Techniques

How to perform every small technique. Press play on the clip for that technique. Character-only combos (desyncs, DJCZ, slingshots) are not in this list.

Backdash

Movement
  1. Tap back twice (b,b).
  2. You hop away and are briefly unable to block, so backdash on reads, not on reflex.

Korean backdash

KBD Movement
  1. Backdash (b,b), then press down-back (db) and back (b) to cancel the hop into a new backdash.
  2. Repeat b,db,b. Each cycle cancels the recovery of the last one, so you travel much farther.
  3. Learn it on both sides: the input mirrors when you switch sides.

The fastest way to leave the range of a long-reaching mid.

Sidestep

SS Movement
  1. Tap up for a step toward the background, or down for a step toward the foreground.
  2. A well-timed step makes linear moves whiff. Moves that track to that side still hit you.

The frame data tables show which moves track left or right.

Sidewalk

SW Movement
  1. Hold up or down after the sidestep starts.
  2. You keep circling, which beats more moves than a single step but leaves you open longer.

Wavedash

Movement
  1. Only for characters with a crouch-dash (f,n,d,df).
  2. Chain crouch-dashes back to back to close distance while staying low and threatening the crouch-dash moves.

While standing

WS Punishment
  1. Block a low while crouching.
  2. Release down: the first moves out of the crouch are while-standing moves, often your best low punishers.

Whiff and block punish

Punishment
  1. Check how many frames the move is minus on block (−10, −12, −15…).
  2. Answer with your fastest move that is quick enough: a move with startup i12 punishes anything −12 or worse.
  3. From −15 most characters have a launcher: use it for the full combo.

Each matchup page lists the opponent moves you can punish and what to use.

Frame advantage

Offense
  1. Plus on block (+1 or more): you act first, so keep pressing.
  2. Small minus (−1 to −9): safe, but give your turn back.
  3. −10 or worse: punishable. Avoid it unless the move is hard to see.

Counter hit

CH Offense
  1. A move that hits during the startup of their attack is a counter hit.
  2. Many moves give extra damage, a stun or a launch on counter hit, so pressing while plus is rewarded.

High/low mix-up

Offense
  1. Alternate mids that beat crouching with lows that beat standing.
  2. A low they react to is punished; a mid they duck is a free counter hit for you. Read their habits.

Throw break

Defense
  1. Watch which arm grabs you: left arm → press 1, right arm → press 2, both → 1+2.
  2. Some command throws have their own break or none. Learn the ones your opponent uses most.

Low parry

Defense
  1. Press down-forward (df) just as a low is about to hit.
  2. A successful low parry leaves them open for a guaranteed follow-up.

Tech roll

Ukemi Defense
  1. When you are knocked down, press any attack button the moment you land to roll back up.
  2. Some knockdowns cannot be teched: getting up late or rolling to the side is the safer option there.

Wall splat

Offense
  1. Carry the combo to the wall with a move that pushes them.
  2. Some moves stick them to the wall for a short combo extension: aim your enders there.

Heat

Heat & Rage
  1. Heat lasts a limited time once per round. You enter it with Heat Burst (2+3) or a Heat Engager move that connects.
  2. During Heat your character gains extra properties and chip damage, and can use Heat Smash and Heat Dash.

Heat Burst

Heat & Rage
  1. Press 2+3 to activate Heat. It beats attacks during its startup and leaves you in a good spot.
  2. It is minus to a fast response if they block: do not spend it at random.

Heat Dash

Heat & Rage
  1. Press f+2+3 after a Heat Engager or in Heat to dash forward and consume Heat.
  2. In combos it extends the damage; on block it leaves you plus.

Rage Art

Heat & Rage
  1. Low health puts you in Rage. Press the Rage Art input (often df+1+2) once to spend it.
  2. It armors through most attacks but is very punishable on block. Keep it for a combo ender or a sure read.

Power crush

PC Offense
  1. Some moves absorb high and mid hits during startup and keep going.
  2. Lows, throws and fast jabs before the crush window still beat them.

Crouch and jump crush

Defense
  1. Moves marked crouching (cs) duck under highs; jumping (js) moves hop over lows.
  2. Use them to beat the opponent’s habit instead of only blocking.