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.
See here for general rules, and check each character's frame data page for any specific gatlings available for them.
Command normals are performed by pressing a specific direction with a specific button. Every character has at least two command normals. is a universal one, and most also have . Many have a command normal with or as well.
/ 6P - Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as Giovanna's TrovãoGuard:
+4 and May's Mr. Dolphin HorizontalGuard:
11 (18 OH)Advantage:
+7, are vulnerable to 6P. In addition, many attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like Nagoriyuki's f.SGuard:
-17 and Leo's f.SGuard:
-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.
In addition, 6Ps are also good anti-airs. Their upper body invulnerability combined with decent speed and hitbox size make them great tools to punish an opponent who commits to an air approach. Every 6P can be canceled into special moves, so make sure to practice your character’s best combos from it. Keep in mind that not all 6Ps are made equal. Their speed, range and combo opportunities will vary from character to character. For example, Goldlewis' 6PGuard:
-19 has an unusually high hitbox. This makes it a decent anti-air, but weak as a counter poke as it often whiffs above the opponent’s poke.
Other command normals do not have the homogeneity of 6P. Take 6H, for example. Sol's 6HGuard:
-27 is a risky punishment tool with good speed and range. Faust's 6HGuard:
-34 is a tricky overhead with huge range. Giovanna's 6HGuard:
-10 is a unique, rekka-style normal used for juggle combos and Roman Cancel mix-ups. You will have to study each of your character’s command normals to figure out how to use them.
- Each character's standing is an overhead attack that is chargeable.
- Dust Attack starts up in 20~28 frames, depending on how long the button is held. On ground hit, it puts the opponent in a floating crumple state that generally cannot be combo'd from without a Roman Cancel, but is even on hit. On block, the attacker is -15.
- Dust Attack (Hold) (a fully charged Dust Attack) starts up in 28 frames, but is 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.
Note that Dust Attack cannot trade with enemy strikes. If a character's Dust Attack and their opponent's strike are both active on the same frame, the opponent's strike will win and Counter Hit.
- Hold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them.
During a Homing Jump:
- All air normals can gatling into any air normal
- Canceling an air normal into itself while the opponent is in hitstop performs a unique Finish Blow attack that spikes the opponent down for a hard knockdown
- The attacker gets an extra air jump or air dash
- Nagoriyuki gains an air jump, but Potemkin and Nagoriyuki do not gain an air dash
- All air normals become jump cancelable and air dash cancelable if they weren't already (except command normals)
After the Homing Jump, the characters Area Shift and land in the middle of the stage like after a Wall Break
- If Finish Blow is used, the opponent will crash down and the attacker will land on the opposite side with a frame advantage of +23, giving them time to continue their offense
- If the opponent leaves the screen without being hit by a Finish Blow, both characters float to the ground, the opponent rolls and 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 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 diagonal inputs (, , 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 diagonal inputs (, , 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. On top of the usual whiff recovery, air throws also have 10 frames of punishable landing recovery on whiff, although the user is not in Counter Hit state.
- 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 normal throws can be, but almost all of them are throw invincible throughout start-up and active frames, and will therefore beat a normal throw attempt.
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
- Because of a quirk in the landing mechanics, ground throws can connect with opponents the frame before they land (see Landing Recovery)
- During the start-up and active frames of almost every command throw
- During some or all start-up frames and some or all active frames of certain Overdrives
- During the start-up, active and some recovery frames of Psych Bursts
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?
- Strike vs. Throw: 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 require a more elaborate input and have unique effects and properties. There are two main categories of special move inputs:
- Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button.
- Charge-type inputs: Requires the player to hold or for 30 frames, then input the opposite direction ( and respectively) plus a specific attack button.
A few examples of special moves:
- Projectiles: Ky's Stun EdgeGuard:
-15, Leo's Graviert WürdeGuard:
-16, and Faust's What Could This Be?Guard:
- Invincible reversals: Sol's Volcanic ViperGuard:
18+10 after landingAdvantage:
-28 and Leo's EisensturmGuard:
- Forward-advancing attacks: May's Mr. Dolphin HorizontalGuard:
11 (24 OH)Advantage:
-3 and Chipp's Alpha Blade HorizontalGuard:
- Command throws: Potemkin's Potemkin BusterGuard:
and Nagoriyuki's Bloodsucking UniverseGuard:
Most special moves can be canceled into from normals, but there are exceptions, such as Sol's Night Raid VortexGuard:
-17 and FafnirGuard:
All (Guard Crush)Startup:
+11. Some normal moves also cannot cancel into special moves, such as Dust Attack or Sol's 6HGuard:
-27. Conversely, special moves can be kara canceled into Overdrives during their first 3 frames of start-up.
Unlike normal attacks, special moves always build some Tension, even if they miss completely. Special moves that deal damage also deal chip damage on block.
- 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 RaveGuard:
-44, while others power up the character like Ky's Dragon InstallGuard:
+4. 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. Super freezes also have a special input buffer that enables the defender to input an action early to start immediately once super freeze ends. 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 action besides movement and proximity blocking (Faultless Defense and Instant Faultless Defense are still possible), starting from 1 second into the animation for Respects and 2 seconds into the animation for Taunts. 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%.