Moves
Basic Attacks
Straight Punch |
Quick Slice |
Gut Shot-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Hilt Strike |
Bending Wind-Projectile-Ranged - Directable |
Close Bending Wind-Projectile-Ranged - Directable |
Crosswind |
Rising Storm-KRUSHING BLOW:Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.-Krushing Blow |
Flick Kick |
Low Drift |
Knee Buckler-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Bo Rai Toe |
Takedown |
Kai Kick |
Swirl Kick-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Jumping Attacks
Flying Slash |
Wind Fist |
Storm Boot |
Hop Attacks
Overhead Slash |
Overhead Slash (Equipped Ability Move)-KRUSHING BLOW:Triggers after hovering for a short time.-Krushing Blow |
Lui He Kick |
Getup Attacks
Spinning Kusanagi-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Heavy Gust-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. -Invulnerable |
Flawless Block Attacks
Spinning Kusanagi-Can only be performed after connecting a FLAWLESS BLOCK.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Heavy Gust-Can only be performed after connecting a FLAWLESS BLOCK.-Costs 1 bar of Defensive Gauge and Offensive Gauge. -Invulnerable |
Throws
Toward Throw-KRUSHING BLOW:Triggers if opponent failed THROW ESCAPE during the previous THROW.-Krushing Blow |
Back Throw-KRUSHING BLOW:Triggers if opponent failed THROW ESCAPE during the previous THROW.-Krushing Blow |
Roll Escapes
Forward Getup Roll-Uses 1 bar of Defensive Gauge to perform Forward Getup Roll.-Invulnerable |
Backward Getup Roll-Uses 1 bar of Defensive Gauge to perform Backward Getup Roll.-Invulnerable |
Air Escapes
(Air) Breakaway-Uses 2 bars of Defensive Gauge to perform (Air) Breakaway.-Armor |
Kombo Attacks
Kool Breeze |
Gusting Cyclone-KRUSHING BLOW:Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.-Krushing Blow |
Funnel Cloud |
Aerokinesis |
Fatal Edge |
Howling Winds |
Heavenly Hilt |
Tornado Twist |
Calm Before The Storm |
Whirlwind |
Whirlwind - Amplify (Equipped Ability Move)-KRUSHING BLOW:Triggers if KOMBO KOUNTERS a backdash.-Krushing Blow |
Tailwind |
Tailwind - Amplify (Equipped Ability Move)-KRUSHING BLOW:Triggers if KOMBO KOUNTERS a backdash.-Krushing Blow |
Whisked Away-KRUSHING BLOW:Triggers after missing the first hit of the KOMBO.-Krushing Blow |
Typhoon Release |
Blown Away-Projectile |
Krushing Zephyr-KRUSHING BLOW:Triggers after connecting the second hit of the KOMBO 2 times in a row.-Krushing Blow |
Special Moves
Krossbow Blast-Projectile |
Krossbow Blast - Amplify-Projectile |
Krossbow Blast - Amplify Up Krossbow Blast-Projectile |
Krossbow Blast - Amplify Down Krossbow Blast-Projectile |
Up Krossbow Blast-Costs 1 bar of Offensive Gauge.-Projectile |
Up Krossbow Blast - Amplify-Projectile |
Up Krossbow Blast - Amplify Up Krossbow Blast-Projectile |
Up Krossbow Blast - Amplify Down Krossbow Blast-Projectile |
Down Krossbow Blast-Costs 1 bar of Offensive Gauge.-Projectile |
Down Krossbow Blast - Amplify-Projectile |
Down Krossbow Blast - Amplify Up Krossbow Blast-Projectile |
Down Krossbow Blast - Amplify Down Krossbow Blast-Projectile |
Tornado |
Retreating Tornado |
Advancing Tornado |
Wind Kicks-Armor Break |
Wind Kicks - Amplify |
Wind Push |
