While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
A multi-hit attack as Anji projects himself forward.
Its wide range makes it a good option for keeping the opponent in check.
Special Attacks
Shitsu
+
A slow moving butterfly projectile that travels forward.
It will float up on contact with the opponent, changing its trajectory.
Due to its slow startup, it is best used when you have the advantage.
Fuujin
HOLD OK
+
Hold OK
An attack where Anji strikes forward.
During its motion, it can be followed up with various follow-up moves.
When holding the button, Anji will move forward before attacking.
Similar to Suigetsu No Hakobi, Anji can dodge incoming attacks when he is moving forward.
Shin: Ichishiki
After Fuujin
A follow-up to Fuujin where Anji jumps up and launches a projectile towards the ground.
The startup may be slow, but it creates an opportunity to approach the opponent once it is out.
Issokutobi
After Fuujin
A follow-up to Fuujin where Anji leaps forward.
Nagiha
After Fuujin
A follow-up to Fuujin where Anji performs a low sweep with a small opening.
It is a low attack that cannot be blocked while standing.
Its quick startup allows it to combo off a hit from Fuujin.
Rin
After Fuujin
A follow-up to Fuujin, where Anji performs an overhead attack that knocks the opponent down on hit.
The opponent will not be able to block the move while crouching.
You can keep you opponent guessing by following up the Fujin with either Nagiha or Rin.
Kou
HOLD OK
+
Hold OK
An attack Anji performs while leaping upward.
By holding the button, Anji will move forward before attacking.
Similar to Suigetsu No Hakobi, Anji can dodge incoming attacks when he is moving forward.
Suigetsu No Hakobi
HOLD OK
+
Hold OK
Anji moves forward while avoiding the opponent's attacks.
The distance Anji travels increases the longer you hold the button down.
Overdrives
Issei Ougi: Sai
+
A move where Anji releases a large fan-shaped projectile that sweeps the area in front of him.
When this moves connects, the projectile will knock the opponent far away on the final hit.
It will also cause an Area Shift on hit in the corner.
Kachoufuugetsu Kai
+
Anji performs a counter-attack that reacts to an attack from the opponent.
The move is invincible during the startup, and its property changes if the opponent is close to Anji when the counter-attack lands, dealing massive damage.
It will also cause an Area Shift on hit in the corner.