The following directions assume that your character is facing right
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Close Hell's Pillar
Down Forward 1 , Back
• Unbreakable during first use in a Kombo
Close Enhanced Hell's Pillar
Down Forward 1 + Block , Back
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
Enhanced Demon's Wrath
Down Back 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
Dark Ascension
Down Forward 3
Enhanced Dark Ascension
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Cancelable into Jump Attacks
Summoning The Darkness
Down Back 1
• Hell Mode Special Moves place a Sin on the opponent Up to 3
Far Hell's Pillar
Down Forward 1 , Forward
• Unbreakable during first use in a Kombo
Far Enhanced Hell's Pillar
Down Forward 1 + Block , Forward
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
Astral Projection
Back Forward 2
Enhanced Astral Projection
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
(Air) Astral Projection
Back Forward 2
(Air) Enhanced Astral Projection
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
Astral Projection Cancel
Back Back
Astral Manifestation
Back Forward 2
Enhanced Astral Manifestation
Back Forward 2 + Block
• Costs 1 bar of Super Meter
(Air) Astral Manifestation
Back Forward 2
(Air) Enhanced Astral Manifestation
Back Forward 2 + Block
• Costs 1 bar of Super Meter
Astral Manifestation Cancel
Back Back
Heaven's Beacon
Down Forward 1
• Unbreakable during first use in a Kombo
Enhanced Heaven's Beacon
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
Hell's Pillar
Down Forward 1
• Unbreakable during first use in a Kombo
Enhanced Hell's Pillar
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
Enhanced God's Wrath
Down Back 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
Light Ascension
Down Forward 3
Enhanced Light Ascension
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Cancelable into Jump Attacks
Invoking The Light
Down Back 1
• Heaven Mode Special Moves absolve a Sin for extra damage
Pinned Down
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Blade Sparks
Down Back 1
(Air) Enhanced Blade Sparks
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Victim slowly collapses on Hit
(Air) Desperate Blade Sparks
Block During Air Death Spin
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Death Spin
Down Forward 2
• During Desperate Tarkatan , press Block on Hit for Air Desperate Blade Sparks costs 1 bar of Super Meter
(Air) Enhanced Death Spin
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
Bleeding Blade
Back Forward 1
• During Desperate Tarkatan , press Block during Start Up for Desperate Chop Chop costs 1 bar of Super Meter
Enhanced Bleeding Blade
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Opponent takes increased Block Damage for a duration
• During Desperate Tarkatan , press Block during Start Up for Desperate Chop Chop costs 1 bar of Super Meter
Baraka Barrage
Down Forward 2
• During Desperate Tarkatan , press Block during first two hits of attack for Desperate Baraka Barrage costs 1 bar of Super Meter
• Hold Down during Desperate Baraka Barrage for a low hitting attack
Enhanced Baraka Barrage
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• During Desperate Tarkatan , press Block during first two hits of attack for Desperate Baraka Barrage costs 1 bar of Super Meter
• Hold Down during Desperate Baraka Barrage for a low hitting attack
Desperate Baraka Barrage
Block During Baraka Barrage
• Costs 1 bar of Super Meter
• Press Block during first two hits of attack for Desperate Baraka Barrage
• Hold Down during Desperate Baraka Barrage for a low hitting follow up
Enhanced Chop Chop
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Desperate Chop Chop
Block During Bleeding Blade
• Costs 1 bar of Super Meter
• Costs 1 bar of Super Meter
Ground Sparks
Down Forward 1
Enhanced Ground Sparks
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Arcing projectile is an overhead
Arcing Ground Sparks
Down Forward 1 , Hold Up
Enhanced Stab Stab
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Opponent takes increased Block Damage for a duration
Stab Stab Chuck
Down Back 1
• Triggered by hitting airborne foe
• Hold Back to swap sides
• During Desparate Tarkatan , press Block during first two hits of attack for Desperate Stab Stab Chuck costs 1 bar of Super Meter
Desperate Stab Stab Chuck
Block During Stab Stab Chuck
• Costs 1 bar of Super Meter
• Must Be Against Aerial Opponent
• Press Block during first two hits of attack for Desperate Stab Stab Chuck
Shishkabob
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Opponent takes increased Block Damage for a duration
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Desperate Tarkatan
Down + Flip Stance
• Must be at 30 health or less
• Baraka gains Super Meter and loses health over time
• Super Meter accumulates faster with lower health
• During certain Special Moves , press Block for an altered move at the cost of 1 bar of Super Meter includes Bleeding Blade , Stab Stab Chuck , Air Death Spin , and Baraka Barrage
Trust In Steel
Grab or 1 + 3
• Deals damage over time after Hit
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Barbarian's Blade
Back Forward 3
• Occurs when close to opponent
Enhanced Barbarian's Blade
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Occurs when close to opponent
Barbarian's Bluff
Down + Block
Barbarian's Blitz
Back Forward 3
• Occurs when far from opponent
Enhanced Barbarian's Blitz
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Occurs when far from opponent
Barbarian's Bluff
Down + Block
• Parries High , Mid , and Overhead Attacks not including Jumping Attacks
(Air) Destroyer's Drop
Down Back 1
Flame Burst
Back Forward 1
Enhanced Flame Burst
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Atlantean Bulwark
Down Forward 1
• Reflects most projectiles in a random direction
Enhanced Atlantean Bulwark
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Reflects most projectiles
• On Hit , cancelable after fourth swing into Basic Attacks , Special Moves , Fatal Blows , and Kameo Summons at the cost of 1 bar of Super Meter
Skyward Guardian
Down Back 2
• Hold Forward for a longer leap
Enhanced Skyward Guardian
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Thief's Catapult
Down Forward + Flip Stance
• Kameo must be available
• Cannot be performed with Motaro
• Cannot be performed with Shujinko against Shang Tsung while Mimic Form Stealer is active
• Cannot be performed by Shang Tsung after using Form Stealer to copy Conan
Crom's Curse
Down Back + Flip Stance
• Must be at 30 health or less
• Crom disdains weakness , Valhalla is not yours today
• Coats Conan in ritual blood for a duration
• Return to battle if defeated while bloodcoated
• Converts Conan s Physical damage to Blood damage Invasions
Cimmerian Rising
Down Forward 2
• Press 1 during Start Up for Destroyer s Drop
Enhanced Cimmerian Rising
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Press 1 during Start Up for Destroyer s Drop
Destroyer's Drop
1 during Start Up
This You Can Trust
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Berserker's March
Back Forward 4
Enhanced Berserker's March
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Zaki Orthodontics
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Friction Boot Parkour
Up + Flip Stance
• Cyrax must be Jumping against Corner or screen edge
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to throw a Dud
Enhanced Close Saw Drone
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Moves toward foe before deploying
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to throw a Dud
Far Bomb
Down Back Forward 2
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to throw a Dud
Enhanced Far Saw Drone
Down Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Moves toward foe before deploying
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to throw a Dud
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to throw a Dud
Enhanced Mid Saw Drone
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Moves toward foe before deploying
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to throw a Dud
Capture Foam
Back Forward 1
Enhanced Advanced Net
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
Enhanced Sawtooth Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
(Air) Friction Assist Snare
Down Back 4
(Air) Enhanced Friction Assist Snare
Down Back 4 + Block
• Costs 2 bars of Super Meter
• Drains opponent s Super Meter
Cyberdriver Slam
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Enhanced Mistwalk Toward
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to leave behind a Dud
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to leave behind a Dud
Enhanced Mistwalk Away
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• Hold 4 during Start Up to leave behind a Dud
Mistwalk Friction Boot Parkour
Up near Corner
• Enhanced Mistwalk Away Toward must be moving toward a Corner
Friction Assist Dive Kick
Up + 3 near Corner
• Enhanced Mistwalk Away Toward must be moving toward a Corner
Spirit Punch
Back Forward 1
• Hold 1 to Delay Spirit Punch
Enhanced Spirit Punch
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 to Delay Spirit Punch
The Haunting
Back Down Forward 4
• Forbidden actions will result in punishment
• DELIRIUM Meter use forbidden includes Kombo Breakers
• ENFEEBLE Throws and up Block attempts forbidden
• FATIGUE Jumping forbidden
(Air) Suspended Animation
Down Back 2
(Air) Enhanced Suspended Animation
Down Back 2 + Block
• Costs 1 bar of Super Meter
(Air) Cancel Suspended Animation
Block + Down
(Air) Enhanced Toward Suspended Animation
Down Back 2 + Block , Back
(Air) Enhanced Away Suspended Animation
Down Back 2 + Block , Forward
(Air) Away Suspended Animation
Down Back 2 , Back
(Air) Toward Suspended Animation
Down Back 2 , Forward
(Air) Hungry Hands
Down Back 3
(Air) Enhanced Hungry Hands
Down Back 3 + Block
• Costs 2 bars of Super Meter
Death's Embrace
Forward Down Back 3
