Move List

A reference of the most common commands available to the player. The complete in-game registry contains over forty moves once you factor in weapon-specific variants and combo chain follow-ups; the tables below cover the unarmed core and the Ki specials.
Notation: → means tap the direction once, + means press buttons simultaneously, and a comma (e.g. S, E) means press the buttons in sequence within the input buffer window (about 0.3 seconds).
Basic & Commanded Moves
| Name | Command | Type | Notes |
|---|---|---|---|
| Jab | W | Strike | Fastest startup. Combo opener. |
| Cross | E | Strike | Solid mid. Combo filler. |
| Low Kick | S | Low | Hits crouch / breaks footsies. |
| Roundhouse | D | Strike | High damage, slow recovery. |
| Block | A (hold) | Defense | 70% damage reduction. |
| Throw | W + S (simultaneous) | Grab | Unblockable, short range. Beats turtles. |
| Sweep | → S | Low Knockdown | Trips opponent — hard knockdown. |
| Launcher | ↑ E | Launcher | Sends enemy airborne. Start juggles. |
| Uppercut | S, E | Anti-air | Sequential. Beats jump-ins. |
| Guard Break | E + D (simultaneous) | Guard Break | Crushes block. Wide opening. |
Ki Special Moves
Every special consumes a percentage of your Ki gauge. Charge the gauge with Q when you have a safe gap. Specials can be canceled into from most normal hits — making the 25% Ki Blast a reliable combo-ender.
| Name | Command | Type | Notes |
|---|---|---|---|
| Ki Blast | ↓ → W (25% Ki) | Projectile | Fast straight projectile. |
| Power Blast | ↓ → E (40% Ki) | Projectile | Heavy projectile, pierces 1 enemy. |
| Energy Dash | → → D (35% Ki) | Mobility / Strike | Invuln dash + heavy punch. |
| Ki Burst | A + Q (50% Ki) | AoE | Omnidirectional explosion around player. |
| Super Beam | ↓ ↘ → S (75% Ki) | Beam | Sustained piercing beam. Stuns. |
| Dragon Fist | ↓ ← → E (100% Ki) | Ultimate | Screen-wide finishing blow. |
Weapon Movesets
When you pick up a weapon (or press F to swap), all four attack buttons gain weapon-specific moves. The general feel of each class:
| Weapon | Playstyle |
|---|---|
| Sword | High reach, medium speed. Strong overhead chops, gap-closing thrusts. |
| Staff | Best reach, low damage. Spinning attacks, multi-hit pokes, knockback sweeps. |
| Nunchaku | Shortest reach, fastest cadence. Whippy multi-hits, juggle extenders. |
Weapons can be dropped intentionally with F when already equipped, useful if the current weapon's range doesn't fit the matchup.
Tips
- Launchers (
↑ E) are the gateway to juggles. After a launch, your air normals (jumping W / E) extend the combo. - Sweeps (
→ S) cause hard knockdowns — use them to break gang-rush pressure when surrounded. - Guard breaks are slow but punish turtles. Pair with throws to mix up opponents who block at long range.
- When in doubt, throw Ki Blast (25%) — it's the cheapest unlock and chips bosses safely from neutral.
New to the game? Start with the Beginner's Guide. Looking for per-boss strategy? See the Boss reference.