Inputs
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Control
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Resumed :
Detailed :
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Dash Smash
- Basically, and in the inputs, it is a Smash performed while Dashing.
- You can make it Directional.
- You can't follow with Punishing Attack and/or Dragon Homing ; this is no part of Smash Combos.
- Dash Smash can have, following the character, two different results :
- It can send ennemy flying away, just as a regular smash ; however, no follow-up (like Vanishing Attack or Dragon Homing) is available.
- It can stun ennemy, and then be followed by the Sonic Impact combo.
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Resumed :
- Dash Smash then ,
Detailed :
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Sonic Impact
- After a stuning-version Dash Smash, gives an additional hit to ennemy and smashes him downward.
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- Resumed :
- Dragon Dash then :
- (Hold +) Charge
- Detailed :
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Dragon Smash
- Basically, and in the inputs, it is a Smash performed while Dragon Dashing.
- You can make it Directional.
- You can't follow with Punishing Attack and/or Dragon Homing ; this is no part of Smash Combos.
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Resumed :
- After a (directional) full-charge Smash
- Or after a Punishing Attack
There is too much combination to be detailed. But there is the simplest one :
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Dragon Homing
- This is used after a full-charged :
- Smash (neutral or directional)
- Dragon Homing Smash (neutral or directional)
- another Vanishing Attack (neutral or directional)
- This CAN'T be used after a Dash Smash or a Dragon Dash Smash.
- What it does : it is simply a Dragon Dash, with following differences :
- No starting "lag", making it very fast.
- No need to press .
- Smash changes into Dragon Smash (see below).
- Still consume Ki, like normal Dragon Dash.
- Can be directional, but due to extreme speed to reach ennemy, it is useless.
- This is part of Smash Combos. So, there is MANY combos, links, etc. to use this move.
- Under normal circumstances, you can only use it once in a Smash Combo.
- On certain characters, you can use it more than once in a Smash Combo if you are on Max Power Mode.
- Some Z-Items raise the number of Dragon Homings you can use un a single Smash Combo.
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Resumed :
- While in Dragon Homing :
- (Hold +) Charge
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Dragon Homing Smash
- This is used right after a Dragon Homing.
- What it does : it is simply a Smash, with following differences :
- There is no need to fully charge it to release its full power. Just release when near opponent. You can even don't charge and just press it normally.
- Unlike other dashes smashes, this one allows follows-up such as Dragon Homing and Vanishing Attack.
- This is part of Smash Combos. So, there is MANY combos, links, etc. to use this move.
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Resumed :
- After a full-charge Smash
- Or after another Punishing Attack
- (Hold +)
There is too much combination to be detailed. But there is the simplest one :
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Punishing Attack / Vanishing Attack
- This is a single attack referred under these two names in game, even there is no difference between them.
- This is used after a full-charge Smash of whatever kind (normal, directional, dragon, dragon directional, hyper, hyper directional) or another Vanishing Attack (normal or directional)
- What it does : character vanishes far away on opponent's back (or face, if character smashes in opponent's back) and smashes him.
- Can be directional.
- This is part of Smash Combos.
- Under normal circumstances, you can only use it once in a Smash Combo.
- On certain characters, you can use it more than once in a Smash Combo if you are on Max Power Mode.
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Finisher 1
- After a standard attack in a single row, performs character's first Finisher.
- Finishers are part of Melee Combos.
- Finisher 1 is different giving the character. Finishers are : Aerial Kick, Heavy Finish, Kiai Cannon and Combo Blaster Wave.
- All Finishers except Aerial Kick can be charged and can have follow-ups.
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Finisher 2
- After 2 standard attacks in a single row, performs character's second Finisher.
- Finishers are part of Melee Combos.
- Finisher 2 is different giving the character. Finishers are : Aerial Kick, Heavy Finish, Kiai Cannon and Combo Blaster Wave.
- All Finishers except Aerial Kick can be charged and can have follow-ups.
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Finisher 3
- After 3 standard attacks in a single row, performs character's third Finisher.
- Finishers are part of Melee Combos.