• Incoming damage depletes Super Meter before health
Cancel Death's Release
Flip Stance + Down
• Deactivates Death s Embrace
(Air) Cancel Death's Release
Flip Stance + Down
• Deactivates Death s Embrace
Too Late
Back Forward 2 + Block
• Costs 1 bar of Super Meter
Shrieking Souls
Back Forward 3
• On Hit , cancelable into Forward or Backward Dash
Enhanced Shrieking Souls
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• On Hit or Block , cancelable into Forward or Backward Dash
Shifting Spirits
Down Back 4
Enhanced Shifting Spirits
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Can be used with any Shifting Spirits special
(Air) Shifting Spirits
Down Back 4
(Air) Down Shifting Spirits
Down Back 4 , Down
Floating Shifting Spirits
Down Back 4 , Up
Enhanced Witch Slam
Down Back 1 + Block
• Costs 1 bar of Super Meter
The Many
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Outside Help
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Enhanced Big Fist
Down Back 1 + Block
• Costs 1 bar of Super Meter
Follow-Up Exam
Down Back 2
• Deals increased damage when throwing the opponent out of the Corner
Enhanced Follow-Up Exam
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Deals increased damage when throwing the opponent out of the Corner
History Lesson
Down Forward 2
• Deals increased damage when throwing the opponent out of the Corner
Enhanced History Lesson
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Deals increased damage when throwing the opponent out of the Corner
• Increases Countdown Charges by 1 MAX 3
• Changes to Inevitable when at 3 Charges
Enhanced Countdown
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Increases Countdown Charges by 3
Fixed Point
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Can only be done with 3 Charges of Countdown
• Geras resets back to where he was 3 seconds ago with his previous health value
(Air) Fixed Point
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Can only be done with 3 Charges of Countdown
• Geras resets back to where he was 3 seconds ago with his previous health value
• Costs 1 bar of Super Meter
• Can only be done with 3 Charges of Countdown
• Gear Us resets back to where he was 3 seconds ago with his previous health value
• Costs 1 bar of Super Meter
• Can only be done with 3 Charges of Countdown
• Gear Us resets back to where he was 3 seconds ago with his previous health value
• Can only be done with 3 Charges of Countdown
Enhanced Denial
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Launches opponent away from the center of the Sandstorm
Enhanced Sandstorm
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Increases Countdown Charges by 1
• Launches opponent away from the center of the Sandstorm
Close Sandstorm
Down Forward 4 , Hold Back
• Launches opponent away from the center of the Sandstorm
Close Enhanced Sandstorm
Down Forward 4 + Block , Hold Back
• Costs 1 bar of Super Meter
• Increases Countdown Charges by 1
• Launches opponent away from the center of the Sandstorm
Far Enhanced Sandstorm
Down Forward 4 + Block , Hold Forward
• Costs 1 bar of Super Meter
• Increases Countdown Charges by 1
• Launches opponent away from the center of the Sandstorm
Far Sandstorm
Down Forward 4 , Hold Forward
• Launches opponent away from the center of the Sandstorm
• Marks spot as Geras s Anchor
• After a duration or being hit , Geras teleports back to Anchor
Double Time
Back Forward 3 + Block
• Costs 2 bars of Super Meter
• Geras s Clone will mimic inputs during the Time Stop
• Costs 2 bars of Super Meter
• Gear Us s Clone will mimic inputs during the Time Stop
• Marks spot as Gear Us s Anchor
• After a duration or being hit , Gear Us teleports back to Anchor
Enhanced World Stop
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Momentarily stops time for victim
Colliding Worlds
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Liver Alone!
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Backstage Pass
Down Back 3
• Cancelable on Hit into Basic Attacks and Special Moves
• Hold Back during Start Up to reappear from the same side
• Hold 3 during Start Up to withhold attack
• Hold Flip Stance or Grab during Start Up to swap Ghost Face Killers costs 1 Bar of Super Meter
Enhanced Backstage Pass
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Basic Attacks and Special Moves
• Hold Back during Start Up to reappear from the same side
• Hold 3 during Start Up to withhold attack
• Hold Flip Stance or Grab during Start Up to swap Ghost Face Killers
Psychotic Rush
Down Forward 3
• Original Ghost Face Killer only
• Can be canceled into Father Death and Backstage Pass
Enhanced Psychotic Rush
Down Forward 3 + Block
• Original Ghost Face Killer only
• Costs 1 bar of Super Meter
• Can be canceled into Father Death and Backstage Pass
Psychotic Dive
4 During Rush
• Leaves Ghost Face prone
• Lying prone ends upon taking damage , hitting foe with Prone Stab , or a moment of inactivity
Enhanced Psychotic Dive
4 + Block During Rush
• Costs 1 bar of Super Meter
• Leaves Ghost Face prone
• Lying prone ends upon taking damage , hitting foe with Prone Stab , or a moment of inactivity
Halt Psychotic Rush
3 During Rush
Rushing Pounce
2 During Rush
Enhanced Rushing Pounce
2 During Enhanced Rush
Rushing Stab
1 During Rush
Enhanced Rushing Stab
1 During Enhanced Rush
Father Death
Back Down Forward 1
• Original Ghost Face Killer only
• Can be used during Psychotic Rush
• On Hit , hold Back to switch sides
Enhanced Father Death
Back Down Forward 1 + Block
• Original Ghost Face Killer only
• Costs 1 bar of Super Meter
• Can be used during Psychotic Rush
• On Hit , hold Back to switch sides
Psychotic Dive
Down Forward 4
• Original Ghost Face Killer only
• Leaves Ghost Face prone
• Lying prone ends upon taking damage , hitting foe with Prone Stab , or a moment of inactivity
Enhanced Psychotic Dive
Down Forward 4 + Block
• Original Ghost Face Killer only
• Costs 1 bar of Super Meter
• Leaves Ghost Face prone
• Lying prone ends upon taking damage , hitting foe with Prone Stab , or a moment of inactivity
Psychotic Crawl
3 While Prone
• Can be canceled into Prone Sweep and Prone Stab
Regain Footing
4 While Prone
• Rises from prone position
• On Hit , Ghost Face regains footing from prone position
Enhanced Nightshade
Down Forward 4 + Block
• Costs 1 bar of Super Meter
Black Dragon Ball
Down Forward 3
Enhanced Black Dragon Ball
Down Forward 3 + Block
• Costs 1 bar of Super Meter
Horrorshow Act One
Down Forward 1
• Cancelable into Horrorshow Act Two
Enhanced Horrorshow Act One
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Cancelable into Horrorshow Act Two
Horrorshow Act Two
Up or Down + 1
• Can only be performed from Horrorshow Act One
• Cancelable into Horrorshow Act Three normal or Enhanced
Enhanced Horrowshow Act Two
Up or Down + 1 + Block
Horrorshow Act Three
Back or Forward + 1
• Can only be performed from Horrorshow Act Two
Enhanced Horrorshow Act Three
Back or Forward + 1 + Block
• Can only be performed from Horrorshow Act Two
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Enhanced Knife Toss
Block during Delay Knife Toss
• Costs 1 bar of Super Meter
• Draws extra knife , hold 1 for Delay Knife Toss
• Can be performed repeatedly
(Air) Knife Toss
Down Forward 1
(Air) Enhanced Knife Toss
Down Forward 1 + Block
• Costs 1 bar of Super Meter
Retreating Knife Toss Fakeout
Back Back
Advancing Knife Toss Fakeout
Forward Forward
Always Outnumbered
Down Back 4
• Hold 4 to delay Swipe attack
• Hold 2 during Start Up for Outnumbered Upper
• Hold Flip Stance or Grab during Start Up to swap Ghost Face Killers costs 1 Bar of Super Meter
• Ineffective against opponents close to Corners
Enhanced Always Outnumbered
Down Back 4 + Block
• Costs 2 bars of Super Meter
• Hold Flip Stance or Grab during Start Up to swap Ghost Face Killers
Black Dragon Smash
Down Forward 3
Enhanced Black Dragon Smash
Down Forward 3 + Block
• Costs 1 bar of Super Meter
Flick Of The Wrist
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Enhanced Flip Kick
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
Windmill Kick
Down Forward 4
Enhanced Windmill Kick
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Self-Destructive Barrage
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Nether Stomp
Down Back 4
(Air) Enhanced Nether Stomp
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• Hit reaction changes if Havik is hit
Enhanced Helping Hand
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Hit reaction changes if Havik is hit
• Costs 1 bar of Super Meter
• Hit reaction changes if hah veek is hit
• Has Armor Hit reaction changes if hah veek is hit
Nether Snatcher
Down Back 2
• Advantage on Hit allows for Jump Attack follow up
Enhanced Nether Snatcher
Down Back 2 + Block
• Costs 1 bar of Super Meter
Enhanced Blood Bath
Back Forward 2 + Block
• Must be at 30 health or less
• Costs 2 bars of Super Meter
• Havik takes damage over time while active
Close Blood Bath
Back Forward 2 , Hold Back
Close Enhanced Blood Bath
Back Forward 2 + Block , Hold Back
• Must be at 30 health or less
• Costs 2 bars of Super Meter
• Havik takes damage over time while active
• Hit reaction changes if opponent is in a Kombo
Enhanced Neoplasm
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Seeking Neoplasm
Back Forward 3
• Advantage on Hit allows for Jump Attack follow up
Enhanced Seeking Neoplasm
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Corpse Taunt
Back Forward 2
• Must be at 30 health or less
• Only after opponent was hit with Enhanced Blood Bath
Enhanced Corpse Taunt
Back Forward 2 + Block
• Must be at 30 health or less
• Costs 1 bar of Super Meter
• Only after opponent was hit with Enhanced Blood Bath
• Scrambles Havik s command inputs for a duration
• While scrambled , Enhanced Special Moves and Kombo Breakers have no Super Meter cost
Enhanced Twisted Torso
Down Back 4 + Block
• Costs 1 bar of Super Meter
• First hit is Unbreakable in a Kombo
Disarmed And Dangerous
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Up Up And...