Wind Push - Amplify-KRUSHING BLOW:Triggers after connecting each distance of Wind Push sequentially.-Krushing Blow |
Close Wind Push |
Close Wind Push - Amplify-KRUSHING BLOW:Triggers after connecting each distance of Wind Push sequentially.-Krushing Blow |
Far Wind Push |
Far Wind Push - Amplify-KRUSHING BLOW:Triggers after connecting each distance of Wind Push sequentially.-Krushing Blow |
Tornado - Amplify |
Retreating Tornado - Amplify |
Advancing Tornado - Amplify |
(Air) Tornado |
(Air) Tornado - Amplify |
(Air) Retreating Tornado |
(Air) Retreating Tornado - Amplify |
(Air) Advancing Tornado |
(Air) Advancing Tornado - Amplify |
Air Slam |
Air Slam - Amplify |
Close Air Slam |
Close Air Slam - Amplify |
Far Air Slam |
Far Air Slam - Amplify |
Very Far Air Slam |
Very Far Air Slam - Amplify |
Pressure Bomb-Ranged - Directable |
Pressure Bomb - Amplify |
Pressure Bomb - Far Amplify-Hold Forward Arrow |
Close Pressure Bomb-Ranged - Directable |
Close Pressure Bomb - Amplify |
Jet Stream |
Turbulence-Ranged - Directable |
Turbulence - Amplify-Ranged - Tracking |
Close Turbulence-Ranged - Directable |
Far Turbulence-Ranged - Directable |
(Air) Wind Kicks-Armor Break |
(Air) Wind Kicks - Amplify |
Warped Needle |
Warped Needle - Amplify |
(Air) Wind Barrier-Parry |
(Air) Wind Barrier - Flying Sword |
(Air) Wind Barrier - Flying Sword Amplify |
(Air) Wind Barrier - Dive Kick |
(Air) Wind Barrier - Dive Kick Amplify-KRUSHING BLOW:Triggers after parrying 2 attacks in a row.-Krushing Blow |
Divine Wind |
Divine Wind - Overhead Slash-KRUSHING BLOW:Triggers after hovering for a short time.-Krushing Blow |
Divine Wind - Lui He Kick |
Divine Wind - Cancel Divine Wind-Cancel |
Sky Wakka |
Sky Wakka - Sky Wakka Cancel Cancel-Costs 1 bar of Defensive Gauge.-Cancel |
Sky Wakka - Amplify |
Sky Wakka - Cancel Amplified Sky Wakka-Costs 1 bar of Defensive Gauge.-Cancel |
Sky Wakka - Flying Sword |
Sky Wakka - Flying Sword Amplify |
Sky Wakka - Dive Kick |
Sky Wakka - Dive Kick Amplify-KRUSHING BLOW:Triggers after wind walking for 2 steps.-Krushing Blow |
Sky Wakka - (Air) Wind Barrier-Parry |
Sky Wakka - Flying Sword |
Sky Wakka - Amplify |
Sky Wakka - Dive Kick |
Sky Wakka - Amplify-KRUSHING BLOW:Triggers after parrying 2 attacks in a row.-Krushing Blow |
Fatal Blows
WINDS OF CHANGE-Armor-Armor Break |
Finishers
Fatalities
Wind Blade (Far) |
Wind Blade (Far) - Easy Fatality-Must Have Easy Fatality Tokens To Perform Easy Fatality |
Twisted Twister (Close) |
Twisted Twister (Close) - Easy Fatality-Must Have Easy Fatality Tokens To Perform Easy Fatality |
Stage Fatality (Close) |
Stage Fatality (Close) - Easy Stage Fatality-Must Have Easy Fatality Tokens To Perform Easy Stage Fatality |
Friendships
Let's Go Fly A Kite (Mid)KOMPETITIVE REQUIREMENTS:-No Blocking during the final round of a Kompetitive Match. -Friendships can be performed anytime outside of Kompetitive Matches. |
Let's Go Fly A Kite (Mid) - Easy Friendship-Must Have Easy Fatality Tokens To Perform Easy Friendship |
Brutalities
The Klassic-DO NOT Block An Attack During The Final Round-Must Hold Triangle -Final Hit Must Come From An Uppercut |
Heavy Winds-Press Square and Triangle Rapidly During Hit-Final Hit Must Come From Back Throw |
Gone With The Wynd-Must Hold Up Arrow During Hit-Final Hit Must Come From Toward Throw |