Moves
Basic Attacks
Straight Steel |
Spike Swipe |
Knee Kapper-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Heavy Hand |
Strong Armed |
Gut Buster |
Rising Spike-KRUSHING BLOW:Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.-Krushing Blow |
Koncealed Weapon |
Low Stab |
Bending Steel |
Ankle Breaker-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Heavy Heel |
Spray And Pray |
Kriminal Kick |
Quick Spray-Cannot be canceled into special moves if Flawless Blocked.-Flawless Block Modified |
Jumping Attacks
Riveting Blow |
Heavy Swipe |
Spike Drop |
Hop Attacks
Cyborg Chop |
Cyber Knee |
Getup Attacks
Omni Strike-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Lethal Stab-Can only be performed after being KNOCKED DOWN.-Costs 1 bar of Defensive Gauge and Offensive Gauge. -Invulnerable |
Flawless Block Attacks
Omni Strike-Can only be performed after connecting a FLAWLESS BLOCK.-Costs 1 bar of Defensive Gauge and Offensive Gauge. |
Lethal Stab-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
Officer Murphy's Law |
Don't Move Creep |
Crime Prevention Unit 001 |
Heavy Hand Of The Law-Projectile-Ranged - Directable |
Close Heavy Hand Of The Law-Projectile-Ranged - Directable |
Far Heavy Hand Of The Law-Projectile-Ranged - Directable |
Stay Out Of Trouble |
Waste Makes Haste |
Locked Down |
I'd Buy That For A Dollar!-KRUSHING BLOW:Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.-Krushing Blow |
I'll Call You An Ambulance |
Serve The Public Trust |
Protect The Innocent |
Uphold The Law-Projectile |
Directive Klassified |
Special Moves
Straight Auto-9-Projectile |
Straight Auto-9 - Amplify |
High Auto-9-Projectile |
High Auto-9 - Amplify |
Cobra Assault Cannon-KRUSHING BLOW:Triggers if this move KOUNTERS or PUNISHES a very close opponent.-Projectile -Krushing Blow |
Cobra Assault Cannon - Amplify |
Riot Shield-Parry - High-Proj Parry - All |
Riot Shield - Delay-Hold Triangle-Delay |
Riot Shield - Amplify-KRUSHING BLOW:Triggers after parrying a GETUP ATTACK or FLAWLESS BLOCK ATTACK.-Krushing Blow |
Shoulder Crowd Control Cannon-Projectile-Ranged - Directable |
Shoulder Crowd Control Cannon - Amplify |
Close Shoulder Crowd Control Cannon-Projectile-Ranged - Directable |
Close Shoulder Crowd Control Cannon - Amplify |
Far Shoulder Crowd Control Cannon-Projectile-Ranged - Directable |
Far Shoulder Crowd Control Cannon - Amplify |
Very Far Shoulder Crowd Control Cannon-Projectile-Ranged - Directable |
Very Far Shoulder Crowd Control Cannon - Amplify |
Active Patrol-Projectile-Delay -Cancel |
Active Patrol - Delay-Hold Square-Delay |
Active Patrol - Cancel-Costs 1 bar of Defensive Gauge.-Cancel |
Low Auto-9-KRUSHING BLOW:Triggers if this ATTACK is a KOUNTER or PUNISH while DUCKING under a HIGH PROJECTILE.-Projectile -Krushing Blow |
Low Auto-9 - Amplify |
Reactive Patrol-Projectile-Delay -Cancel |
Reactive Patrol - Delay-Hold Square-Delay |
Reactive Patrol - Cancel-Costs 1 bar of Defensive Gauge.-Cancel |
Trick Shot-Projectile-Ranged - Directable |
Close Trick Shot-Projectile-Ranged - Directable |
Far Trick Shot-Projectile-Ranged - Directable |
Arm Crowd Control Cannon-Projectile-Delay |
Arm Crowd Control Cannon - Amplify |
Arm Crowd Control Cannon - Delay-Hold Triangle-Delay |
Terminal Strip-KRUSHING BLOW:Triggers if this ATTACK is a KOUNTER or PUNISH to a ROLL ESCAPE.-Delay -Krushing Blow |
Terminal Strip - Amplify |
Terminal Strip - Delay-Hold Triangle-Delay |
Terminal Strip - Away Amplify-Hold Backward Arrow |
Flamethrower |
Flamethrower - Amplify |
(Air) OCP Charge-KRUSHING BLOW:Triggers if this move KOUNTERS or PUNISHES a grounded opponent from MAXIMUM RANGE or BREAKS ARMOR.-Armor Break -Krushing Blow |
Electric Shield-Costs 1 bar of Defensive Gauge and Offensive Gauge.-Buff - Reflect |
Shoulder Crowd Control Cannon - Amplify-Stun |
Close Shoulder Crowd Control Cannon - Amplify-Stun |
Far Shoulder Crowd Control Cannon - Amplify-Stun |
Cheval Trap-Standing on trap disables Dashing.-Ranged - Directable -Damage Over Time |
Cheval Trap - Amplify-Projectile-Damage Over Time -Stun |
Close Cheval Trap-Standing on trap disables Dashing.-Ranged - Directable -Damage Over Time |
Close Cheval Trap - Amplify-Projectile-Damage Over Time -Stun |
Far Cheval Trap-Standing on trap disables Dashing.-Ranged - Directable -Damage Over Time |
Far Cheval Trap - Amplify-Projectile-Damage Over Time -Stun |
Very Far Cheval Trap-Standing on trap disables Dashing.-Ranged - Directable -Damage Over Time |
Fatal Blows
ED-209-Armor-Armor Break |
Finishers
Fatalities
Dead Or Alive (Close) |
Dead Or Alive (Close) - Easy Fatality-Must Have Easy Fatality Tokens To Perform Easy Fatality |
Thank You For Your Cooperation (Mid) |
Thank You For Your Cooperation (Mid) - 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
Breakin' It Down (Mid)KOMPETITIVE REQUIREMENTS:-No Blocking during the final round of a Kompetitive Match. -Friendships can be performed anytime outside of Kompetitive Matches. |
Breakin' It Down (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 |
Kase Klosed-Press Down Arrow 3x During Hit-Final Hit Must Come From Toward Throw |
Keeping The Peace-Must Hold Backward Arrow During Hit-Final Hit Must Come From Directive Klassified Kombo |