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Sky Laser Eyes
Down Back 3
Enhanced Sky Laser Eyes
Down Back 3 + Block
• Costs 1 bar of Super Meter
(Flight) Ground Laser Eyes
Down Back 3
• Homelander ends in Flight
• Hold Down during Recovery to return to ground
Diabolical Dash
Back Forward 2
(Air) Diabolical Dash
Back Forward 2
• Homelander returns to ground
• Homelander ends in Flight
• On Miss , hold Down during Recovery to return to ground
• On Hit , victim can be repositioned before release
• Homelander ends in Flight
• Hold Down during Recovery to return to ground
• Homelander ends in Flight
• Hold Down during Recovery to return to ground
• On Hit , cancelable into Flight Attacks
(Air) God Complex
Down Back 4
• Press any direction to reposition during Start Up
(Air) Enhanced God Complex
Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) God Complex Cancel
Down + Flip Stance
• Homelander returns to ground
(Air) God Complex Cancel To Flight
Flip Stance or Flip Stance + Up
• Homelander ends in Flight
Low Laser Eyes
Back Forward 3
Enhanced Low Laser Eyes
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Enhanced Blast Off
Down Back 2 + Block
• Costs 1 bar of Super Meter
• During Flight , hold any direction to soar through the air
• Costs 1 bar of Super Meter for consecutive Flight activations from Flight Basic Attacks
• Hold Down during Recovery of Flight Basic Attacks to return to ground
Cancel Flight
Down + Flip Stance
• Homelander returns to ground
Sweeping Laser Eyes
Back Down Forward 4
• Parries most Punch Basic Attacks including Overheads and Jumping Attacks
Enhanced Dirty Trick
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Parries most Punch Basic Attacks including Overheads and Jumping Punches
• If successful , Homelander ends in Flight
Enhanced Laser Eyes
Back Forward 1 + Block
• Costs 1 bar of Super Meter
(Flight) Laser Eyes
Back Forward 1
• Homelander ends in Flight
• Hold Down during Recovery to return to ground
I Can Do Whatever I Want
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Hands Off
1 or 3 , Grab or 1 + 3
• Must Throw Escape to activate
• Costs 1 bar of Super Meter
• Victim s throws are disabled temporarily
Extend Shadow Dash
Flip Stance
Wowing Out
Forward Down Back 4
• Must have full Hype Meter
• Special Moves can cancel into other Special Moves , Kameo Summons , or Fatal Blow up to 2 times in a row
• Specials are always Enhanced during Wowing Out
Enhanced Ball Buster
Back Down 1 + Block
• Costs 2 bars of Super Meter
Ball Buster (Hype)
Back Down 1 , Flip Stance
Enhanced Rising Star
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
Rising Star (Hype)
Down Back 3 , Flip Stance
Shadow Dash
Down Forward 3
Enhanced Shadow Dash
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Has Projectile Immunity
Shadow Kick
Back Forward 4
Enhanced Shadow Kick
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Shadow Kick (Hype)
Back Forward 4 , Flip Stance
• Parries High , Mid , and Overhead Attacks not including Jumping Attacks
Enhanced Show Off
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Parries High , Mid , and Overhead Attacks not including Jumping Attacks
Throwing Shade
Forward Down Back 2
Enhanced Throwing Shade
Forward Down Back 2 + Block
• Costs 1 bar of Super Meter
Throwing Shade (Hype)
Forward Down Back 2 , Flip Stance
• Hint Unavailable if skin lacks Sunglasses
That's All Folks
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Parries all attacks from the front within a short range while charging
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Transcending Cut
Back + 1 , 2
Breaking Backhand
Down + 1
Grey Glint
Forward + 1 , 1
Waterfall Cutter
Forward + 1 , 1 , 2
• On Kounter Hit or Punish Hit , can be Jump Canceled with Up + Block or Up + Block for 2 bars of Super Meter
• Has Armor when Jump Canceled , and pulls in victim while disabling their Kombo Breaker and Kameos
Fading Light
Forward + 2 , 2
Lost Way
Forward + 2 , 2 , 1
Bad Feeling
Forward + 3 , 2
Close Demon Drop
Down Back 2 , Back
Close Enhanced Demon Drop
Down Back 2 + Block , Back
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Ancestral Guard
Down Forward 1
• Destroys opponent s projectiles
Ancestral Guard Cancel
Flip Stance
Enhanced Demon Drop
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Can only be performed in Sento Stance
Far Demon Drop
Down Back 2 , Forward
Far Enhanced Demon Drop
Down Back 2 + Block , Forward
• Costs 1 bar of Super Meter
Enhanced Force Push
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Rising Karma
Back Forward 3
• Advantage on Hit allows for Jump Attack follow up
Enhanced Rising Karma
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump
Enhanced Soaring Sento
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
• Hold Down to remain in Sento Stance when whiffed or Blocked
Enhanced Soul Exit
Back Forward 4 + Block
• Costs 1 bar of Super Meter
• Hold Down to remain in Sento Stance when whiffed or Blocked
Banish Ancestor
Down Back 1
Spiritual Alignment
Down Back 2
Enhanced Spiritual Alignment
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Refreshes Kenshi s Spirit Timer
Summon Ancestor
Down Back 1
• Kenshi enters Sento Stance
• Disables Kenshi s Kameo for a duration
• Can also be performed by releasing 1
• Can also be performed by releasing 2
• Can also be performed by releasing 3
• Advantage on Hit allows for Jump Attack follow up
• Can also be performed by releasing 4
Soul Charge
Back Forward 2
Enhanced Soul Charge
Back Forward 2 + Block
• Costs 1 bar of Super Meter
Enhanced Red Shadow
Down Forward 4 + Block
• Costs 1 bar of Super Meter
Enhanced Yubitsume
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Can only be performed if Kenshi s Spirit is available
Ancestral Assist
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Can only be performed if Kenshi s Spirit is available
Two Heavens Assault
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Talk To The Fan
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Fan Toss
Back Forward 1
(Air) Enhanced Fan Toss
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Reverse Fan Toss
Down Back 3
(Air) Enhanced Reverse Fan Toss
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Fan-Nado
Down Back 1
• Advantage on Hit allows for Jump Attack follow up
(Air) Close Fan-Nado
Down Back 1 , Back
• Advantage on Hit allows for Jump Attack follow up
(Air) Far Fan-Nado
Down Back 1 , Forward
• Advantage on Hit allows for Jump Attack follow up
Princess Pirouette
Down Forward 2
Enhanced Princess Pirouette
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
Enhanced Fan Toss
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Close Enhanced Fan Toss
Back Forward 1 + Block , Back
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Far Enhanced Fan Toss
Back Forward 1 + Block , Forward
• Costs 1 bar of Super Meter
Enhanced Fancy Flick
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Close Fancy Flick
Down Back 3 , Back
Close Enhanced Fancy Flick
Down Back 3 + Block , Back
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Far Enhanced Fancy Flick
Down Back 3 + Block , Forward
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Far Fancy Flick
Down Back 3 , Forward
Mileena's Roll
Back Down 4
• Advantage on Hit allows for Jump Attack follow up
Enhanced Mileena's Roll
Back Down 4 + Block
• Costs 1 bar of Super Meter
• Hits grounded opponents
• Cancelable on Hit into Air Kameo Summons
Enhanced Square Wave
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into other Air Special Moves and Air Kameo Summons
• Unbreakable during first use in a Kombo
(Air) Square Wave
Down Back 2
• Cancelable on Hit into Air Kameo Summons
(Air) Enhanced Square Wave
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into other Air Special Moves and Air Kameo Summons
• Unbreakable during first use in a Kombo
Wind Bomb
Back Down Forward 4
• Advantage on Hit allows for Jump Attack follow up
Close Wind Bomb
Back Down Forward 4 , Back
• Advantage on Hit allows for Jump Attack follow up
Far Wind Bomb
Back Down Forward 4 , Forward
• Advantage on Hit allows for Jump Attack follow up
Wind Bomb Squall
Back Down Forward 4
• Wind Bomb must currently be active
• Advantage on Hit allows for Jump Attack follow up
Very Far Wind Bomb
Back Down Forward 4 , Up
• Advantage on Hit allows for Jump Attack follow up
• Advantage on Hit allows for Jump Attack follow up
Enhanced Fan-Nado
Down Back 1 + Block
• Advantage on Hit allows for Jump Attack follow up
Close Fan-Nado
Down Back 1 , Back
• Advantage on Hit allows for Jump Attack follow up
Close Enhanced Fan-Nado
Down Back 1 + Block , Back
• Advantage on Hit allows for Jump Attack follow up
Far Fan-Nado
Down Back 1 , Forward
• Advantage on Hit allows for Jump Attack follow up
Far Enhanced Fan-Nado
Down Back 1 + Block , Forward
• Advantage on Hit allows for Jump Attack follow up
Stepping Up
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Countless Blows
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Shaolin Shimmy
Back Forward 2
Enhanced Shaolin Shimmy
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
(Enhanced Shimmy Blocked) Shaolin Shinknee
4 + Block
• Costs 1 bar of Super Meter
• Possible when Enhanced Shaolin Shimmy is blocked
(Air) Dive Kick
Down Back 4
(Air) Enhanced Dive Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Enhanced Soaring Monk
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Cancelable into Jump Attacks
Enhanced Hat Toss
Down Back 1 + Block
• Costs 1 bar of Super Meter
(Air) Buzzsaw
