SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
|Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration.|
= Light Punch/Weapon
= Heavy Punch/Weapon
= Light Kick
= Heavy Kick
- Forward Dash
Can be canceled with any normal attack, but not throws or specials. Beware that if you dash under a jump you won't turn around for the normal.
- Back Dash
Cannot be canceled. Has a long period of invulnerability from the start but leaves you open at the end
While knocked down + any button - Back Rise
Roll backwards for a slower wakeup that leaves you further away from the opponent. You are vulnerable during the roll.
When close + / - Throw
Standard proximity throw, except that in this game it doesn't work on crouchers. To make up for this, everyone has a command throw that can hit whether crouching or standing. There is no throw tech.
+ - Draw/Sheathe Weapon
Pulls your character's weapon out or puts it away. Can be canceled into. Some characters attack while drawing and/or sheathing. This affects what specials you have access to and changes your punch normals, though one isn't necessarily better than the other. Generally armed attacks deal more damage while unarmed attacks deal more stun. Pressing + while crouching over your dropped/thrown weapon will pick it back up.