| Move / jump / crouch | or |
| Light | / |
| Heavy | / |
| Kick | / |
| Special | / |
| Super (full meter) | / or Special+Heavy |
| Throw | Light+Kick up close |
| Block | hold away · crouch-block lows |
| Parry | tap forward just before a hit · down-forward for lows |
| Dash | tap forward twice |
= Special · = Heavy · = Kick · = Light · ← back (away from them), → toward them
| Projectile / signature | |
| → + | Rush move |
| ↓ + | Anti-air (invincible) |
| hold ← 1s, then → + any attack | Charge move (you block while charging) |
| ←→←→↓↓ then + together | ULTIMATE — full meter, at half health or less |
Classic motions also work with any attack: ↓↘→ (projectile), →↓↘ (anti-air), ↓↙← (rush), ↓↘→↓↘→ (super).
Chain on hit: Light → Kick → Heavy → ↓+Heavy. ↓+Heavy launches them: press ↑ to jump after them and chain Light → Kick → Heavy again in the air. Any ground attack that connects cancels into a special, and specials cancel into super.
Try it (8 hits): jump in + , land, , ↓+, ↑,
X light · Y heavy · A kick · B special · RB super · LB throw
Click a slot, then press the new key · Esc cancels · Delete clears the slot