Back Forward 1
(Air) Enhanced Buzzsaw
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Enhanced Buzzsaw
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Enhanced Kung-Kussion
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Victim slowly collapses on Hit
Enhanced Shaolin Spin
Down Up 3 + Block
• Costs 1 bar of Super Meter
(During Extend) Cancel
Down Down
Enhanced Spirit Stomp
Down Back 3 + Block
• Costs 1 bar of Super Meter
Practiced And Perfected
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
The Lion's Appetizer
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Flipping Heel Kick
Down Back 4
(Air) Enhanced Flipping Heel Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
Flying Punch
Back Forward 2
Enhanced Flying Punch
Back Forward 2 + Block
• Costs 1 bar of Super Meter
Enhanced Nova Blast
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Nova Blast
Back Forward 1
(Air) Enhanced Nova Blast
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Chain Reaction
Back Forward 4
Enhanced Chain Reaction
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Enhanced Shi Zi Lion
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
The Lion's Feast
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Cosmic Death Sentence
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Close Dragon's Breath
Down Back 4 , Back
• Invulnerable to Jump Attacks
Close Enhanced Dragon's Breath
Down Back 4 + Block , Back
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump
Dancing Dragon
Back Forward 4
Enhanced Dancing Dragon
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Dragon's Tail
Back Forward 3
Enhanced Dragon's Tail
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Enhanced God Wave
Down Back 2 + Block
• Costs 1 bar of Super Meter
Cosmic Flame
Back Forward 1
Enhanced Cosmic Flame
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
(Air) Cosmic Flames
Back Forward 1
(Air) Enhanced Cosmic Flames
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Dragon's Breath
Down Back 4
• Invulnerable to Jump Attacks
Enhanced Dragon's Breath
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump
Enhanced Low Dragon
Down Back 1 + Block
• Costs 1 bar of Super Meter
Mark Of The Creator
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Blade Spark
Down Forward 1
Enhanced Blade Spark
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Applies Broken debuff on Hit
Enhanced Low Sai
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Enhanced Roll
Back Down 4 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
Straight Sai
Back Forward 1
Enhanced Straight Sai
Back Forward 1 + Block
• Costs 2 bars of Super Meter
• Destroys opponent s projectiles
• Victim slowly collapses on Hit
Enhanced Teleport Down
Down Back 2 + Block
• Costs 1 bar of Super Meter
(Air) Teleport Down
Down Back 2
(Air) Enhanced Teleport Down
Down Back 2 + Block
• Costs 1 bar of Super Meter
Teleport Up
Down Forward 2
Enhanced Teleport Up
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Cancelable into Jump Attacks
(Air) Homing Ball
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into other Air Special Moves
(Air) Delay Homing Ball Cancel
Down Down
Serving Tarkat
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Not Worth The View
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Dash Away
Back + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
(Air) Dash Away And Down
Down-Back + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
(Air) Dash Away And Up
Up-Back + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
(Air) Dash Downward
Down + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
(Air) Dash Forward
Forward + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
(Air) Dash Forward And Down
Down-Forward + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
(Air) Dash Forward And Up
Up + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
(Air) Dash Upward
Up + Flip Stance
• Costs 1 bar of Super Meter for consecutive Air Dashes
• Cancelable into Air Special Moves on Hit
Enhanced Leap Of Faith
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Cancelable into Air Special Moves on Hit
Blood Sacrifice
Down Forward 4
• Allows Bloody Bolt to be performed
• Changes the properties of Bad Blood and Quick Taste
Enhanced Blood Sacrifice
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Allows Bloody Bolt to be performed
• Changes the properties of Bad Blood and Quick Taste
• Heals Nitara when near opponent
Bloody Bolt
Back Forward 3
• Performable when Blood Sacrifice is Active
• Cancelable into Air Special Moves on Hit
Enhanced Bloody Bolt
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Performable when Blood Sacrifice is Active
• Cancelable into Air Special Moves on Hit
• Deals damage over time after Hit when Blood Sacrifice is Active
Enhanced Bad Blood
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Deals damage over time after Hit when Blood Sacrifice is Active
Close Bloody Bolt
Back Forward 3 , Back
• Performable when Blood Sacrifice is Active
• Cancelable into Air Special Moves on Hit
Close Enhanced Bloody Bolt
Back Forward 3 + Block , Back
• Costs 1 bar of Super Meter
• Performable when Blood Sacrifice is Active
• Cancelable into Air Special Moves on Hit
(Air) Dark Plunge
Down Back 4
• Advantage on Hit allows for Jump Attack follow up
(Air) Enhanced Dark Plunge
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Far Bloody Bolt
Back Forward 3 , Forward
• Performable when Blood Sacrifice is Active
• Cancelable into Air Special Moves on Hit
Far Enhanced Bloody Bolt
Back Forward 3 + Block , Forward
• Costs 1 bar of Super Meter
• Performable when Blood Sacrifice is Active
• Cancelable into Air Special Moves on Hit
Take Flight
Up + Flip Stance
• Recovers a moderate amount of health
Enhanced Rune Heal
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Recovers a large amount of health
• Hold 3 to charge for extra healing
Quick Taste
Back Forward 2
• Heals Nitara when Blood Sacrifice is Active
Enhanced Quick Taste
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Heals Nitara when Blood Sacrifice is Active
• Advantage on Hit allows for Jump Attack follow up
(Air) Quick Taste
Back Forward 2
• Heals Nitara when Blood Sacrifice is Active
(Air) Enhanced Quick Taste
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Heals Nitara when Blood Sacrifice is Active
• Advantage on Hit allows for Jump Attack follow up
Terror From Above
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Sinister Strikes
Grab or 1 + 3
• Occurs when Shadow Klone is unavailable
Sinister Silhouette
Grab or 1 + 3
• Input Grab as Shadow Klone begins its throw for an extra attack
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Dive Kick
Down Back 4
• Occurs when Shadow Klone is unavailable
(Air) Enhanced Dive Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Occurs when Shadow Klone is unavailable
Embrace Khaos
Forward Down Back 1
• Available once per match after expiration , Shadow Klone is unavailable for the rest of the round
• For a duration , enables Netherrealm Summons , and Shadow Klone Special Moves warp victims toward Noob Saibot
Enhanced Embrace Khaos
Forward Down Back 1 + Block
• Available once per match after expiration , Shadow Klone is unavailable for the rest of the round
• For a duration , enables Netherrealm Summons , and Shadow Klone Special Moves warp victims toward Noob Saibot
• Cancelable into Special Moves
• On Hit or Block , enables Exorcism
• Enhanced Exorcism only possible immediately after Ghostball contact
Enhanced Shadow Ghostball
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Down + Flip Stance makes Shadow Klone attack early
• On Hit or Block , enables Exorcism
• Requires Ghostball contact Hit or Block
• Advantage on Hit allows for Jump Attack follow up
Enhanced Exorcism
Back Down Forward 1 + Block
• Costs 2 bars of Super Meter
• Only possible immediately after Ghostball contact Hit or Block
• Advantage on Hit allows for Jump Attack follow up
Netherrealm Summons
Back Forward 2
• Advantage on Hit allows for Jump Attack follow up
Enhanced Shadow Netherrealm Summons
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Requires Embrace Khaos and Shadow Klone
• Down + Flip Stance makes Shadow Klone attack early
• Advantage on Hit allows for Jump Attack follow up
Netherrealm Portal
Down Back 2
• Advantage on Hit allows for Jump Attack follow up
Close Netherrealm Portal
Down Back 2 , Back
• Advantage on Hit allows for Jump Attack follow up
Far Netherrealm Portal
Down Back 2 , Forward
• Advantage on Hit allows for Jump Attack follow up
Saibot Slide
Back Forward 4
• Occurs when Shadow Klone is unavailable
Enhanced Saibot Slide
Back Forward 4 + Block
• Costs 1 bar of Super Meter
• Occurs when Shadow Klone is unavailable
(Air) Shadow Dive
Down Back 4
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
(Air) Enhanced Shadow Dive
Down Back 4 + Block
• Costs 1 bar of Super Meter
(Air) Shadow Plunge
Down Down 4
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
(Air) Enhanced Shadow Plunge
Down Down 4 + Block
• Costs 1 bar of Super Meter
• Victim slowly collapses on Hit
(Air) Shadow Kick
Back Forward 4
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
(Air) Enhanced Shadow Kick
Back Forward 4 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
Enhanced Shadow Slicer
Down Back 3 + Block
• Costs 1 bar of Super Meter
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
Shadow Slide
Back Forward 4
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
