Moves
Basic Attacks
Quick Steel |
Power Punch |
Knee Jab-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Straight Punch |
Head Slammer-KRUSHING BLOW:Triggers if fully CHARGED before hitting.-Krushing Blow |
Hammer Hook |
Upper Muscle-KRUSHING BLOW:Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.-Krushing Blow |
Boot Bash |
Knee Shatter |
Steel Toe |
Side Strike-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Get Back |
Ankle Breaker |
Gur-Knee |
Step Back-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Jumping Attacks
Leaping Fist |
Double Damage |
Hit With A Size 12 |
Hop Attacks
Ground Smash |
S.F. Stomp |
Getup Attacks
Krushing Backhand-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Ground Slam-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. -Invulnerable |
Flawless Block Attacks
Krushing Backhand-Can only be performed after connecting a FLAWLESS BLOCK.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Ground Slam-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 arms are fully HEATED UP.-Krushing Blow |
Back Throw |
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
The Briggs |
Active Duty |
Quick Drill |
Outranked |
Get In Line |
Breakdown |
Won't Back Down |
Boot Kamp |
Sleep, Bitch |
Last Chance |
America Strong |
Get Outta Here |
Advanced Force (Equipped Ability Move) |
Right To Bear Arms (Equipped Ability Move) |
Armed And Dangerous (Equipped Ability Move) |
Major Force (Equipped Ability Move)-KRUSHING BLOW:Triggers if arms are fully HEATED UP.-Krushing Blow |
Standing Strong (Equipped Ability Move)-KRUSHING BLOW:Triggers if arms are fully HEATED UP.-Krushing Blow |
Get Some (Equipped Ability Move)-KRUSHING BLOW:Triggers if arms are fully HEATED UP.-Krushing Blow |
Special Moves
Gotcha Grab |
Gotcha Grab - Pound Town |
Gotcha Grab - Gut Buster |
Gotcha Grab - Lay Down |
Gotcha Grab - Get Outta My Face |
Stiff Armed-KRUSHING BLOW:Triggers if only the second hit of this ATTACK KOUNTERS or PUNISHES.-Krushing Blow |
Stiff Armed (Amplify) |
Thumper-Projectile |
Thumper (Amplify)-Projectile |
Thumper (Up Amplify)-Projectile |
Up Thumper-Projectile |
Up Thumper (Amplify)-Projectile |
Up Thumper (Up Amplify)-Projectile |
Heat Missile-Must spend ARM HEAT to perform Heat Missile.-Projectile |
Heat Missile - Double Heat Missile-Must spend ARM HEAT to perform Double Heat Missile.-KRUSHING BLOW:Triggers in a KOMBO of 6 hits or more. -Projectile -Krushing Blow |
Heating Up-Buff - Damage |
Heating Up (Amplify)-Buff - Damage |
Ground Pound-Projectile |
Ground Pound (Amplify)-Projectile |
Lethal Clap-Armor Break |
Lethal Clap (Amplify)-Must spend Arm HEAT to perform Lethal Clap Amplify.-Armor Break |
Quad Grab |
Quad Grab - Turn |
Quad Grab - Power Bomb |
Quad Grab - Underhook Slam |
Quad Grab - Belly To Belly Suplex-KRUSHING BLOW:Triggers if all follow-up ATTACKS are performed at last possible moment.-Krushing Blow |
Duck And Weave-Stance-Delay -Cancel |
Duck And Weave (Delay)-Delay |
Duck And Weave - Cancel Duck And Weave-Cancel |
Duck And Weave - Ripped |
Duck And Weave - Rag Dollin' |
Duck And Weave (Amplify) |
Buckshot-Projectile |
Up Buckshot-Projectile |
Briggs Barricade-Proj Parry - High |
Briggs Barricade (Amplify)-Proj Parry - High |
Burning Hammer |
Burning Hammer (Amplify) |
Ripped |
Ripped (Amplify) |
Ground Shatter-Projectile-Ranged - Directable |
Ground Shatter (Amplify)-Projectile-Ranged - Directable |
Close Ground Shatter-Projectile-Ranged - Directable |
Close Ground Shatter (Amplify)-Projectile-Ranged - Directable |
Far Ground Shatter-Projectile-Ranged - Directable |
Far Ground Shatter (Amplify)-Projectile-Ranged - Directable |
Very Far Ground Shatter-Projectile-Ranged - Directable |
Very Far Ground Shatter (Amplify)-Projectile-Ranged - Directable |
(Air) Burning Hammer |
(Air) Burning Hammer (Amplify) |
Fatal Blows
HONORABLE DISCHARGE-Armor-Buff - Damage -Armor Break |
Finishers
Fatalities
Coming In Hot (Close) |
Coming In Hot (Close) - Easy Fatality-Must Have Easy Fatality Tokens To Perform Easy Fatality |
Still Got It (Close) |
Still Got It (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
Sexy Jax-A-Phone (Mid)KOMPETITIVE REQUIREMENTS:-No Blocking during the final round of a Kompetitive Match. -Friendships can be performed anytime outside of Kompetitive Matches. |
Sexy Jax-A-Phone (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 |
Slow Clap-Must Be Fully HEATED UP-Final Hit Must Come From Lethal Clap |
Pounded-Pound Town Must Be Last Hit In Gotcha Grab-Hold Square During Hit -Final Hit Must Come From Pound Town |
Missing Something?-Must Have More Than 50% Health-Hold Backward Arrow During Hit -Final Hit Must Come From Rag Dollin' |
I Said Sleep-Hold Down Arrow During Hit-Final Hit Must Come From Sleep,Bitch Kombo |
Slammer Jammer-Final Hit Must Come From Full Quad Grab |