- Finisher 3 is different giving the character. Finishers are : Aerial Kick, Heavy Finish, Kiai Cannon and Combo Blaster Wave.
- All Finishers except Aerial Kick can be charged and can have follow-ups.
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Finisher 4
- After 4 standard attacks in a single row, performs character's fourth Finisher.
- Finishers are part of Melee Combos.
- Finisher 4 is different giving the character. Finishers are : Aerial Kick, Heavy Finish, Kiai Cannon and Combo Blaster Wave.
- All Finishers except Aerial Kick can be charged and can have follow-ups.
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x5 ,
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Rush-In
- What it does : after a 5-punches Rush, performs a Step-In.
- This allow to perform another Rush streak, with quicker and visually different attacks.
- As quicker, the second-streak Rush attacks allow to land Finishers and Signature moves far more easily.
- Rush-In being simply a Step-In, you can also simply be used to perform a Step-In Finisher, a Step-In Signature move or a Step-In Counter.
- You can't Rush-In before the 5th attack.
- You can't Rush-In after the 6th attack onward (the 1st of the second streak). You are limited to 2 streaks (without advanced special combos).
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Resumed :
- (Hold) Guard while Rushing (punching).
Detailed :
- x1-5 , Hold
- x5 , , x1-5 , Hold
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Counter
- What it does : after a punch, enter in a counter-attack stance. If ennemy attack with a standard punch (smashes are excluded), you'll perform a counter-attack.
- Counter differs following the character. There are 4 counters : Body Strike, Disorienting Body Strike, Counter Throw and Afterimage.
- Counter consumes Ki both while standing in stance and when performing the counter-attack.
- Counter isn't available to all characters.
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Resumed :
- (Hold) Guard while charging a Smash.
Detailed :
- Hold + Hold
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Smash Counter
- What it does : while charging a Smash, you can lure opponent and change to enter in a counter-attack stance. If ennemy attack with a standard punch (smashes are excluded), you'll perform a counter-attack.
- Counter differs following the character. There are 5 counters : Body Strike, Disorienting Body Strike, Counter Throw, Afterimage and Cancel.
- Counter consumes Ki both while standing in stance and when performing the counter-attack.
- Smash Counter isn't available to all characters.
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Resumed :
- (Hold) Guard in a Step-In (or Rush-In).
Detailed :
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Step-In Counter
- What it does : after a Step-In or a Rush-In, enter in a counter-attack stance. If ennemy attack with a standard punch (smashes are excluded), you'll perform a counter-attack.
- Step-In Counter differs following the character. There are 4 counters : Body Strike, Disorienting Body Strike, Counter Throw and Afterimage.
- Counter consumes Ki both while standing in stance and when performing the counter-attack.
- Step-In Counter isn't available to all characters.
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Resumed :
- While rushing :
- or + (Hold)
Detailed :
- x1-4 , or + (Hold)
- x5 , , x1-4 , or + (Hold)
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Rolling Hammer
- What it does : while rushing (using standard attacks), performs a special finisher-like move which flips ennemy.
- Being on ennemy's back provides bonuses, such as increased damages and some control on ennemy, as he can't block nor attack until he reverts.
- If ennemy is already on backside, flipping him again will revert him frontside.
- This move can be charged.
- This move comes from left or right ; ennemy can prevent it if he guards in the right direction.
- This move is not available to all characters.
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Resumed :
- (Hold) in a Step-In (or Rush-In).
Detailed :
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Step-In Finisher
- What it does : after a Step-In or a Rush-In, performs Step-In Finisher.
- Step-In Finisher differs following the character. There are 4 finishers : Aerial Kick, Heavy Finish, Kiai Cannon and Combo Blaster Wave.
- They are exactly same finishers as "rushing" variants. You'll access to same damages and follow-ups than in normal variant.
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After Heavy Finish : , ,
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Heavy Crush
- What it does : after a Heavy Finish finisher (which can be performed by NUMEROUS ways), delivers two additional powerful blows, then kicks the opponent away.
- Heavy Finish doesn't appear in this movelist, as it is one of the four Finishers, and so is performed differently according to the character.