Enhanced Shadow Slide
Back Forward 4 + Block
• Costs 1 bar of Super Meter
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
Enhanced Shadow Sweep
Down Back 4 + Block
• Costs 1 bar of Super Meter
Shadow Tackle
Back Forward 3
• During Embrace Khaos Advantage on Hit allows for Jump Attack follow up
Enhanced Shadow Tackle
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Khaotic Eclipse
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Enhanced Tele-Slam
Down Up + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Enhanced Tele-Slam
Down Up + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Civilization Ender
Forward + Grab or Forward + 1 + 3
• Only available after performing They Were Weak
(Air) Fly Away
Back + Flip Stance
• Costs 1 bar of Super Meter for each consecutive use of Fly Toward Away
(Air) Enhanced Fly Away
Back + Flip Stance
(Air) Fly Toward
Forward + Flip Stance
• Costs 1 bar of Super Meter for each consecutive use of Fly Toward Away
(Air) Enhanced Fly Toward
Forward + Flip Stance
Invincible Rush
Back Forward 4
(Air) Invincible Rush
Back Forward 4
They Were Weak
Forward Down Back 2
• Omni Man has increased damage and defense
• Kameo actions disabled for rest of match
Enhanced Mega Clap
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
(Air) Mega Clap
Back Forward 1
(Air) Enhanced Mega Clap
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
Giblet Maker
Back Forward 2
Enhanced Giblet Maker
Back Forward 2 + Block
• Costs 1 bar of Super Meter
(Air) Giblet Maker
Back Forward 2
(Air) Enhanced Giblet Maker
Back Forward 2 + Block
• Costs 1 bar of Super Meter
Viltrumite Stance
Down Back 3
• Dodges Projectile Attacks
Enhanced Viltrumite Stance
Down Back 3 + Block
• Dodges High , Mid , Projectile , and Overhead Attacks not including Jumping Attacks
• Costs 1 bar of Super Meter
(Air) Viltrumite Stance
Down Back 3
• Dodges Projectile Attacks
(Air) Enhanced Viltrumite Stance
Down Back 3 + Block
• Dodges High , Mid , Projectile , and Overhead Attacks not including Jumping Attacks
• Costs 1 bar of Super Meter
(Air) Viltrumite Stance Cancel
Down + Block
(Air) Thragged Through Mud
1
• Advantage on Hit allows for Jump Attack follow up
(Air) Viltrumite Stance Teleport Away
Back + Block
(Air) Viltrumite Stance Teleport Toward
Forward + Block
Viltrumite Stance Cancel
Down + Block
• Advantage on Hit allows for Jump Attack follow up
Viltrumite Stance Teleport Away
Back + Block
Viltrumite Stance Teleport Toward
Forward + Block
The Thinker
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Red And Blue Angel
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Activate Anti-Gravity
Down Back 2
• Hold Back during ascent to aim in front of foe
• Hold Forward during ascent to aim behind foe
• Hold Up during ascent to enable use of Jump Attacks while falling
Enhanced Anti-Gravity Escape
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Hold Forward to reduce backward momentum
• Hold Back to increase backward momentum
• Tap Up before falling to Activate Anti Gravity
• Jump Attacks possible while falling
Activate Anti-Gravity Behind
Down Back 2 , Forward
Activate Anti-Gravity Ahead
Down Back 2 , Back
Silent And Deadly
Down Back 1
Cancel Silent And Deadly
Block
(During Delay) Move Left
Back
(During Delay) Move Right
Forward
The Ultimately Ally
Down + Flip Stance
• Attacks opposing Kameos
Beautiful Bird Bullet
Down Back 4
Ground-Air Offensive
Down Forward 4
• Advantage on Hit allows for Jump Attack follow up
Activate Force Field
Forward Down Back 3
• Deflects Projectiles for a duration
Enhanced Force Field
Forward Down Back 3 + Block
• Costs 1 bar of Super Meter
• Briefly reflects Projectiles and repels foes , then deflects Projectiles for a duration
Force Multiplier
Back Forward 1
Enhanced Force Multiplier
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Victim slowly collapses on Hit
Activate Sonic Boom
Back Forward 3
Enhanced Sonic Boom
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump
• Destroys most Projectiles
Activate Human Torpedo!
Back Forward 2
Enhanced Human Torpedo!
Back Forward 2 + Block
• Costs 1 bar of Super Meter
Eat Peace!
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Into The Nightmare Realm
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Field Of Bones
Back Down Forward 2
• Restricts victim s movement for a duration
Enhanced Field Of Bones
Back Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Restricts victim s movement for a duration
• Enhanced Field of Bones lasts 150 frames
Close Field Of Bones
Back Down Forward 2 , Back
• Restricts victim s movement for a duration
Close Enhanced Field Of Bones
Back Down Forward 2 + Block , Back
• Costs 1 bar of Super Meter
• Restricts victim s movement for a duration
• Enhanced Field of Bones lasts 150 frames
Far Enhanced Field Of Bones
Back Down Forward 2 + Block , Forward
• Costs 1 bar of Super Meter
• Restricts victim s movement for a duration
• Enhanced Field of Bones lasts 150 frames
Very Far Enhanced Field Of Bones
Back Down Forward 2 + Block , Up
• Costs 1 bar of Super Meter
• Restricts victim s movement for a duration
• Enhanced Field of Bones lasts 150 frames
Far Field Of Bones
Back Down Forward 2 , Forward
• Restricts victim s movement for a duration
Very Far Field Of Bones
Back Down Forward 2 , Up
• Restricts victim s movement for a duration
• When Quan Chi is near Zone of Power , extra effects granted to Head Rush , Air Head Rush , and Psycho Skull
Zone Of Fear
Down Back 3 + Block
• Costs 1 bar of Super Meter
Zone Of Waste
Down Forward 3
• Drains opponent s Super Meter
• If enough Super Meter is drained , Quan Chi gains Armor for a brief duration
Enhanced Zone Of Waste
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Drains opponent s Super Meter
• If enough Super Meter is drained , Quan Chi gains Armor for a brief duration
• Zone of Power Becomes Psycho Skull Volley
Enhanced Psycho Skull
Down Back 1 + Block
• Costs 1 bar of Super Meter
Close Psycho Skull
Down Back 1 , Back
• Zone of Power Becomes Psycho Skull Volley
Far Psycho Skull
Down Back 1 , Forward
• Zone of Power Becomes Psycho Skull Volley
Very Far Psycho Skull
Down Back 1 , Up
• Zone of Power Becomes Psycho Skull Volley
Enhanced From The Fog
Down Back 4 + Block
• Costs 2 bars of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• Zone of Power Spawns extra projectiles
Enhanced Head Rush
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
• Zone of Power Teleports victim above Quan Chi
• Zone of Power Hold 1 to teleport victim upward
(Air) Head Rush
Back Forward 1
• Zone of Power Homing effect
(Air) Enhanced Head Rush
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Zone of Power Teleports victim above Quan Chi
• Zone of Power Hold 1 to teleport victim upward
(Air) Fast Enhanced Head Rush
Back Forward 1 + Block , Forward
• Costs 1 bar of Super Meter
• Zone of Power Teleports victim above Quan Chi
• Zone of Power Hold 1 to teleport victim upward
(Air) Slow Enhanced Head Rush
Back Forward 1 + Block , Back
• Costs 1 bar of Super Meter
• Zone of Power Teleports victim above Quan Chi
• Zone of Power Hold 1 to teleport victim upward
Fast Enhanced Head Rush
Back Forward 1 + Block , Forward
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
• Zone of Power Teleports victim above Quan Chi
• Zone of Power Hold 1 to teleport victim upward
Slow Enhanced Head Rush
Back Forward 1 + Block , Back
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
• Zone of Power Teleports victim above Quan Chi
• Zone of Power Hold 1 to teleport victim upward
Falling Death
Back Forward 4
Enhanced Falling Death
Back Forward 4 + Block
• Costs 1 bar of Super Meter
(Air) Falling Death
Back Forward 4
(Air) Enhanced Falling Death
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Psycho Skull Volley
Down Back 1
• Requires nearby Zone of Power
Enhanced Psycho Skull Volley
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Requires nearby Zone of Power
• Hint Requires influence of nearby Zone of Power to use move
Journey Through Hell
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Exposed Wires
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Electric Fly
Back Forward 3
Enhanced Electric Fly
Back Forward 3 + Block
• Costs 1 bar of Super Meter
(Air) Electric Fly
Back Forward 3
(Air) Enhanced Electric Fly
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Electromagnetic Storm
Down Back 3
Enhanced Electromagnetic Storm
Down Back 3 + Block
• Costs 1 bar of Super Meter
Traveling Electromagnetic Storm
Block
Traveling Electromagnetic Storm
3
Electric Orb
Down Forward 1
• Hold 1 to Extend Electric Orb
Enhanced Electric Orb
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 to Extend Electric Orb
Electric Discharge
Down Forward 1
• Requires Electric Overcharge
• Electric Discharge automatically occurs several seconds after Electric Overcharge
• Advantage on Hit allows for Jump Attack follow up
Electric Overcharge
Block during Extend Electric Orb
• Allows use of Electric Discharge
• Electric Discharge automatically occurs several seconds after Electric Overcharge
Cartwheel Kick
Back Forward 3
Enhanced Cartwheel Kick
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Enhanced Shocker
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Hold 2 when Blocked for better advantage only possible when Raiden has full Electric Charge from Blocking attacks
Enhanced Razzle Dazzle
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Hold 2 when Blocked for better advantage only possible when Raiden has full Electric Charge from Blocking attacks
