< DBFZ
Ground Movement
- Walking
- Hold either left or right to walk forward/backward. This is the slowest form of movement, but also presents the least risk.
- Dash
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- Backdash (Backstep)
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- Ground Ukemi (Ground Tech)
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Air Movement
- Jump/Double Jump
- Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have X frames of startup where you are still considered on the ground, are invincible to throws, can not block, and can cancel the jump startup into ground Skill Attacks. .
- Super Jump
- To Super Jump, start from Template:5, then quickly press any downward direction, then any upward direction. Super Jumps have startup just like normal jumps. They are used to create vertical distance between you and your opponent as well as to run away; super jump over the opponent, then air dash away! Note that you can not double jump after a super jump, so your only air option is to air dash.
- Air Dash Forward/Backward
- While airborne, press 66 to perform an air dash forward, and 44 to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.
- A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs are performed by pressing 956 for a forward air dash and 754 for a backward air dash. The idea is that the jump includes a directional input that also counts as an input for the air dash command.
- Air Ukemi (Air Tech)
Cancels
- Auto Combo
- Each character has a combo that can be done by rapidly pressing the L or M button. More information can be found.
- Jump Cancel
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- Special Cancel
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- Super Dash Cancel
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- Super Cancel
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- Z Change
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