- Strategy-wise, Heavy Crush breaks the control you can have on opponent with chained Heavy Finishes.
- This move is not available on all characters.
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After Kiai Cannon :
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Kiai Cannon Smash
- What it does : after a Kiai Cannon finisher (which can be performed by various ways), quickly teleports on the ennemy and smashes him downward.
- Kiai Cannon doesn't appear in this movelist, as it is one of the four Finishers, and so is performed differently according to the character (assuming, in first place, the character can use it).
- If your Kiai Cannon has a disorienting effect (ie, it cancels ennemy's Lock-On), Kiai Cannon Smash restore his Lock-On.
- Strategy-wise, Kiai Cannon Smash deals high damages and brings you next to ennemy, in opposition to non-followed Kiai Cannon which sends ennemy away. Damages and possibly Lock-On cancellation put aside, being next or far from ennemy is better or worst according to fighters.
- This move is not available on all characters.
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Resumed :
- Down + (Hold) in a Step-In (or Rush-In).
Detailed :
- x1-4 , Down + (Hold)
- x5 , , x1-5 , Down + (Hold)
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Ground Slash
- What it does : either in a Rush combo or after a Step-In or a Rush-In, performs a sweeping attack on ennemy's leg to knock him down.
- Can be charged.
- In Step/Rush-In version, a variant called "Sway Ground Slash" adds a little feint before the sweep. This has little value.
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Resumed :
- After Ground/Illusion Slash : , ,
Detailed :
- x1-4 , Down + (Hold) , x2 ,
- x5 , , x1-5 , Down + (Hold) , x2 ,
- , (Hold) , x2 ,
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Dragon Tornado
- What it does : immediatly after a Ground Slash (or Illusion Slash), hits the ennemy, then teleports to him and kicks him upward, then teleports to him a second time and smashes him downward.
- It is the same input than the one used for Heavy Crush, but performed after a Ground Slash.
- This move is not available on all characters.
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Resumed :
- Up + (Hold) in a Step-In (or Rush-In).
Detailed :
- x1-4 , Up + (Hold)
- x5 , , x1-5 , Up + (Hold)
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Lift Strike
- What it does : either in a Rush combo or after a Step-In or a Rush-In, performs a kick which sends ennemy in the air.
- This is the powerful Air Combo "phase 1 of 3".
- Can be charged.
- In Step/Rush-In version, a variant called "Sway Lift Strike" adds a little feint before the sweep. This has little value.
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Resumed :
- After a Lift Strike :
Detailed :
- , Up + (Hold) ,
- x1-4 , Up + (Hold) ,
- x5 , , x1-4 , Up + (Hold) ,
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Homing Jump
- What it does : after a Lift Strike, fly at high speed to reach ennemy in the air.
- This is the powerful Air Combo "phase 2 of 3".
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Resumed :
- After a Homing Jump :
- x5
Detailed :
- , Up + (Hold) , , x5
- x1-4 , Up + (Hold) , , x5
- x5 , , x1-4 , Up + (Hold) , , x5
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Air Combo 1
- What it does : immediatly after Homing Jump, rushes ennemy in the air .
- You can land less than 5 ; 5 is the maximum.
- This is one of the 4 possible powerful Air Combo "phases 3 of 3".
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Resumed :
- After a Homing Jump :
- , x5
Detailed :
- , Up + (Hold) , , , x5
- x1-4 , Up + (Hold) , , , x5
- x5 , , x1-4 , Up + (Hold) , , , x5
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Air Combo 2
- What it does : immediatly after Homing Jump, stuns ennemy him with a punch in stomach, then rush him in the air .
- You can land less than 5 ; 5 is the maximum.
- This is one of the 4 possible powerful Air Combo "phases 3 of 3".
- Compared to Air Combo 1, Air Combo 2 adds a before the rush ; this can be harder to perform, but adds damages.
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Resumed :
- After a Homing Jump :
- x4 ,
Detailed :
- , Up + (Hold) , , x4 ,
- x1-4 , Up + (Hold) , , x4 ,
- x5 , , x1-4 , Up + (Hold) , , x4 ,
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Air Combo 3
- What it does : immediatly after Homing Jump, rushes ennemy in the air and perform a final blow which sends him downard and cancels his Lock-On.