Enhanced Lightning Port
Down Up + Block
• Costs 2 bars of Super Meter
• Cancelable on Hit into Jump Attacks
Raijin' Raidens
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
100% Chance Of Pain
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Rain God Cancel
Flip Stance
Water God's Judgement
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Enhanced Upflow
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump
• Hold 1 for Water Beam Charge
Enhanced Water Beam
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Retreating Water Beam Cancel
Back Back
Advancing Water Beam Cancel
Forward Forward
Enhanced Geyser
Down Back 3 + Block
• Costs 1 bar of Super Meter
Far Geyser
Down Back 3 , Forward
Far Enhanced Geyser
Down Back 3 + Block , Forward
• Costs 1 bar of Super Meter
Water Gate Activate
Down Back 2
(Air) Water Gate Activate
Down Back 2
Water Gate Cancel
Down Back 3
(Air) Water Gate Place Teleport Activate
Down Forward 2
(Air) Water Gate Place Teleport
Down Forward 2
Water Gate Teleport
Down Forward 2
Confluence Beam
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Requires 2 Water Gates to be Active
Water Gate Teleport Activate
Down Forward 2
Water Gate Teleport To Oldest Portal
Down Forward Back 2
(Air) Water Gate Teleport
Down Forward 2
(Air) Confluence Beam
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• Requires 2 Water Gates to be active
(Air) Water Gate Teleport To Oldest Portal
Down Forward Back 2
(Air) Enhanced Water Gate Teleport Away
Down Back 2 + Block , Back
Enhanced Water Gate Teleport Away
Down Back 2 + Block , Back
Water Guard
Back Down Forward 3
• Grants invulnerability for a duration
• Absorbs Water Bubbles and recovers health for each Bubble absorbed
Water Shield
Forward Down Back 4
• Destroys opponent s projectiles
Enhanced Water Shield
Forward Down Back 4 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
Ancient Trap
Back Forward 4
• Advantage on Hit allows for Jump Attack follow up
Close Ancient Trap
Back Forward 4 , Hold Back
• Advantage on Hit allows for Jump Attack follow up
Far Ancient Trap
Back Forward 4 , Hold Forward
• Advantage on Hit allows for Jump Attack follow up
Military Might
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Assassin Throwing Stars
Back Forward 2
• Stars are destroyed by incoming projectiles
Enhanced Assassin Throwing Stars
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Stars are destroyed by incoming projectiles
(Air) Reap The Whirlwind
Down Forward 1
• Foe must be standing or vulnerable to a Juggle Kombo
(Air) Enhanced Reap The Whirlwind
Down Forward 1 + Block
• Costs 2 bars of Super Meter
• Parries High , Mid , and Overhead Attacks not including Jumping Attacks
Enhanced Retaliation
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Parries High , Mid , and Overhead Attacks not including Jumping Attacks
Pale Rider
Back Down Forward 1
Enhanced Pale Rider
Back Down Forward 1 + Block
• Costs 2 bars of Super Meter
Charging Pain
Back Forward 3
Enhanced Charging Pain
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Charging Pain Delay Cancel
Down Down
Tactical Takedown
Down Back 3
Enhanced Tactical Takedown
Down Back 3 + Block
• Costs 1 bar of Super Meter
Spinning Spear
Back Forward 1
Enhanced Spinning Spear
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
The Soldier's Spearit
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
• Hold 1 to trigger Acid Spit Ball
Enhanced Acid Spit
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 to trigger Enhanced Acid Spit Ball
(Air) Falling Fangs
Down Back 4
(Air) Enhanced Falling Fangs
Down Back 4 + Block
• Costs 1 bar of Super Meter
(Air) Falling Fangs Cancel
Down Back 4 , Hold Down
• Reptile becomes invisible for a duration
(Air) Enhanced Falling Fangs Cancel
Down Back 4 + Block , Hold Down
• Costs 1 bar of Super Meter
• Reptile becomes invisible for a duration
(Air) Close Falling Fangs
Down Back 4 , Hold Back
(Air) Close Enhanced Falling Fangs
Down Back 4 + Block , Hold Back
• Costs 1 bar of Super Meter
Dash Attack
Back Forward 2
Enhanced Dash Attack
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
• Advantage on Hit allows for Jump Attack follow up
Enhanced Force Ball
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• Projectile lasts longer
Slow Force Ball
Down Forward 3 , Back
• Advantage on Hit allows for Jump Attack follow up
Enhanced Slow Force Ball
Down Forward 3 + Block , Back
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• Projectile lasts longer
Enhanced Fast Force Ball
Down Forward 3 + Block , Forward
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
• Projectile lasts longer
Fast Force Ball
Down Forward 3 , Forward
• Advantage on Hit allows for Jump Attack follow up
• Reptile becomes invisible for a duration
Enhanced Invisibility
Down Up 4 + Block
• Costs 1 bar of Super Meter
• Reptile becomes invisible for a duration
Enhanced Death Roll
Back Forward 4 + Block
• Costs 1 bar of Super Meter
The Beast Unleashed
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
• Can only be performed during a NEUTRAL JUMP
Backflip Kick
Back Forward 3
Enhanced Backflip Kick
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Blazing Charge
Back Forward 2
Enhanced Blazing Charge
Back Forward 2 + Block
• Costs 1 bar of Super Meter
Devouring Flame
Back Forward 4
Enhanced Devouring Flame
Back Forward 4 + Block
• Costs 1 bar of Super Meter
(Air) Kyo Snag
Back Forward 2
(Air) Enhanced Kyo Snag
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
(Air) Close Kyo Snag
Down Back 2
(Air) Close Enhanced Kyo Snag
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
Enhanced Twisted Kyo
Down Back 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
Enhanced Spear
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Enhanced Flame-Port
Down Back 3 + Block
• Costs 1 bar of Super Meter
(Air) Flame-Port
Down Back 3
(Air) Enhanced Flame-Port
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
Speared And Seared
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Skill Crane Hot Streak
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Burst Grenade
Down Back 1
(Air) Enhanced Burst Grenade
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Detonates upon release of 1 and Block
• Cancelable after immediate detonation into other Air Special Moves
(Air) Close Burst Grenade
Down Back 1 , Back
(Air) Far Burst Grenade
Down Back 1 , Forward or Down
Enhanced Anti-Air Flak
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Flamethrower
Back Forward 2
• Automatic Detonation on Hit
• Cancelable into Enhanced Flamethrower Detonation when blocked or missed
Enhanced Flamethrower
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Automatic Detonation on Hit
• Cancelable into Enhanced Flamethrower Detonation when blocked or missed
Enhanced Flamethrower Detonation
2 + Block
• Costs 1 bar of Super Meter
• Possible when Flamethrower or Enhanced Flamethrower is blocked or misses
• Eliminates projectile damage and pushback
• Upon successful deflection , can be canceled into Unguided Rocket or Sidewinder
• Energizes Charge Bionic Blast and enables Force Sensor
Enhanced Blast Shield
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Eliminates projectile damage and pushback
• Upon successful deflection , can be canceled into Special Moves
• Energizes Charge Bionic Blast and enables Force Sensor
Enhanced Guided Sidewinder
Down Back 1 + Block
• Costs 1 bar of Super Meter
Anti-Air Sidewinder
Down Back 1 , Up
Close Sidewinder
Down Back 1 , Back
Mid Sidewinder
Down Back 1 , Down
Very Far Sidewinder
Down Back 1 , Forward
Unguided Rocket
Back Forward 1
Enhanced Incendiary Rocket
Back Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
• Ignites victims , causing damage over time
Massive Missile Assault
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Unblockable guidance laser deals minor damage before Massive Missile Assault begins
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Rearward Massive Missile Assault
Flip Stance + Block , Hold Forward
• Must be at 30 health or less
• Kameo must be available
• Unblockable guidance laser aims behind foe and deals minor damage before Massive Missile Assault begins
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Frontal Massive Missile Assault
Flip Stance + Block , Hold Back
• Must be at 30 health or less
• Kameo must be available
• Unblockable guidance laser aims ahead of foe and deals minor damage before Massive Missile Assault begins
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Tactical Redeploy
Down Back 4
• Advantage on Hit allows for Jump Attack follow up
Enhanced Tactical Redeploy
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Tactical Redeploy
Down Back 4
• Advantage on Hit allows for Jump Attack follow up
(Air) Enhanced Tactical Redeploy
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Thruster Boost
Up-Back or Up or Up + Flip Stance
• Costs 1 bar of Super Meter for consecutive Thruster Boosts
Not Covered By Insurance
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Enhanced Bed Of Spikes
Down Back 3 + Block
• Costs 1 bar of Super Meter
Close To Far Triple Ground Skull
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Enhanced Double Skull
Down Back 1 + Block
• Costs 1 bar of Super Meter
Close Ground Skull
Down Back 1
Far To Close Triple Ground Skull
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Far Ground Skull
Down Back Forward 1
Ground Skull
Down Forward 1
Enhanced Injection
