< DNFD
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Ground Movement
Walking
- Hold or while standing
Running
Backdash
- Backdash to quickly move away from the opponent.
Air Movement
Jumping
- // while grounded to jump in that direction
High Jump (Super Jump)
Landing Recovery
Cancels
Cancels are the act of canceling one move into another. Usually this requires that the first move makes contact with the opponent. Cancels are commonly used to make combos and blockstrings.
Gatling Combination
Special Cancel
Most normal moves can be canceled into special moves.
Jump Cancel
- Placeholder
Conversion Cancel
Can only be activated when you have white life remaining. Can be done after skills or normals
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •