Throws/Grabs
- To do a throw, you will have to press
+
or
+
. The direction you choose is the way you throw the opponent. Throws can be broken by simply pressing
during the throw animation.
Running & Backdashing
- Running - To do a run, tap and hold forward twice (
). Let go to stop running. Every character has a run.
- Back dashing - To do a back dash, tap back twice (
). Back dashes are invincible during start-up but are vulnerable during recovery. You can mitigate the recovery by simply crouching.
Spot Dodges
- Spot dodges can be done by pressing
+
. Spot dodges dodge physical attacks, projectiles, etc. But, spot dodges can be thrown out of. You can still break a throw if you're thrown out of a spot dodge.
Rolling
- To roll, press
or
. The direction you choose determines the direction you roll. Rolls are another evasive move, but unlike spot dodges, they cannot avoid hits. Rolls shrink your hitbox, allowing you to move under some attacks like projectiles. You can get hit and thrown out of a roll.
Tag-In
- To tag in your partner, press
+
in neutral. They must be alive and the "CHANGE OK" bar below their health must be full to tag in. All characters do attacks on tag in which can be canceled with a roll or spot dodge.
Duplex Attack
- To perform a duplex attack input 236
+
, you must have at least one bar of super meter, your partner must be alive and the "CHANGE OK" bar must be full. Duplex attacks are super tag-in attacks that deal much more damage. You can follow up for another bar of super meter by doing 236
+
again. Each character team (teams are the characters who appear next to each other in the character select, example: Billy & Lynn) has their own unique duplex.
Impacts
- Impacts are done by pressing
+
. Upon doing an impact, your character's attack will have a faint shadow around them and if the impact hits, you will see a combination of buttons above the super meter. Each character has a unique impact combo and the impact combo can be changed by tapping
after landing the impact. There's two types of impact combos: Air Impacts and Ground impacts. Ground impacts build less meter but can combo into special / supers easier. Air impacts build much more meter but struggle to combo into most special / supers.
Guard Cancels
- Guard cancels are done by pressing
+
on block. You must have at least one super meter to perform a guard cancel. Guard cancels interrupt the opponent's attacks and send them flying away from you.
Surrender
- To surrender, hold
+
+
+
while in neutral to surrender your current character's health to your partner and give you a maximum of 5 super meter instead of 3. Your partner must be alive to surrender.
Stage Walls
- Stage walls are found on every stage except for Radel/Annie's stage and Jones'/Kang's stage. Walls allow you to extend your combos with wall hits (usually seen as (WH)). Wall hits are done by doing any knock-down move near a wall. This includes throws, guard cancels, sweeps, etc. When the opponent hits the wall, they'll bounce off the wall and give you time to do another attack. Walls can only be used once and will break if hit again, extending the stage.
Stun
- Stun has an invisible meter which depletes upon getting hit, but regenerates while your character is actionable. Normals and specials will count towards stun, while throws, supers and tag attacks will not. Importantly, stun will only trigger when the character is knocked down while their stun meter is at zero, which means a dizzied opponent won't fall out of your combo. There is, however, no indication you earned a stun. Stun lasts for three seconds, but it can be reduced via mashing. You can find each character's stun capacity in the In-Depth System Guide.
Guard Break
- Guard breaks happen when your invisible guard meter hits zero. A shattering animation will play when a guard break occurs, leaving you open for attack. Remember that if you guard break an opponent crouching they reset to standing. This may mess up any crouch-specific combos.
- If you're looking for more info, check out the In-Depth System Guide