crouch guard will negate damage and jumps may be used to avoid the attack as well. There are many moves that will cause the opponent to be downed.
Throws
Close-in on your opponent and enter the throw command to initiate the action. Throw damage tends to be large and varies depending on the grapple location.
Throw 1: +
Throw 2: +
Long Range Throw 1:
+
Long Range Throw 2:
+
Long range throws attempt to grapple an opponent while moving forward. The window before a grapple connects is large, but has a longer range than a regular attack and it is easier to grapple a sidestepping opponent.
Throw Escape
When an appropriate command is entered at the moment an opponent throw grapple connects, it is possible to escape the throw.
In order to perform a throw escape, press or
at the moment your opponent grapple connects.
Additional throws that are not listed above can also be escaped. The escape command corresponds to the last button pressed by the opponent in their throw move.
For +
escape with
For +
escape with
For +
escape with
+
Combos (continuous moves)
Chaining moves together can result in multiple combo hits. Performing multiple moves in a row is called a combo and is an effective way to deal damage.
Dash Attack
An attack that can be performed when there is a large distance in-between the characters. Narrows the distance quickly and performs an attack.
Tackle
Runs for over three seconds and runs into an opponent.
Forces an opponent down and gains a mount position on the opponent. From the mount position, punches can be performed to do additional damage.
Shoulder Tackle
Run for over four seconds and runs into an opponent.
Runs towards an opponent and initiates a tackle. If an enemy is hit, they are blown back.
Run Chop
Run for over three seconds and press +
.
Launches a mid hit cross chop dive. If it hits, the opponent will be downed.
Dash Sliding
Run for over 3 seconds and press .
Launches a low hit slide. King and some other characters will perform a different move.
Special Attack
There are unblockable special moves as well as attacks that trigger under certain situations. These attacks do greater damage than regular attacks.
UNBLOCKABLE MOVE
Enter a specific command to perform an unblockable special move. The command differs per character.
Clean Hit
Connecting with an attack at close range will result in a clean hit. However, not all moves will have a clean hit.
Counter Hit
When an opponent starts a move and you land a move before your opponent connects, it will result in a counter.
Guard
Use the two guard types to block damage from high, mid and low attack types. Understand the guard types to utilize them effectively.
Standing Guard: /
Block high and mid attacks but cannot block low attacks or throws.
Crouching Guard: /
Blocks low attacks while avoiding high attacks and throws (not including low throws). Mid attacks are not blocked.
Ukemi
Just before you hit the ground when you are downed, enter a command to ‘ukemi’ and get up quickly and ready yourself for the next move.
Backward Ukemi:
Create space between yourself and your opponent and stand up.
Quick Ukemi:
Moves forward and quickly gets up. This will be counted as an attack when you are rising. To perform these ukemi, while you are still in the air, choose a direction and leave it in that direction.
Sideways Ukemi: or
/
or
Change your angle in relation to your opponent while performing an ukemi. Press or
to move to the background and
or
to move into the foreground.
Recovery
Recovering from the downed position is when you are most vulnerable and easy to target. Use various recovery methods to avoid enemy attacks.
Backward Recovery:
Moves backwards a bit then stands up. Useful when trying to create some distance from your opponent.
Stand up in place:
Stands up from the downed position. Fastest way to stand back up.
Forward Roll:
Rolls forwards and then stands up. Useful to close the distance with an opponent.
Side Roll: /
+
Rolls sideways and then stands up. Useful in changing the attack angle against an opponent.
Rising Attack: /
Performs a kick while getting up. will be a low attack and
will be a mid attack.
Rising Check Kick When on your back: +
or
+
A kick that you can perform when on your back with your legs facing your opponent. Useful in stopping an opponent that is trying to follow-up with more attacks.
Spring Kick When on your back , select the directional button against the enemy and press +
A kick that you can perform when on your back, with your feet facing your opponent. It will launch a flying kick towards the enemy.
Rising Cross Chop When starting to roll forward +
Will do a flying cross chop towards the opponent.
Controls
Controls when you have downed your opponent.
When your opponent has been downed without being able to ukemi, follow-up with additional attacks for extra damage.
Down Attack While jumping, press .
While jumping, an attack that is aimed downward will be performed. This move can also be performed on an opponent that has not been downed.
Step-on Attack Run for over 4 seconds and hit the opponent.
Run past an opponent while stepping on them. If the opponent is not down, this will turn into a shoulder tackle attack.
Gauge Move
Akuma and some other characters have a gauge move. This gauge will fill up while connecting with hits and taking hits (being blocked still fills the gauge). A special move can be performed by using a portion of the filled gauge. Check characters with a gauge in the command list for specific moves.
Move Effects
There are some moves that have additional effects. There are some moves that are easier to combo and others that help to swap between attacking and defending. Check out these moves in the command list. The moves will have an icon beside their name.
Power Crush
A special type of move that will not be interrupted by taking a hit. Be aware that damage is still taken, so be careful in using this move when low in health.
Triggering Screws
There are attacks that can trigger screws while opponents are in the air. They are useful to start large damage dealing combos.
Homing Attack
These attacks are effective in tracking opponents that are side stepping.
Rage System
‘Rage’ status is triggered when there is less than a quarter of health left. Attacks are stronger and ‘rage moves’ become available.
‘Rage’ moves can only performed once a round. Once a rage move is performed, rage status is cancelled.
Rage Arts
A powerful move that has the destructive potential to flip the results. Not only do they have great destructive power, but also have additional effects.
The bleaker the situation, the larger the chance for a one hit comeback!
* The less health left, the greater the damage output.
While damage may be taken, will power through to the end!
* Even though hits are being absorbed, the move will go to completion. Damage will still be taken.
※ Check each characters command list for actual move commands.
Rage Drive
A super move with high damage output with additional effects.
※This differs per character. These commands are difficult to perform, however mastering them will offer greater attack options. Following are a few examples.
Even though the wall is far away, there is an attack that can blast them all the way to the wall. An opponent that has been blown back cannot do anything, which opens up an opportunity to pile on the damage.
Knock them back to the wall!
It is possible to mix these in with regular combos so try connecting them to deal major damage to your opponent.
Nail your combos!
Cancel your stationary state and close the distance to your opponent, continue to build on a combo and continue to press your attack.
Continue your Combo!
※ Check character command list to see what moves this affects.