Down Back 3 + Block
• Costs 2 bars of Super Meter
• Shang Tsung deals increased damage while Morphed
• Effect changes depending on opponent s Kameo
Enhanced Kameo Kopy
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Effect changes depending on opponent s Kameo
Old Morph
Down + Flip Stance
(Air) Old Morph
Down + Flip Stance
Form Stealer
Forward Down Back 4
Enhanced Form Stealer
Forward Down Back 4 + Block
• Costs 1 bar of Super Meter
• Shang Tsung deals increased damage while Morphed
Perfect Form
Forward Back 4
• Changes Form from opponent back to Shang Tsung
• Hint Must be old Shang to use move
• Hint Must be young Shang to use move
Quick Age Morph
Down + Flip Stance
• Changes Forms between Young and Old
(Air) Quick Age Morph
Down + Flip Stance
• Changes Forms between Young and Old
Rain God Cancel
Flip Stance
Enhanced Spear Throw
Back Forward 1 + Block
• Costs 1 bar of Super Meter
Spinning Spikes
Down Forward 2
Enhanced Spinning Spikes
Down Forward 2 + Block
• Costs 1 bar of Super Meter
• First Hit is Unbreakable in a Kombo
Straight Skull
Down Forward 1
Enhanced Straight Skull
Down Forward 1 + Block
• Costs 1 bar of Super Meter
(Air) Straight Skull
Down Forward 1
(Air) Enhanced Straight Skull
Down Forward 1 + Block
• Costs 1 bar of Super Meter
(Air) Down Skull
Down Forward 1
(Air) Close Down Skull
Down Forward 1 , Back
(Air) Close Enhanced Down Skull
Down Forward 1 + Block , Back
• Costs 1 bar of Super Meter
(Air) Enhanced Down Skull
Down Forward 1 + Block
• Costs 1 bar of Super Meter
(Air) Far Down Skull
Down Forward 1 , Forward
(Air) Far Enhanced Down Skull
Down Forward 1 + Block , Forward
• Costs 1 bar of Super Meter
Enhanced Smoke-Port
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
Triple Skull
Down Back Forward 1
Enhanced Triple Skull
Down Back Forward 1 + Block
• Costs 1 bar of Super Meter
Vicinity Slash
Down Forward 2
Enhanced Vicinity Slash
Down Forward 2 + Block
• Costs 1 bar of Super Meter
Young Morph
Down + Flip Stance
(Air) Young Morph
Down + Flip Stance
Bad Medicine
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Might Makes Right
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Shoulder Charge
Back Forward 3
Enhanced Shoulder Charge
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Enhanced Devastator
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Power Strike if Armor wasn t Broken
Enhanced Klassic Kahn
Down Back 3 + Block
• Costs 1 bar of Super Meter
Enhanced Klassic Kahn
Down Back 3 + Block
Dark Energy
Down Forward 1
• Strengthens Axe moves for a duration
Enhanced Dark Energy
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Strengthens Axe moves for a duration
Reverse Treechopper
Down Forward 2
Enhanced Reverse Treechopper
Down Forward 2 + Block
• Costs 1 bar of Super Meter
Treechopper
Down Forward 1
Enhanced Treechopper
Down Forward 1 + Block
• Costs 1 bar of Super Meter
Smoldering Wrath
Down Back 1
• Extends duration before the weapon returns automatically
Enhanced Smoldering Wrath
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Extends duration before the weapon returns automatically
• Can be canceled into Basic Attacks
Enhanced Death Quake
Down Back 4 + Block
• Costs 1 bar of Super Meter
Enhanced Axe Quake
Down Back 4 + Block
• Costs 1 bar of Super Meter
Enhanced Hammer Quake
Down Back 4 + Block
Dark Energy
Down Forward 1
• Strengthens Hammer moves for a duration
Enhanced Dark Energy
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Strengthens Hammer moves for a duration
Reverse Treechopper
Down Forward 2
Enhanced Reverse Treechopper
Down Forward 2 + Block
Reverse X2 Treechopper
Down Forward 2
Enhanced Reverse X2 Treechopper
Down Forward 2 + Block
Treechopper
Down Forward 1
Enhanced Treechopper
Down Forward 1 + Block
Hammer Recall
Down Forward 4
Power Strike
Down Forward 4
• Plants weapon and changes moveset
• Weapon automatically returns to hand after a duration
Enhanced Power Strike
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Plants weapon and changes moveset
• Weapon automatically returns to hand after a duration
War God
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Mane Squeeze
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Enhanced Kartwheel
Down Forward 4 + Block
• Costs 1 bar of Super Meter
Enhanced Hairball
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
(Air) Hairball
Down Forward 1
(Air) Enhanced Hairball
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Cancelable into Air Levitate
(Air) Levitate
Down Back 2
(Air) Enhanced Levitate
Down Back 2 + Block
• Costs 1 bar of Super Meter
(Air) Levitate Cancel
Down
(Air) Move
Back or Forward
• Increases Kameo Meter Regeneration Speed
Enhanced Inspire
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Opponent s Kombo Breaker will be Kountered for a duration
Enhanced Low Hairball
Down Back 1 + Block
• Costs 1 bar of Super Meter
Queen's Kommand
Down Back 4
• Can only hit opponent s Kameo
• Disables opponent s Kameo for a short duration
• Recovers Kameo Meter on Hit
Enhanced Queen's Kommand
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Can only hit opponent s Kameo
• Sindel s Kameo is replaced with the opponent s Kameo expires after a short duration or single use
Snatched
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Assassin's Judgement
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Enhanced Shadow Blade
Down Back 1 + Block
• Costs 1 bar of Super Meter
Enhanced Smoke Bomb
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Turns Smoke invisible for a duration
Vicious Vapors
Back Forward 3
• Has Projectile Immunity
Enhanced Vicious Vapors
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Has Projectile Immunity
(Air) Vicious Vapors
Back Forward 3
• Has Projectile Immunity
(Air) Enhanced Vicious Vapors
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Has Projectile Immunity
(Air) Vicious Vapors Cancel
Back + Block
Vicious Vapors Cancel
Back + Block
Enhanced Smoke-Port
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
(Air) Smoke-Port
Down Back 4
(Air) Enhanced Smoke-Port
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
• Bomb s area of effect temporarily disables opposing Kameos
Enhanced Trick Bomb
Back Forward 2 + Block
• Advantage on Hit allows for Jump Attack follow up
Mistborn Killer
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Negative Zero
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
• Can be charged by holding 2
Enhanced Polar Palm
Down Back 2 + Block
• Can be charged by holding 2
Enhanced Permafrost Palm
Down Back 2 + Block , Hold 2
Permafrost Palm
Down Back + Hold 2
(Air) Diving Glacier
Down Back 4
(Air) Enhanced Diving Glacier
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Enhanced Ice Slam
Down Back 4 + Block
• Costs 1 bar of Super Meter
Enhanced Ice Ball
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
Enhanced Ice Slide
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Unbreakable during first use in a Kombo
Ice Klone Charge
Back Forward 2
• Negates opponent s projectiles
Enhanced Ice Klone Charge
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
Deadly Vapors
Down Forward 4
Enhanced Deadly Vapors
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Negates opponent s projectiles
Fully Enhanced Ice Klone
Down Back 1 + Block
• Costs 2 bars of Super Meter
• Negates opponent s projectiles
(Air) Ice Klone
Down Back 1
• Destroys opponent s projectiles
(Air) Fully Enhanced Ice Klone
Down Back 1 + Block
• Costs 2 bars of Super Meter
• Negates opponent s projectiles
(Air) Enhanced Ice Klone
Down Back + 1 , Tap Block
• Costs 1 bar of Super Meter
• Negates opponent s projectiles
• First Klone disappears quickly
• Costs 1 bar of Super Meter
• Negates opponent s projectiles
• Can be further Enhanced by holding Block
Enhanced Ice Klone
Down Back + 1 , Tap Block
• Costs 1 bar of Super Meter
• Negates opponent s projectiles
• First Klone disappears quickly
• Costs 1 bar of Super Meter
• Negates opponent s projectiles
• Can be further Enhanced by holding Block
Chill Out
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Transpositional Cuffs
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
Amorphous Step
Back Forward 4
Enhanced Amorphous Step
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Form Reversion
4 during Enhanced Amorphous Step
• Returns to normal state
Enhanced Liquiform Suplex
1 or 3 during Enhanced Amorphous Step
• Returns to normal state
Enhanced Amorphous Hooks
2 during Enhanced Amorphous Step
• Returns to normal state
Superfluid Matter
Block during Enhanced Amorphous Step
• Costs 1 bar of Super Meter
• Initiates Superfluid state
Form Reversion
4 during Amorphous Step
• Returns to normal state
Liquiform Suplex
1 or 3 during Amorphous Step
• Returns to normal state
Amorphous Hooks
2 during Amorphous Step
• Returns to normal state
(Air) Massive Droplet
Down Forward 3
(Air) Enhanced Massive Droplet
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Lands in Superfluid state
• Input Back or Forward during Start Up to alter Sacral Spike emergence angle
Enhanced Sacral Spike
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Input Back or Forward during Start Up to alter Enhanced Sacral Spike emergence angle
Posterior Sacral Spike
Down Back 3 , Back
Anterior Sacral Spike
Down Back 3 , Forward
Ballistic Suppression
Down Back 1
Enhanced Ballistic Suppression
Down Back 1 + Block
• Costs 1 bar of Super Meter
Ballistic Approach
Down Forward 1
• Hold 1 for Extended Ballistic Approach
Enhanced Ballistic Sprint
