Move List

In-game move list overlay showing UNARMED basic and directional moves
The in-game move list — open at any time by pressing M.

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

NameCommandTypeNotes
JabWStrikeFastest startup. Combo opener.
CrossEStrikeSolid mid. Combo filler.
Low KickSLowHits crouch / breaks footsies.
RoundhouseDStrikeHigh damage, slow recovery.
BlockA (hold)Defense70% damage reduction.
ThrowW + S (simultaneous)GrabUnblockable, short range. Beats turtles.
Sweep→ SLow KnockdownTrips opponent — hard knockdown.
Launcher↑ ELauncherSends enemy airborne. Start juggles.
UppercutS, EAnti-airSequential. Beats jump-ins.
Guard BreakE + D (simultaneous)Guard BreakCrushes 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.

NameCommandTypeNotes
Ki Blast↓ → W (25% Ki)ProjectileFast straight projectile.
Power Blast↓ → E (40% Ki)ProjectileHeavy projectile, pierces 1 enemy.
Energy Dash→ → D (35% Ki)Mobility / StrikeInvuln dash + heavy punch.
Ki BurstA + Q (50% Ki)AoEOmnidirectional explosion around player.
Super Beam↓ ↘ → S (75% Ki)BeamSustained piercing beam. Stuns.
Dragon Fist↓ ← → E (100% Ki)UltimateScreen-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:

WeaponPlaystyle
SwordHigh reach, medium speed. Strong overhead chops, gap-closing thrusts.
StaffBest reach, low damage. Spinning attacks, multi-hit pokes, knockback sweeps.
NunchakuShortest 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.