Krushing Blow: Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.
Flick Kick
Low Drift
+
Knee Buckler
+
Cannot be canceled into special moves if Flawless Blocked.
Bo Rai Toe
Takedown
+
Kai Kick
+
Swirl Kick
+
Cannot be canceled into special moves if Flawless Blocked.
Jumping Attacks
Flying Slash
Wind Fist
Storm Boot
or
Hop Attacks
Overhead Slash
,or,
Lui He Kick
,or,
Getup Attacks
Spinning Kusanagi
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Heavy Gust
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Flawless Block Attacks
Spinning Kusanagi
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Heavy Gust
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Throws
Toward Throw
+or++
Krushing Blow: Triggers if opponent failed THROW ESCAPE during the previous THROW.
Back Throw
or+
Krushing Blow: Triggers if opponent failed THROW ESCAPE during the previous THROW.
Roll Escapes
Getup Forward Roll
+
Uses 1 bar of Defensive Gauge to perform Getup Forward Roll.
Getup Backward Roll
+
Uses 1 bar of Defensive Gauge to perform Getup Backward Roll.
Air Escape
(Air) Breakaway
+
Uses 2 bars of Defensive Gauge to perform (Air) Breakaway.
Kombo Attacks
Kool Breeze
,
Gusting Cyclone
,,+
Krushing Blow: Triggers if this KOMBO ATTACK caused a KOUNTER or PUNISH.
Funnel Cloud
,
Aerokinesis
,,,,
Fatal Edge
+,
Howling Winds
+,,,,
Heavenly Hilt
,
Tornado Twist
,,,
Calm Before The Storm
,,+
Whirlwind
+,+
Amplify
Requires: Deadly Winds (*)
Krushing Blow: Triggers if KOMBO KOUNTERS a backdash.
Tailwind
+,+
Amplify
Requires: Deadly Winds (*)
Krushing Blow: Triggers if KOMBO KOUNTERS a backdash.
Whisked Away
+,
Krushing Blow: Triggers after missing the first hit of the KOMBO.
Typhoon Release
,
Blown Away
,,
Krushing Zephyr
+,
Krushing Blow: Triggers after connecting the second hit of the KOMBO 2 times in a row.
Special Moves
Krossbow Blast
Amplify
Amplify Up Krossbow Blast
Amplify Down Krossbow Blast
Up Krossbow Blast
,
Costs 1 bar of Offensive Gauge.
Amplify
Amplify Up Krossbow Blast
+
Amplify Down Krossbow Blast
+
Down Krossbow Blast
,
Costs 1 bar of Offensive Gauge.
Amplify
Amplify Up Krossbow Blast
+
Amplify Down Krossbow Blast
+
Wind Push
Requires: Wind Push (*)
Amplify
Requires: Wind Push (*)
Krushing Blow: Triggers after connecting each distance of Wind Push sequentially.
Close Wind Push
Requires: Wind Push (*)
Amplify
Requires: Wind Push (*)
Krushing Blow: Triggers after connecting each distance of Wind Push sequentially.
Far Wind Push
Requires: Wind Push (*)
Amplify
Requires: Wind Push (*)
Krushing Blow: Triggers after connecting each distance of Wind Push sequentially.
Tornado
Amplify
Requires: Twister (*)
Retreating Tornado
,
Amplify
Requires: Twister (*)
Advancing Tornado
,
Amplify
Requires: Twister (*)
(Air) Tornado
Requires: Airsenal (*)
Amplify
Requires: Twister (*)
(Air) Retreating Tornado
,
Requires: Airsenal (*)
Amplify
Requires: Twister (*)
(Air) Advancing Tornado
,
Requires: Airsenal (*)
Amplify
Requires: Twister (*)
Air Slam
Requires: Air Slam (*)
Amplify
Requires: Air Slam (*)
Close Air Slam
,
Requires: Air Slam (*)
Amplify
Requires: Air Slam (*)
Far Air Slam
,
Requires: Air Slam (*)
Amplify
Requires: Air Slam (*)
Very Far Air Slam
,
Requires: Air Slam (*)
Amplify
Requires: Air Slam (*)
Jet Stream
Requires: Jet Stream (*)
Pressure Bomb
Requires: Pressure Bomb (*)
Amplify
Requires: Pressure Bomb (*)
Far Amplify
+
Requires: Pressure Bomb (*)
Close Pressure Bomb
,
Requires: Pressure Bomb (*)
Amplify
Requires: Pressure Bomb (*)
Turbulence
Requires: Turbulence (*)
Amplify
Requires: Turbulence (*)
Close Turbulence
Requires: Turbulence (*)
Far Turbulence
Requires: Turbulence (*)
Wind Kicks
Amplify
(Air) Wind Kicks
Requires: (Air) Wind Kicks (*)
Amplify
Requires: (Air) Wind Kicks (*)
Warped Needle
Requires: Warped Needle (*)
Amplify
Requires: Warped Needle (*)
Divine Wind
Requires: Divine Wind (*)
Overhead Slash
Requires: Divine Wind (*)
Krushing Blow: Triggers after hovering for a short time.
Lui He Kick
Requires: Divine Wind (*)
Cancel
Requires: Divine Wind (*)
(Air) Wind Barrier
Requires: (Air) Wind Barrier (*)
Flying Sword
Requires: (Air) Wind Barrier (*)
Amplify
Requires: (Air) Wind Barrier (*)
Dive Kick
Requires: (Air) Wind Barrier (*)
Amplify
Requires: (Air) Wind Barrier (*)
Krushing Blow: Triggers after parrying 2 attacks in a row.
Sky Wakka
Requires: Sky Wakka (*)
Cancel Sky Wakka
Requires: Sky Wakka (*)
Costs 1 bar of Defensive Gauge.
Amplify
Requires: Sky Wakka (*)
Cancel Amplified Sky Wakka
Requires: Sky Wakka (*)
Costs 1 bar of Defensive Gauge.
Flying Sword
Requires: Sky Wakka (*)
Amplify
Requires: Sky Wakka (*)
Dive Kick
Requires: Sky Wakka (*)
Amplify
Requires: Sky Wakka (*)
Krushing Blow: Triggers after wind walking for 2 steps.
Fatal Blow
Winds Of Change
+
Finishers
Fatalities
Wind Blade (Far)
Twisted Twister (Close)
Stage Fatality (Close)
Can only be performed on certain stages.
Mercy (Mid)
+
Friendship
Lets Go Fly A Kite (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
+
.
Heavy Winds
• Rapidly press
and
during hit.
• Final hit must come from Back Throw.