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Following is a list of commands that are available to all characters.

Note that all moves are listed for characters facing right. If facing left, reverse the left/right directional controls.

If appears before a directional control, simply tap the direction. Otherwise, hold the direction until the move is completed, or another direction is indicated. Kick/Punch buttons are rarely held, so the indicator will not be used for these buttons.

will be used multiple times if a directional control needs to be tapped multiple times (i.e. to run).


Description Input
Crouch Advance
Note that you cannot retreat while crouched
Low Jump
Jump Forward
Jump Backward
Sidestep Foreground
Sidestep Background
Move Sideways (Foreground)
Move Sideways (Background)
Step In
Step Out
Run or

Normal Attacks[edit]

Basic attacks are performed with the four buttons. Note that Steve Fox performs special actions when pressing the kick buttons (but all others kick accordingly). Note that left and right refer to the arm and leg of the fighter, not the direction of the attack. So, left punch will punch with the character's left arm, whether or not that punch is to the left depends on the direction the character is facing and the particular move being executed (most of the time in the same direction the character is facing).

Description Input
Left Punch
Right Punch
Left Kick
Right Kick

Dash Attacks[edit]

Dash attacks are used when running towards your opponent, generally to knock them down and close the distance between the characters.

Name Input/Description
Tackle Run 3 or more steps towards opponent. Once the tackle is successful, you can perform other actions, such as punches or possible holds
Unblockable Tackle Run 4 or more steps towards opponent. Opponent won't be able to block or counter-attack.
Running Cross Chop Run 3 or more steps and press + . A successful cross chop will knock the opponent down.
Sliding Dash Run 3 or more steps and press . Performs a low sliding attack. King and Yoshimitsu perform a different move.


Standing opponents can be thrown, usually causing more damage than standard attacks when successful.

Name Input Comments
Basic Throw + or + Different throws are performed for each command, and when attacking from behind or to the side of the opponent.
Long Range Throw As Above while moving forward This gives you a greater range for your throws, but leaves you open for a longer period of time before the throw can be performed.


Protects against attacks, but no guard is impenetrable. Attacks hit high, mid, or low, and you can only guard against two of these positions at once.

Name Input Comments
Standing Guard Neutral or Guard against high and mid attacks. This position is vulnerable to low attacks and throws.
Crouching Guard Guard against low attacks and most high attacks and throws will miss. This position is vulnerable to mid attacks.


Enter these commands when knocked down to recover quickly in order to perform other actions.

Ukemi (Quick Roll)
Input Description
or Roll to the foreground to quickly recover when timed correctly
or Roll to the background to quickly recover when timed correctly
Roll backwards and stand back up
Jump Up/Spring Forward

Throw Escape[edit]

When timed properly, these commands will break an opponent's attempt at throwing your character.

Name Input Comments
Normal Throw Escape Escape throws attempted with +
Normal Throw Escape Escape throws attempted with +
Side Throw Escape Escape throws attempted from the left side
Side Throw Escape Escape throws attemtped from the right side
Rear Throw Escape Throws from the rear are generally inescapable.

Attack Reversals/Parries[edit]

Some fighters can reverse attacks, causing their opponent damage in addition to preventing their opponent from hitting. Most fighters that can't reverse an attack may still parry the attack, causing the opponent to miss and usually leaving them open for attack.

Most reversals and parries are performed on high/mid attacks, but all fighters can also parry low attacks with a separate move.

Name Input
Reversal + or +
High/Mid Parry +
Low Parry

Keeping Them Down[edit]

Once your opponent is down, you can keep doing damage with the following attacks until they recover.

Name Input Comments
Stomp Jump up and land on the opponent. Can also be used on standing opponents
Trample Run four or more steps towards an opponent to trample over them. Tackles standing opponents.

Getting Up[edit]

While Recover was covered earlier, there may be times when it's better not to get up so quickly. These moves can be used at any time when lying on the ground.

Just Get Up[edit]

Name Input Comments
Rise in Place Stand straight up, the fastest of these methods.
Forward Roll Roll forward and stand up, useful to change distance between characters
Backward Roll Roll backward and stand up.
Roll Sideways (Background) Roll sideways while remaining down. Another method can still be used to rise up.
Roll Sideways (Foreground) Roll sideways while remaining down.

Attack While Rising[edit]

Want to get that little bit of revenge, or just stop the opponent from attacking you on the ground?

Name Input Comments
Rise Up Low Kick Perform a low kick while getting up
Rise Up Mid Kick Perform a mid kick while getting up
Rising Ankle Kick While lying face-up with feet towards opponent: or Kick is performed while still lying on the ground, effectively stops most approaching opponents
Spring Kick While lying face-up with feet towards opponent, begin backwards roll, followed by + Spring towards your opponent and perform a flying kick.
Rising Cross-Chop While lying face-up with feet towards opponent, begin roll, followed by + Spring towards your opponent and perform a cross-chop.

Further Moves[edit]

Every character has combo moves (up to 10 hits, and more for some characters) and floaters or juggle attacks (combos while the opponent is in the air). However, exactly how to perform these maneuvers varies by character, so they are covered in the move lists for the individual characters.