Moves
Basic Attacks
Heavy Palm |
God Fist |
High Poke |
Side Strike-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Straight Shock |
Hammer Fists-KRUSHING BLOW:Triggers if this move hits TWICE in a row.-Krushing Blow |
Heavy Storm |
Rising Lightning-KRUSHING BLOW:Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.-Krushing Blow |
Chop Kick |
Crawling Storm |
Flick Kick |
Low Boot-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
High Strike |
Spinning Heel |
Thunder Knee |
Sweeping Storm-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Jumping Attacks
God Strike |
Light Shock |
Lightning Kick |
Hop Attacks
Lightning Hammer |
Heavy Thunder |
Getup Attacks
Shocker-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Electric Current-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. -Invulnerable |
Flawless Block Attacks
Shocker-Can only be performed after connecting a FLAWLESS BLOCK.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Electric Current-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 |
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
God's Might |
Downpour-KRUSHING BLOW:Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.-Krushing Blow |
Elder Fury |
Power Discharge |
Distant Thunder |
Divine Power |
Sudden Energy |
Overload |
Flash Storm |
Immortal Strikes |
Wrath Of God |
Deadly Storm |
The Calm |
Might Of Mordulus-Cannot be used if 2nd hit of The Calm is Flawless Blocked.-Flawless Block Modified |
Massive Destruction |
Special Moves
Lightning Bolt-Projectile |
Lightning Bolt - Amplify-Projectile |
Lightning Strike-Ranged - Directable |
Lightning Strike - Amplify |
Close Lightning Strike-Ranged - Directable |
Close Lightning Strike - Amplify |
Far Lightning Strike-Ranged - Directable |
Far Lightning Strike - Amplify |
Summon Lightning-Ranged-Armor Break |
Summon Lightning - Amplify |
Electric Fly-Delay-Cancel |
Electric Fly - Delay-Hold X-Delay |
Electric Fly - Cancel Delay-Costs 1 bar of Defensive Gauge.-Cancel |
Electric Fly - Amplify-KRUSHING BLOW:Triggers if this move hits at MAXIMUM RANGE.-Krushing Blow |
(Air) Electric Fly |
(Air) Electric Fly - Amplify-KRUSHING BLOW:Triggers if this move hits at MAXIMUM RANGE.-Krushing Blow |
Electric Burst-Proximity |
Storm Cell |
Storm Cell - Amplify |
Jo Push-Ranged |
Jo Push - Amplify |
Super Bolt-Delay-Cancel |
Super Bolt - Delay-Hold X-Delay |
Super Bolt - Cancel-Costs 1 bar of Defensive Gauge.-Cancel |
Super Bolt - Amplify-KRUSHING BLOW:Triggers if fully CHARGED and is a KOUNTER or PUNISH.-Krushing Blow |
Rolling Thunder-Damage Over Time |
Rolling Thunder - Amplify-Damage Over Time |
Quick Charge-Blocking Attacks while Quick Charge is active enables Discharge.-Buff - Block Resist |
Quick Charge - Discharge |
Quick Charge - Amplify |
Electric Current-Gains an additional LOW projectile if Quick Charge is active. |
Electric Current - Amplify |
Lightning Rod-Will redirect Lightning Bolt if Square is held.-Will redirect Lightning Strike if Triangle is held. -Ranged - Directable |
Lightning Rod - Recall |
Lightning Rod - Amplify |
Close Lightning Rod-Will redirect Lightning Bolt if Square is held.-Will redirect Lightning Strike if Triangle is held. -Ranged - Directable |
Close Lightning Rod - Recall |
Close Lightning Rod - Amplify |
Far Lightning Rod-Will redirect Lightning Bolt if Square is held.-Will redirect Lightning Strike if Triangle is held. -Ranged - Directable |
Far Lightning Rod - Recall |
Far Lightning Rod - Amplify |
Sparkport-Teleport |
Sparkport - Amplify-Teleport |
In Front Sparkport-Costs 1 bar of Defensive Gauge.-Teleport |
In Place Sparkport-Costs 1 bar of Defensive Gauge.-Teleport |
Far Sparkport-Costs 1 bar of Defensive Gauge.-Teleport |
Lightning Storm-Stance-Cancel |
Lightning Storm - Concentrated Strike-Projectile |
Lightning Storm - Straight Strike-Projectile |
Lightning Storm - Electric Stomp |
Lightning Storm - Close Electric Stomp |
Lightning Storm - Cancel-Cancel |
Lightning Storm - Amplify-Projectile |
Creeping Lightning Storm-Stance-Cancel |
Creeping Lightning Storm - Concentrated Strike-Projectile |
Creeping Lightning Storm - Straight Strike-Projectile |
Creeping Lightning Storm - Electric Stomp |
Creeping Lightning Storm - Close Electric Stomp |
Creeping Lightning Storm - Cancel-Cancel |
Creeping Lightning Storm - Amplify-Projectile |
Fatal Blows
THUNDER TAKE YOU-Armor-Armor Break |
Finishers
Fatalities
Alternating Current (Mid) |
Alternating Current (Mid) - Easy Fatality-Must Have Easy Fatality Tokens To Perform Easy Fatality |
Direct Current (Close) |
Direct Current (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
Earthrealm's Got Talent (Mid)KOMPETITIVE REQUIREMENTS:-No Blocking during the final round of a Kompetitive Match. -Friendships can be performed anytime outside of Kompetitive Matches. |
Earthrealm's Got Talent (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 |
Zap Zap-Press Square and Triangle Rapidly During Throw-Final Hit Must Come From Toward Throw |
Elder Storm Strike-Must Have Charged Up Quick Charge-Hold L1 During Throw -Final Hit Must Come From Back Throw |
Pushing Through-Must Perform a 3 Hit Kombo That Ends With Jo Push-Opponent Must Be Grounded -Final Hit Must Come From Jo Push |
God's Wrath-A Mercy Must Have Been Performed-Final Hit Must Come From Amplified Super Bolt |
Time To Die-Hold Backward Arrow During Hit-Final Hit Must Come From Electric Fly |
Shocking-Hold Up Arrow During Hit-Final Hit Must Come From Toward Throw Krushing Blow |
Deadly Current-Hold Down Arrow During Hit-Final Hit Must Come From Discharge Kombo |