Kizuna Encounter/Controls
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Notation
7 8 9 4 5 6 A B C D 1 2 3
The 9-point numerical direction system refers to the directions in which your pad or stick can be moved, with 7 8 9 being up left, up, and up right, 4 5 6 being left, neutral, and right, and 1 2 3 being down left, down, and down right. Thus 236 is qcf (quarter circle forward).
- 5A - Standing A
- 2A - Crouching A
- 6A - Forwards A
- 3A - Down+forwards A
- c.6A - Close forwards A
- u.5A - Unarmed standing A
- j.A - Jumping A
- jW.5A - Jumping to wall (stage boundary)
- 2A xx - Indicates a special cancel.
Controls
- A: Punch
- B: Kick
- C: Weapon Attack
- D: Tag
All normals have light and heavy versions, with pressing forward and the button resulting in a heavy attack, and down/forward giving a heavy crouching attack -- 5X for standing light normals, 2X for crouching light normals, 6X for standing heavy normals and 3X for crouching heavy normals. Other universal commands are down below.
- AB: Evasive Action. 5AB results in a Sidestep, 6AB results in a Circle Step.
- BC: Universal Overhead. Similar to 3rd Strike’s version of the mechanic, but for many characters it’s far more rewarding.
- 3+A: Universal Low. This is performed by pressing 3A simultaneously, as holding 3 before pressing A will result in your crouching 3A coming out.
- CD: Taunt. Increases your benched partner's life regeneration by one level.
- 2+A: Weapon pickup. Tagging out also picks up your weapon automatically.