Krushing Blow: Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.
Vapor Push
Energy Swipe
+
Krystal Kick
+
Krushing Heel
Rising Volcano
+
Krystal Heel
+
Jumping Attacks
Quick Gust
Burning Palm
Balance Spin
or
Hop Attacks
Boulder Slam
,or,
Heel Spike
,or,
Getup Attacks
Geo Strike
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
World Ender
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Flawless Block Attacks
Geo Strike
+
Can only be performed after connecting a FLAWLESS BLOCK.
Costs 1 bar of Defensive Meter and Offensive Meter.
World Ender
+
Can only be performed after connecting a FLAWLESS BLOCK.
Costs 1 bar of Defensive Meter and Offensive Meter.
Throws
Toward Throw
+or++
Krushing Blow: Triggers if the opponent is inside Circle of Life, Hallowing Winds, Ring Of Fire, or Vaport Halo.
Back Throw
or+
Roll Escapes
Forward Roll Escape
+
Uses 1 bar of Defensive Meter to perform Forward Roll Escape.
Away Roll Escape
+
Uses 1 bar of Defensive Meter to perform Away Roll Escape.
Air Escape
(Air) Breakaway
+
Uses 2 bars of Defensive Meter to perform (Air) Breakaway.
Kombo Attacks
Violent Gust
,
Wind Storm
,,
Imminent Eruption
,,
Natures Wrath
+,
Seismic Energy
+,,
Blaze
,
Fire-Nado
,,
Fire And Brimstone
,,
Krushing Blow: Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.
Natural Ending
+,
Unlimited Potential
+,,
Lifecycle
+,
Special Moves
Natural Barrier
Amplify
Krushing Blow: Triggers if a PROJECTILE was destroyed while summoning the wall.
Far Natural Barrier
,
Amplify
Krushing Blow: Triggers if a PROJECTILE was destroyed while summoning the wall.
Shattering Boulder
Requires: Shattering Boulder (*)
Amplify
Requires: Shattering Boulder (*)
Close Shattering Boulder
,
Requires: Shattering Boulder (*)
Amplify
Requires: Shattering Boulder (*)
Far Shattering Boulder
,
Requires: Shattering Boulder (*)
Amplify
Requires: Shattering Boulder (*)
Hells Wrath
Amplify
Close Hells Wrath
,
Amplify
Far Hells Wrath
,
Amplify
(Air) Hells Wrath
Amplify
(Air) Close Hells Wrath
,
Amplify
(Air) Far Hells Wrath
,
Amplify
Boulder Bash
Krushing Blow: Triggers if PROJECTILE hits by itself.
Delay
Requires: Delay Boulder Bash (*)
Bounce
Requires: Delay Boulder Bash (*)
Cancel
Requires: Delay Boulder Bash (*)
Bouncing Boulder
Delay
Requires: Delay Boulder Bash (*)
Bash
Requires: Delay Boulder Bash (*)
Cancel
Requires: Delay Boulder Bash (*)
Earthquake
Requires: Earthquake (*)
Geyser
Requires: Geyser (**)
Krushing Blow: Triggers if move misses 3 times in a row before hitting.
Amplify
Requires: Geyser (**)
Close Geyser
,
Requires: Geyser (**)
Krushing Blow: Triggers if move misses 3 times in a row before hitting.
Amplify
Requires: Geyser (**)
Far Geyser
,
Requires: Geyser (**)
Krushing Blow: Triggers if move misses 3 times in a row before hitting.
Amplify
Requires: Geyser (**)
Very Far Geyser
,
Requires: Geyser (**)
Krushing Blow: Triggers if move misses 3 times in a row before hitting.
Amplify
Requires: Geyser (**)
Tendril Pull
Krushing Blow: Triggers if opponent BLOCKS LATE.
Amplify
Deadly Winds
Requires: Deadly Winds (*)
Amplify
Requires: Deadly Winds (*)
H2 P0rt
Requires: H2 P0rt (*)
In Front H2 P0rt
Requires: H2 P0rt (*)
In Place H2 P0rt
Requires: H2 P0rt (*)
Far H2 P0rt
Requires: H2 P0rt (*)
Circle Of Life
Requires: Circle Of Life (**)
• Costs 2 bars of Defensive Meter.
Ring Of Fire
Requires: Ring Of Fire (**)
• Costs 2 bars of Defensive Meter.
Hollowing Winds
Requires: Hollowing Winds (**)
• Costs 2 bars of Defensive Meter.
Vapor Halo
Requires: Vapor Halo (**)
• Costs 2 bars of Defensive Meter.
Fatal Blow
Weeping Willow
+
Finishers
Fatalities
Maintaining Balance (Mid)
Good And Evil (Mid)
Stage Fatality (Close)
Can only be performed on certain stages.
Mercy (Mid)
+
Friendship
Serenity (Mid)
KOMPETITIVE REQUIREMENTS:
• No Blocking during the final round of a Kompetitive Match.
• Friendships can be performed anytime outside of Kompetitive Matches.
Brutalities
The Klassic
+
• DO NOT block an attack during the final round.
• Must hold
.
• Final hit must come from an Uppercut
+
.
Splitting Apart
+
• Must land 3 Throws during the match.
• Final hit must come from Toward Throw.