during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Spinning Backhand
+
Flashy Kick
+
Hold
to charge attack.
Pressing
during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Quick Kick
+
Boots Up
+
Trip Kick
+
Air Attacks
Straight Kick
Air Race
Double Fist
Throws
Forward Throw
+or++
Reverse Throw
or++
Combo Attacks
Speed Force
,
Greased Lightning
,,
Hot Pursuit
,,
In A Jiff
,
Light Speed
,,
Terminal Velocity
,
Quick Step
+,+
Natural Disasters
+,+,+
On The Double
+,
Roller Coaster
+,,+
Bolt Of Lightning
,
Forced Acceleration
+,
Fastest Man Alive
+,,
Bounce Cancels
Flashy Kick
,
During a combo, you can burn two bars of Super Meter to cancel the combo and perform a ground bounce and extend the combo.
Power Kick
,
During a combo, you can burn two bars of Super Meter to cancel into a wall bounce and extend the combo, or cancel the combo into a level transition.
Special Moves
Speed Dodge
The Flash's Speed Dodge phases him in and out of the Speed Zone, allowing most projectiles and normal attacks to pass through without causing damage.
Meter Burn
Pressing
during the Speed Dodge will send out a burst of sonic force that can knock back opponents that get too close.
Lightning Charge
Lightning Charge performs an incredibly fast dashing elbow attack that knocks down, but leaves The Flash vulnerable if blocked.
Meter Burn
Pressing
during Lightning Charge will add a Flying Uppercut that will inflict additional damage and knock back the victim.
Lightning Kick
Lightning Kick is a fast kick to the midsection that can be delayed by holding
.
While holding
, The Flash can cancel the Lightning Kick by Dashing Forwards or Backwards.
Meter Burn
Pressing
during Lightning Kick will do an additional attack that allows The Flash to follow up with a combo.
Sonic Pound
Sonic Pound is a fast, leaping ground pound that knocks down on hit.
Meter Burn
Pressing
during Sonic Pound will extend the range and bounce the victim allowing for easy follow-up attacks and combos.
Close Sonic Pound
,
Close Sonic Pound is a fast, leaping ground pound that knocks down on hit.
Meter Burn
Pressing
during Close Sonic Pound will extend the range and bounce the victim allowing for easy follow-up attacks and combos.
Far Sonic Pound
,
Far Sonic Pound is a fast, leaping ground pound that knocks down on hit.
Meter Burn
Pressing
during Far Sonic Pound will extend the range and bounce the victim allowing for easy follow-up attacks and combos.
Flying Uppercut
Flying Uppercut is a fast launcher that sends Flash into the air and can be used to hit grounded opponents at short range or airborne opponents.
Lightning Charge
+
The Flash performs a quick Lightning Charge.
Pressing
during Lightning Charge will do an additional attack that allows The Flash to follow up with a combo.
Running Man Stance
The Flash can enter his Running Man Stance to open up a quick run towards opponents that affords additional attacks.
The Flash can cancel the Running Man Stance by Dashing Backwards.
Sonic Pound
+
The Flash performs a quick Sonic Pound.
Charging Slide
+
The Flash performs a quick slide that knocks down and is useful for travelling under high attacks.
Super Move
Speed Zone
+
The Flash performs an incredibly fast running punch that begins a series of laps around the planet to build up energy that is delivered to the opponent in a series of powerful strikes.
Character Power
Time Loop
The Flash begins to move at suck incredible speed that his opponent's movements look much slower in comparison. For a short amount of time this affords The Flash the ability to land combos that are not normally possible and generally make it harder for the opponent to mount an offense or defense.