Guard break
This replaces grab, a quick attack that stuns blocking opponents done with 22C input.
countered by not blocking, jumping or attacking back
Boost mode
done 22ABC, each character has their own unique Boost, which makes them stronger by giving them unique properties.
The effectiveness of these Boost Modes vary by character.
EX Special Moves
All characters can perform an EX move for one bar of meter by pressing two attacks for the input.
EX attacks vary wildly from their original attacks
some are even an entirely new move
Your character will flash during the EX move
Launcher
Press 2 attack buttons while on the ground to preform a Launcher.
Launches the opponent vertically, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.
Pushblock / advancing guard
Press 6 when in blockstun to push the opponent away and give you some breathing room.
if on keyboard, don't push both at the same time, you're not gonna advance or block, just look like a dummy
Last stand
Once per Match, Press ABC IMMEDIATELY when you're KO'ed. Will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar.
If you get hit, or don't win in 10 seconds, you lose the round. If you win, then you win the round.
This adds an extreme amount of depth to the game. Timeouts will not allow you to activate Last Stand, so if one player has a life-lead, they may choose to timeout instead of being aggressive, as they may not want to chance KO'ing their opponent only for them to make a comeback in Last Stand.
Additionally, players may want to Last Stand after a narrow loss in Round 1, or conserve it as a Hail Mary to prevent a match ending round 2 or 3 loss.
Note: In the instance of a Double K.O.!, whoever activates Last Stand first, wins.
Air Blocking
Any backwards direction while in the air.
Air tech
Several attacks in the game hit a character so powerfully that they are flung in the air
When in aerial hitstun, press ABC to air tech. Makes you invincible until you land, but also makes you fall slowly, so the opponent might set up something while you fall. Costs 1 segment of meter.
Tech Roll
When knocked down, press a direction. You will slide along the floor in the direction pressed. the tech roll has a punishible window so don't be predictable with it.