The most basic of all movement options in the game, walking may be rather slow in comparison to other options, but it's also the least risky to use. Walking forward also slowly builds up the Action Gauge.
The most often-used movement option in the game, dashing can close some distance between the player and their opponent. With most characters, with the exception of Astrid, the player can hold down the forward direction to continuously maintain the dash. Not only does this allow the player to cover distances quickly, it also builds their Action Gauge at a fairly quick rate.
It is worth nothing that there is some recovery after finishing a dash, during which the player cannot block but can cancel into most attacks. Because of this, it is usually a good idea to use this with a plan of attack in mind. Thankfully, it is also possible to cancel the dash’s recovery by performing a Dash Brake, which is done simply by inputting the command for a Shield just as they finish performing a dash.
A Backdash is mainly used to evade some attacks, thanks to their startup invincibility, as well as create some distance between the player and their opponent. However, like the dash, it also has quite a bit of recovery, meaning it can be punished with a well-timed counterattack from the opponent.
An Evade is a maneuver where one dodges an incoming attack and is able to pass through the opponent by rolling a set distance forward. While an Evade allows one to dodge most attacks, it will usually not work against throws, and it can be punished while in the recovery period of the maneuver. In addition, the amount of invulnerability decreases while recovery is added when used repeatedly, meaning its possible for it to become more easily-punishable.
A Wake Up is a reversal maneuver where, when lying down on the ground, the player gets back up on his feet and potentially escape an opponent about to perform an OTG (off-the-ground) move.
Aside from the neutral wake up, the variations of this move include the Forward Roll, which is done by holding forward while recovering, the Backward Roll, which is done by holding backward while recovering, and a Quick Wake Up, which is done by holding down while recovering.
A Ground Recovery is another reversal maneuver where, upon crashing onto the ground, the player quickly recovers from being knocked back by their opponent. It is quite useful in terms of making an instant recovery, but it is rather slow and the opponent can easily mix them up right after when given the chance. In addition, a Ground Tech cannot be performed when hit by any move that causes hard knockdown.
Jumping is a crucial movement option in most fighting games, and this game is far from being an exception. With the exception of Astrid, all characters can perform a double jump, which is done simply by jumping while in midair. Of course, jumping all the time during a fight can make one look predictable and easy to counter, so it’s best not to rely on it all the time.
As the name implies, a High Jump is a kind of jump that allows the player to jump at a higher height than normal. As useful as that might sound, performing a High Jump will disable the use of a double jump. However, air dashes are still available for use after performing a High Jump.
Speaking of which, an Air Dash is basically the same movement as a Dash and a Backdash, only in the air. Of course, unlike a normal Dash, a forward Air Dash cannot be held down in order to cover more distance, but it still builds a little Action Gauge upon usage.
An Air Evade is simply an Evade done while in midair. Unlike performing a ground Evade, however, it cannot be performed repeatedly and has even more recovery in comparison. In exchange, it can be directed either forward or backwards.
An Air Recovery is basically the same thing as a Ground Recovery, only the player recovers while in the air. Of course, they can also choose which direction they can perform the maneuver, meaning they can move slightly forward when doing a forward Air Recovery, move slightly backwards when performing a backward Air Recovery, or simply recover in place when using a neutral Air Recovery.
Special & Super Cancel
A Special Cancel is done by cancelling from most normal moves to a special move. Meanwhile, the Super Cancel is a similar mechanic, except that it is done by cancelling into a Decisive Action or, should there be enough bars of the Action Gauge available, a Decisive Climax. As with the Chain Combo system, which is further detailed here, these mechanics are mainly used to create and/or extend combos.
Dash & Jump Cancel
Some attacks can be cancelled with a Dash Cancel, where the player rushes a set distance forward after landing an attack, or a Jump Cancel, where the player cancels into either a normal jump or a high jump after landing an attack.
A Force Cancel is a maneuver used to cancel from almost any attack, allowing players to create new combo chains, blockstrings, and mixups at a near-instant. The move comes in three different variations and using one costs one bar of the Action Gauge to perform.
- A Swift Force Cancel, indicated by a light blue flash, is used just as the attacker performs a move but has not yet connected with the opponent. It can also be used if the user is simply moving around, uses moves that don't actually attack the opponent, or is in a neutral state. It doesn't slow down the opponent that much, but it is good for feints.
- A Power Force Cancel, indicated by a crimson flash, is used when the attacker successfully connects with the opponent, whether blocked or not. It slaps opponents with the most slowdown, making it good for combo extensions.
- A Recovery Force Cancel, indicated by an jade-green flash, is used when the attacker completely whiffs a move. It hits the opponent with a decent amount of slowdown, making it good to reset whenever you leave yourself wide-open. However, making good use of it requires good timing, as using it even a second too late essentially makes it a wasted effort.
Regarding the Swift and Recovery Force Cancels, not all attacks can be SFC’d or RFC’d. A bright red cross will appear over the character in use if one attempts to do so during those attacks.
Simply put, a Clash occurs when an attack from each fighter connects at the same time. In this state, the player can follow it up with another attack, a jump, or a dash, among others, provided they can be cancelled into. Of course, it should be noted that the opponent can do this as well, so it's best to act quickly. In addition, the chances of a clash actually happening are really low, and are thus highly-unexpected and able to throw anyone off-guard for a moment.
Gameplay Mechanics: Movement & Cancelling, Offense, Defense, Gauges, Attack Attributes