Moves
Basic Attacks
Shaolin Fist |
Step Punch |
Low Palm-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Straight Poke |
Hat Slice |
Rising Rim-KRUSHING BLOW:Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.-Krushing Blow |
High Kick |
Dragon Step |
Side Kick-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Spin Kick |
Sweeping Razor |
Twin Kicks |
Back Kick-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Jumping Attacks
Razor Edge |
Shaolin Strike |
Light Kick |
Hop Attacks
Vicious Slice |
Shaolin Shalhoub |
Getup Attacks
Rising Hat-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Flip Kick-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. -Invulnerable |
Flawless Block Attacks
Rising Hat-Can only be performed after connecting a FLAWLESS BLOCK.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Flip Kick-Can only be performed after connecting a FLAWLESS BLOCK.-Costs 1 bar of Defensive Gauge and Offensive Gauge. -Invulnerable |
Throws
Toward Throw |
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
Fist Fury |
Order Of Light |
Fatal Blow |
Monk Dunk |
Lost Soul |
Deadly Path |
Under Control |
Double Yang |
Kung Tang |
Broken Faith |
Disrespect |
Flowing Water-KRUSHING BLOW:Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.-Krushing Blow |
Plum Flower |
Heavy Mountain |
Iron Broom |
Special Moves
Spin-Proximity |
Spin - Amplify-Proximity |
Hat Toss-Projectile |
(Air) Shaolin Drop-Armor Break |
(Air) Shaolin Drop - Amplify-KRUSHING BLOW:Triggers if opponent was hit by Amplified (Air) Shaolin Drop or (Air) Shaolin Drop TWICE in a row or BREAKS ARMOR.-Krushing Blow |
Teleport-Delay-Teleport |
Teleport - Amplify |
Teleport - Delay-Hold R1-Delay |
Teleport - Hat Swipe |
Teleport - Heel Flip |
Teleport - Shaolin Slam |
Teleport - Wutang-KRUSHING BLOW:Triggers if opponent was just hit with Shaolin Slam.-Krushing Blow |
Vortex-Projectile-Delay |
Vortex - Amplify |
Vortex -Delay-Hold R1-Delay |
Orbiting Hat-Costs 1 bar of Defensive Gauge and Offensive Gauge.-Projectile |
Orbiting Hat - Amplify-Projectile |
Orbiting Hat - Omega Hat-Costs 1 bar of Defensive Gauge and Offensive Gauge.-Projectile |
Hat Possession-Costs 1 bar of Defensive Gauge and Offensive Gauge.-Projectile |
Possessed Hat-Projectile |
Possessed Hat - Amplify |
Guided Hat-Projectile |
Guided Hat - Guide Hat-Hold Up Arrow or Down Arrow-Projectile |
Buzz Saw-Projectile-Delay |
Buzz Saw - Extend-Hold Triangle-Delay |
Buzz Saw - Direct Buzz Saw-Hold Triangle-Can only Direct an Amplified Buzz Saw after the move has been Extended. -Projectile |
Buzz Saw - Amplify-Hold Triangle-Projectile |
Z Hat-Projectile-Cancel |
Z Hat - Amplify-Projectile |
Z Hat - Cancel-Costs 1 bar of Defensive Gauge.-Projectile -Cancel |
Spiritual Guidance-Stance |
Spiritual Guidance - Soul Burst-KRUSHING BLOW:Triggers after connecting only the final hit.-Krushing Blow |
Spiritual Guidance - Upward Soul Burst |
Spiritual Guidance - Ground Soul Burst-Ranged - Directable |
Spiritual Guidance - Close Ground Soul Burst-Ranged - Directable |
Spiritual Guidance - Far Ground Soul Burst-Ranged - Directable |
Spiritual Guidance - Very Far Ground Soul Burst-Ranged - Directable |
Spiritual Guidance - End Spiritual Guidance-Costs 1 bar of Defensive Gauge.-Cancel |
(Air) Teleport-Delay-Teleport |
(Air) Teleport - Amplify |
(Air) Teleport - Delay-Hold R1-Delay |
(Air) Teleport - Hat Swipe |
(Air) Teleport - Heel Flip |
(Air) Teleport - Shaolin Slam |
(Air) Teleport - Wutang-KRUSHING BLOW:Triggers if opponent was just hit with Shaolin Slam.-Krushing Blow |
Fatal Blows
BEATEN AND BROKEN-Armor-Armor Break |
Finishers
Fatalities
Headed Nowhere (Close) |
Headed Nowhere (Close) - Easy Fatality-Must Have Easy Fatality Tokens To Perform Easy Fatality |
Meat Slicer (Close) |
Meat Slicer (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
Kung-Ductor (Mid)KOMPETITIVE REQUIREMENTS:-No Blocking during the final round of a Kompetitive Match. -Friendships can be performed anytime outside of Kompetitive Matches. |
Kung-Ductor (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 |
Bad Buzz-Must Not Lose A Round-Hold Forward Arrow During Hit -Final Hit Must Come From Toward Throw |
Not Holding Back-Rapidly Press Square and Triangle During Hit-Final Hit Must Come From Back Throw |
Stuck-Press Down,Down,Down During Hit-Final Hit Must Come From Shaolin Slam |
Mind Of Its Own-Must Get First Hit-Hold Forward Arrow During Hit -Final Hit Must Come From Z Hat |
Off With Your Head-Hold Forward Arrow During Hit-Final Hit Must Come From Hat Swipe |
Kan I Getta Wu-Hold Up Arrow During Hit-Final Hit Must Come From Wutang Krushing Blow |
Beaten And Broken-Hold Down Arrow During Hit-Final Hit Must Come From Amplified (Air) Shaolin Drop |