Mechanics

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Controls

X/LP - Light Punch

Y/SP - Strong Punch

A/LK - Light Kick

B/SK -Strong Kick

Z/LP+LK - Grapple Shortcut

C/SP+SK -Craze Technique Shortcut

D/W -Craze Cancel/Variant Select

Start -Taunt/Select

Menu -Pause

The normal attacks of the game. The key to using normals effectively is to remember what button does what for each character, for standing, crouching and jumping buttons. Dipping your toes into footsies is the first step into mastering the art of battle.

Any Button (After Getting Knocked Down) - Recovery

After getting knocked down, you can recover quicker off the ground by holding any button. Pressing any Punch will let you recover in place, while pressing any Kick will let you roll backwards. Staying grounded makes you prone to OTG attacks. OTGs, or Off The Ground Moves, aren't combo extenders, but add more hurt if you don't get up.

LP+LK - Grapple

A close range maneuver that cannot be blocked. Most effects from grapples are character specific, but usually knock the opponent down for the user’s advantage.

LP+LK (When Enemy Grapples You) - Grapple Break

Used to break free from the opponent’s throw and put both players into neutral. Must be done during the grab, not after.

SP+SK - Craze Technique

A unique maneuver unique to each character that compliment their moveset or their Unique Trait.

4SP+SK (During Blockstun) - Heartbreaker

A defensive maneuver to get pressure off of you when blocking. Costs 1 Adrenaline Bar.

Back (Timed to Enemy Hit) - Perfect Guard

A better version of standard blocking that reduces blockstun and regains Potential Health when executed right. Signified with a blue flash.

D, W, LP+SK, or LK+SP - Craze Cancel

A global mechanic that uses the Craze Gauge, explained in more detail below. The screen flashes as the action pauses momentarily, and you are reset to neutral. If you hold forward while using this on the ground, you'll get a short dash. If you use this in midair, holding up can give you an extra short jump, and holding forward or backward will drift you in that direction.

Mechanics

How Normals Work

Characters can string together normals for combos. Generally, you can do LP>LK>SP/SK and switch between standing and crouching. Heavier characters, such as Wallace, can only perform LP/LK>SP/SK. The same applies if you try to chain in the air.

Unique Trait

Each character has a unique status that can be obtained through certain requirements, are constantly always active or activated through the Craze Technique.

Potential Health

After taking damage, a small amount of health is indicated in purple. Avoid taking hits to recover this health back.

Adrenaline

Super Meter of this game. 3 stocks total used for All-Out Attacks, Heartbreakers and certain Craze Techniques.

All-Out Attacks!

Super Moves for the game. Most characters generally have 2 in total. Costs one Adrenaline Bar.

All-Out EXes

Each character gets one All-Out Attack they can enhance at the cost of an extra Adrenaline Bar. Uses the same command as the regular A-OA but with both strengths of the button (EX: LP+SP). Sometimes, characters will support a unique All-Out EX that isn't an enhanced super move.

All-Out Destruction

Devastating super moves that can only be used with 3/all stocks of Adrenaline.

Craze Gauge

A 3-section gauge above the Adrenaline meter. This gauge increases as you take damage, as well as successful uses of Craze Technique and Unique Trait attributes. Each section of Gauge that is filled changes its color, notifying which Craze Cancels you have access to.

Craze Focus

A Craze Cancel that costs 1 Gauge. Usable in neutral, and when using certain Projectile-type Specials while not in a combo. Primarily used for surveying the scene, disorienting your opponent with air control, or following your projectiles to make an approach.

Craze Assault

A Craze Cancel that costs 2 Gauge. Usable when moves are blocked, whiff, or in startup. Useful for making risky moves safe, or faking out your opponent.

Craze Blitz

A Craze Cancel that costs 3 Gauge. Usable after any hit, or during any combo. Allows you to extend your combos even further.

Guard Meter

Each character has a small meter under their health to indicate how many hits they can block until they suffer Guard Shatter. The meter encourages the use of Heartbreakers to negate pressure and Perfect Guarding to defend without using up the Guard Meter.

Guard Shatter

When the Guard Meter is red and full, you’ll stagger and be wide open to an attack.

Counter Hits

When an attack intercepts another, the one with higher priority will get the Counter Hit, which deals extra damage to the opponent.

DIRE COUNTER Hits

Special Counter Hits that have stronger outcomes than normal special moves. Dire Counters are a result of hitting the opponent during the recovery of certain command normals, specials, supers and during their taunts. After landing a Dire Counter, the next time you use a move with a Dire Hit Property during that combo, the effect will trigger, extending the combo.

Dire Counter Outcomes

Groundbounce -The opponent bounces off of the floor, slightly airborne. When airborne, you can follow up with another attack.

Wallbounce -The opponent is sent flying and they ricochet off of the wall. When airborne, you can follow up with another attack.

Stagger -The opponent reels back and recoils in pain while they stand. When in this vulnerable pose, you can follow up with another attack.

Crumple -The opponent will fall on their knees before falling to the ground. They are vulnerable before their body hits the floor.

Spin-Out -The opponent spins while their airborne at 45 degrees. When airborne, you can follow up with another attack.

Power Launch -The opponent is sent into the air higher than usual.

Wipe-Out -The opponent will spiral in the air behind the opponent.

Freeze -The opponent is frozen solid as they land on the ground, unable to move.

Tumble -The opponent will skid across the ground.

Sides

Before you begin a match, you can choose between Side-C, Side-L and Side-S on the select screen, which alters what their unique trait is, their Craze Technique, their specials, their All-Out Attacks and even their Craze Gauge.

Some Side-S characters have their own unique identities, voicelines, quotes and aesthetic changes. Side-K is a cosmetic change that can be applied to any character to change their voice, and include the appearance of Kahl D. Stone.