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 for Sprinting Dual Bore
Sprinting Dual Bore
Down Forward 1 + Block , Hold 1
Extended Ballistic Approach
Down Forward + Hold 1
Wrath Hammer Emulation
Down Back Forward 2
Enhanced Wrath Hammer Emulation
Down Back Forward 2 + Block
• Costs 1 bar of Super Meter
Acute Angle Hooks
Down Forward 2
Enhanced Acute Angle Hooks
Down Forward 2 + Block
• Costs 1 bar of Super Meter
Tornado Slam Emulation
Down Back 2
Enhanced Tornado Slam Emulation
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Superfluid Matter
Back Forward 3
• Initiates Superfluid state
Enhanced Superfluid Matter
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Initiates Enhanced Superfluid state
Form Reversion
3 during Superfluid Matter
• Returns to normal state
Defensive Lattice
1 during Superfluid Matter
• Returns to normal state
Elevating Hook
2 or 4 during Superfluid Matter
• Returns to normal state
• Advantage on Hit allows for Jump Attack follow up
Fluid Kombatant
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Fluid Kombatant
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
100 Yen Technique
Grab or 1 + 3
• Hold 1 to detonate nearby Smart Shuriken
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
(Air) Spear Ryu
Down Back 2
(Air) Enhanced Spear Ryu
Down Back 2 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jump Attacks
(Air) Rushing Nimbus Attack
Down Back 3
(Air) Enhanced Rushing Nimbus Attack
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Cancelable on Hit into Jumping Attacks
(Air) Rushing Nimbus Technique
Back Forward 3
• Back or Forward to affect trajectory
• Cancelable into Jumping Attacks
(Air) Enhanced Rushing Nimbus Technique
Back Forward 3 + Block
• Costs 1 bar of Super Meter
• Back or Forward to affect trajectory
• Cancelable into Jumping Attacks
Swift Stride
Back Forward 3
Enhanced Swift Stride
Back Forward 3 + Block
• Costs 1 bar of Super Meter
Swift Stride Phase
Up or Back
Shooting Star
Down Forward 1
• Back Forward Up during Start Up for Close Far Very Far Shooting Star
• Detonates Smart Shuriken
Enhanced Shooting Stars
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 to delay detonation
• Advantage on Hit allows for Jump Attack follow up
(Air) Falling Star
Down Forward 1
• Back Forward Up during Start Up for Air Close Far Very Far Falling Star
• Detonates Smart Shuriken
(Air) Enhanced Falling Stars
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 to delay detonation
(Air) Close Falling Star
Down Forward 1 , Back
• Detonates Smart Shuriken
(Air) Enhanced Reverse Falling Stars
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 to delay detonation
(Air) Far Falling Star
Down Forward 1 , Forward
• Detonates Smart Shuriken
(Air) Very Far Falling Star
Down Forward 1 , Up
• Detonates Smart Shuriken
Close Shooting Star
Down Forward 1 , Back
• Detonates Smart Shuriken
Enhanced Reverse Shooting Stars
Down Back 1 + Block
• Costs 1 bar of Super Meter
• Hold 1 to delay detonation
Far Shooting Star
Down Forward 1 , Forward
• Detonates Smart Shuriken
Very Far Shooting Star
Down Forward 1 , Up
• Detonates Smart Shuriken
Whip Art: Wretched Blow
Down Forward 4
• Cancelable into Whip Art Scattering Winds
Whip Art: Enhanced Wretched Blow
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Cancelable into Whip Art Scattering Winds
Whip Art: Scattering Winds
Down Forward 4
• Can only be performed from Whip Art Wretched Blow
• Cancelable into Whip Art Mad Dance or Whip Art Death
Whip Art: Mad Dance
Down Forward 4
• Can only be performed from Whip Art Scattering Winds
Whip Art: Death
Down Forward 4 + Block
• Costs 1 bar of Super Meter
• Can only be performed from Whip Art Scattering Winds
• Advantage on Hit allows for Jump Attack follow up
Smart Shuriken
Down Back 1
• Back Forward Up during Start Up for Close Far Very Far Smart Shuriken
• Several Smart Shurikens can be placed at once
• Smart Shurikens are detonated by Shooting Star Falling Star
• Undetonated Smart Shurikens disappear after a duration
• Advantage on detonation Hit allows for Jump Attack follow up
(Air) Smart Shuriken
Down Back 1
• Back Forward Up during Start Up for Air Close Far Very Far Smart Shuriken
• Several Smart Shurikens can be placed at once
• Smart Shurikens are detonated by Shooting Star Falling Star
• Undetonated Smart Shurikens disappear after a duration
• Advantage on detonation Hit allows for Jump Attack follow up
Double Spear Ryu
Back Forward 2
Enhanced Double Spear Ryu
Back Forward 2 + Block
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Enhanced Double Spear Ryu Forward
Back Forward 2 + Block , Forward
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Too Late
Back Forward 2 + Block
• Back Forward during Start Up for Close Far Tornado Kick
Enhanced Tornado Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Back Forward during Start Up for Enhanced Close Far Tornado Kick
• Advantage on Hit allows for Jump Attack follow up
(Air) Tornado Kick
Down Back 4
• Back Forward during Start Up for Air Close Far Tornado Kick
(Air) Enhanced Tornado Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Back Forward during Start Up for Air Enhanced Close Far Tornado Kick
• Advantage on Hit allows for Jump Attack follow up
(Air) Close Tornado Kick
Down Back 4 , Back
(Air) Enhanced Close Tornado Kick
Down Back 4 + Block , Back
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Enhanced Far Tornado Kick
Down Back 4 + Block , Forward
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
(Air) Far Tornado Kick
Down Back 4 , Forward
Close Tornado Kick
Down Back 4 , Back
Enhanced Close Tornado Kick
Down Back 4 + Block , Back
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Enhanced Far Tornado Kick
Down Back 4 + Block , Forward
• Costs 1 bar of Super Meter
• Advantage on Hit allows for Jump Attack follow up
Far Tornado Kick
Down Back 4 , Forward
Satsujin
Flip Stance + Block , 1 2 3 4 x5
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons up to 5 times to throw Shuriken
• On Hit , the 5th Shuriken toss triggers Satsujin
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings
Descendant Blows
Grab or 1 + 3
Shove
Forward + Grab or Forward + 1 + 3
• Performed when Kameo is unavailable
• See Kameo Moves for Toward Throw featuring Kameo
• With 2 Charges of Guidance , cancelable into Deity Push and Umgadi Evade
Enhanced Drill Kick
Back Forward 4 + Block
• Costs 1 bar of Super Meter
Umgadi Evade
Back Forward Hold 4 , Hold Forward
• Requires 2 Charges of Guidance
• Facing direction changes between Drill Kick and Umgadi Evade
• Cancelable on Hit into Jump Attacks
Deity Push
Back Forward Hold 4 , Hold Back
• Requires 2 Charges of Guidance
• Facing direction changes between Drill Kick and Deity Push
Seeking Guidance
Down Forward 3
• Grants Charges of Guidance Max 2
• While at 2 Charges , Tanya s Dashes go farther when Canceled into Attacks
Enhanced Seeking Guidance
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Grants 2 Charges of Guidance
Umgadi Dodge
Down Forward 3
• Requires 2 Charges of Guidance
Enhanced Umgadi Dodge
Down Forward 3 + Block
• Costs 1 bar of Super Meter
• Requires 2 Charges of Guidance
Umgadi Evade
Down Back 3 , Hold 3 + Forward
• Requires successful Divine Protection parry
• Requires 2 Charges of Guidance from projectile parry
Enhanced Umgadi Evade
Down Back 3 + Block , Hold 3 + Forward
• Requires successful Enhanced Divine Protection parry
Divine Protection
Down Back 3
• Parries projectiles and High , Mid , and Overhead Attacks not including Jumping Attacks
• Grants 1 Charge of Guidance upon successful parry
Enhanced Divine Protection
Down Back 3 + Block
• Costs 1 bar of Super Meter
• Parries projectiles and High , Mid , and Overhead Attacks not including Jumping Attacks
• Grants 1 Charge of Guidance upon successful parry
Deity Push
Down Back 3 , Hold 3 + Back
• Requires successful Divine Protection parry
• Requires 2 Charges of Guidance from projectile parry
Enhanced Deity Push
Down Back 3 + Block , Hold 3 + Back
• Requires successful Enhanced Divine Protection parry
Spinning Splits Kick
Down Back 4
• Hold 4 for improved position and advantage when Blocked Requires 2 Charges of Guidance
Enhanced Spinning Splits Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Hold 4 for improved position and advantage when Blocked Requires 2 Charges of Guidance
• First Hit is Unbreakable in a Kombo
(Air) Spinning Splits Kick
Down Back 4
• Hold 4 for improved position and advantage when Blocked Requires 2 Charges of Guidance
(Air) Enhanced Spinning Splits Kick
Down Back 4 + Block
• Costs 1 bar of Super Meter
• Hold 4 for improved position and advantage when Blocked Requires 2 Charges of Guidance
• First Hit is Unbreakable in a Kombo
Heavenly Hand
Down Forward 1
• Hold 1 for increased projectile damage and speed Requires 2 Charges of Guidance
Enhanced Heavenly Hand
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
• Hold 1 for increased projectile damage and speed Requires 2 Charges of Guidance
(Air) Heavenly Hand
Down Forward 1
• Hold 1 for increased projectile damage and speed Requires 2 Charges of Guidance
(Air) Enhanced Heavenly Hand
Down Forward 1 + Block
• Costs 1 bar of Super Meter
• Destroys opponent s projectiles
• Hold 1 for increased projectile damage and speed Requires 2 Charges of Guidance
• Victim slowly collapses on Hit
100 Hands
Flip Stance + Block
• Must be at 30 health or less
• Kameo must be available
• Press Basic Attack buttons during hits to influence damage
• with Fatal Blow Damage Boost ON in Tournament Settings