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ACTION

THE TRIANGLE SYSTEM

Strikes, holds, and throws form a rock–paper–scissors-like action system.
Within this system, strikes beat throws, throws beat holds, and holds beat strikes. When you land an attack of one type that beats another type, that attack will deal a large amount of damage.
It is important to try to predict what your opponents is trying to do and counter their attack.

HIGH/MID/LOW

All attacks can be divided into three types: high, mid, and low.
High attacks are effective against standing opponents, and mid and low attacks are effective against crouching opponents.
The types of attacks matter especially when using holds, as hold will only succeed when they match the type of your opponent's attack.

STRIKES (PUNCHES & KICKS)

Use in combinations with and to combo various strikes.
Can be avoided by using guards and holds.

GUARDS

Use to block opponents attacks. Ineffective against throws.

Note: Hold the button to block.

or Standing Guard Effective against high and mid strikes.
or Crouching Guard Effective against low strikes.

HOLDS

Gracefully avoid your opponent's attack and counterattack. Must be used against specific types of attacks.
Ineffective against throws.

Note: Can be used during Critical Stun, but not during Fatal Stun.

Note: When holds are set to "3-way" in VERSUS and FREE TRAINING modes, you will be able to use the command for mid punch holds to hold both mid punches and kicks.

High HoldUse against high strikes.
Mid Punch HoldUse against mid punches.
Mid Kick HoldUse against mid kicks.
Low HoldUse against low strikes.

THROWS

Use to throw your opponents. Ineffective against strikes.

High ThrowUse against standing opponents.
Low ThrowUse against crouching opponents.
Use the moment your opponent tries to throw you.Escaping ThrowsOnly standard throws () can be escaped.

BREAK BLOW

Use when your Break Gauge is 100% full.
Use to deal a very powerful strike through your opponent's attacks.

Note: This move can be cancelled with after the first hit lands. Your opponent will still be fatally stunned and open to a follow-up combo.

BREAK HOLD

Using up 50% of your Break gauge
Allows you to perform a hold against any type of strike: high, mid, or low.

Note: Can be used even during Critical Stun and Fatal Stun.

FATAL RUSH

The fourth strike will send your opponents flying and fatally stun them.
When used with a full Break Gauge, the final strike will turn into a Break Blow.

Note: Break Blow will not be triggered if is used for the fourth strike.

SIDE ATTACKS

Use while sidestepping to attack while avoiding your opponent's straight strikes.

Note: Only allows to avoid straight-line attacks.