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 powerful, long-ranged attack.
Although it deals heavy damage, the startup is somewhat slow.
Special Attacks
Security Level
The Security Level increases gradually over time.,br>
Corresponding special moves will be enhanced as the Security Level increases.
Whenever a corresponding special move is user, the Security Level will be reset.
Behemoth Typhoon
HCin any direction+
An attack where Goldlewis swings his coffin around.
It knocks the opponent down on hit and causes the opponent to stagger on block.
The properties of this move change depending on the direction of the half-circle input when performed.
Inputting
LHCD+
turns it into a low attack,
RHCD+
turns it into an overhead attack, and
+
reduces the startup of the move, making it easy to include in a combo.
LHCD = Left Half Circle Down
RHCD = Right Half Circle Down
HCB = (Bottom) Half Circle Back
Aerial Behemoth Typhoon
AIR ONLY
HCin any direction+
Air only
In mid-air
An attack where Goldlewis swings his coffin around in mid-air.
This move knocks the opponent down on hit.
You must maintain the final direction after completing the command input when performing this move.
Thunderbird
+
A projectile move that travels forward.
The number of hits and distance traveled increases per the current Security Level.
The startup may be slow, but it creates an opportunity to approach the opponent once it is out.
Skyfish
+
A fast multi-hitting projectile move.
The number of projectiles increases per the current Security Level.
Additionally, at high Security Level, this move can knock down the opponent on hit.
You can also cancel the move by inputting
.
It deals a fair amount of chip damage even when blocked by the opponent.
Vapor Thrust
HOLD OK
+or
Hold OK
A strong anti-air attack.
As it is invincible on startup, it can be used to interrupt your opponent's blockstrings.
The
version deals more damage but has longer recovery.
It can't be Roman Canceled when whiffed, so make sure to use it carefully.
Dire Eclat
+
An attack where Ky slashes forward.
It puts the opponent into Shock State on contact.
Its recovery is relatively short, and it can be used in combos easily.
Overdrives
Down With The System
+
Goldlewis performs an invincible attack that sends the opponent flying back.
You can deal massive damage by including it in a combo.
You can also perform this move by inputting a
FC+
, and the properties of this move change depending on the number of circles inputted when performing this move.
It will also cause an Area Shift on hit in the corner.
FC = Full Circle
Burn It Down
+
Goldlewis fires a laser beam from a distance that moves towards him.
As the laser is multi-hitting, it keeps the opponent locked in place when it hits or is blocked.
The number of hits from the laser increases per the current Security Level, increasing the duration of the opponent being restrained.
As this move covers a wide range, it is effective against an opponent who likes to keep their distance.