- You can land less than 4 before ; 4 is the maximum.
- If you land 5 , you'll perform the much weaker Air Combo 1.
- This is one of the 4 possible powerful Air Combo "phases 3 of 3".
- Compared to Air Combo 1, Air Combo 3 adds a at the end of the rush ; this can be harder to perform, but adds damages and cancels ennemy's Lock-On, which is very useful.
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Resumed :
- After a Homing Jump :
- , x4 ,
Detailed :
- , Up + (Hold) , , , x4 ,
- x1-4 , Up + (Hold) , , , x4 ,
- x5 , , x1-4 , Up + (Hold) , , , x4 ,
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Air Combo 4
- What it does : immediatly after Homing Jump, stuns ennemy in the air with a powerful blow, then rushes him with 4 simple attacks and perform a final blow which sends him downard and cancels his Lock-On.
- You can land less than 4 before ; 4 is the maximum.
- If you land 5 , you'll perform the much weaker Air Combo 2.
- Compared to Air Combo 2, Air Combo 4 trades final for .
- Compared to Air Combo 3, Air Combo 4 adds a just before the rush.
- Compared to Air Combo 1, Air Combo 4 adds a both adds a just before the rush and trades final for .
- This is one of the 4 possible powerful Air Combo "phases 3 of 3".
- Air Combo 4 is the hardest Air Combo to perform, but also the most damaging and the most useful.
- So, complete sequence is : Either Rush, Step-In or Rush-In, then Lift Strike, then Homing Jump, then blow, then rush, then final blow.
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When hurted by a Lift Strike :
- Hold Up +
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Anti-air Body Strike
- Performs a Body Strike when ennemy is performing an Air Combo on you, namely on Homing Jump stage.
- This is listed on "Getting a blow off" in Training menu.
- Actual effect varies giving the character.
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When hurted by a Lift Strike :
- Hold Down +
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Anti-air Throw Attack
- Performs a Throw attack (NEED CONFIRMATION) when ennemy is performing an Air Combo on you, namely on Homing Jump stage.
- This is listed on "Getting a blow off" in Training menu.
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Only available on Max Power Mode.
Resumed :
- While Dragon Dashing :
- (Charge)
Detailed :
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Dragon Heavy
- What it does : in Max Power Mode, while Dragon Dashing, you can perform a heavy blow to stun ennemy.
- It is the Max Power Combo "phase 1 of 4".
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Only available on Max Power Mode.
Resumed :
- After Dragon Heavy :
- Spam
Detailed :
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Max Power Combo
- What it does : after Dragon Heavy, enter in a special sequence where camera orbits around you pummeling ennemy at very high speed.
- It is the Max Power Combo "phase 2 of 4".... yet it is called by this same name.
- This drain Max Power Gauge VERY quickly. Keep an eye on it. Once this gauge is empty, combo is over and you won't be able to perfom the last phases.
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Only available on Max Power Mode.
Resumed :
- After Max Power Combo :
Detailed :
- Hold , , (Charge) , spam ,
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Max Power Combo Smash
- What it does : in Max Power Mode Combo, and before the Max Power Gauge wears off, smashes the ennemy away.
- It is the Max Power Combo "phase 3 of 4".
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Only available on Max Power Mode.
Resumed :
- After Max Power Combo Smash :
- Charge / Perform the Blast 2-1
Detailed :
- Hold , , (Charge) , spam , , Hold + Charge + Charge
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Max Power Combo Finish
- What it does : after Max Power Combo Smash, charges and fire character's Blast 2-1.
- It is chargeable even if the standard's version of Blast 2-1 isn't in normal circumstances.
- It is the Max Power Combo "phase 4 of 4".
- So, complete sequence of Max Power Combo is : go into Max Power Mode, Dragon Dash to ennemy, perform a Dragon Heavy blow, then pummel ennemy, then smash him away before your Max Power Gauge is depleted, then immediatly charge your Blast 2-1 as final attack.
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