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Animation
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Name
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Command Input
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Description
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Skills
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???
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Fling JP: - ロープリング (Rōpuringu; Rope Ring) KR: - CH: -
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(Hold to change effect)
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Advance forward to grab your opponent, and follow up with a kick. Command Grab attack. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Unlike Standard Grabs, this move can connect with opponents that have been hit.
Charged Effect: Forces opponent knockdown. Damage, advancing distance, and knockback are increased.
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???
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High Kick JP: - 蹴り上げ (Keri Age) KR: - CH: -
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+ (Hold to change effect)
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A launching move that delivers an upward roundhouse kick. Good as an anti-air move and for combo execution.
Charged Effect: Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Damage is increased, and lunges forward before executing the attack. Good for advancing forcefully from a distance.
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???
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Neck Snap JP: - ネックスナップ (Nekkusunappu) KR: - CH: -
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+ (Hold to change effect)
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A move that restricts the opponent's movement. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. You will have move priority even when guarded against, allowing you to continue attacking and create an advantageous situation.
Charged Effect: Forces knockdown on airborne opponents. Damage is increased, and restricts opponents' movements for a longer duration.
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???
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Air Steiner JP: - スパイラルハンマー (Supairaruhanmā; Spiral Hammer) KR: - CH: -
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+ (Hold to change effect)
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Jumps up diagonally feet-first, then sends hit opponents crashing to the ground. Forces opponent knockdown. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Good as an anti-air move and as a combo finisher.
Charged Effect: Damage and knockback are increased.
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???
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Slam Kick JP: - ブローストライク (Burōsutoraiku; Blow Strike) KR: - CH: -
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while airborne (Hold to change effect)
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Performs a spinning aerial heel drop. Cannot be guarded against while crouching. Forces opponent knockdown. This move's fast execution is useful for stopping the opponent's actions.
Charged Effect: Greatly increases the damage and area of effect while also making it easier to use when jumping forward.
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