| Basic buttons U = Up D = Down F = Forward B = Back Combinations of directions DB = Down Back DF = Down Forward UB = Up Back UF = Up Forward (Note: Left and Right don't have much use, but they're always added for technicalities) QP = Quick punch (The weakest punch) MP = Medium punch (Only can be performed after any quick punch or kick as a combo) FP = Fierce punch (The strongest punch) QK = Quick kick (The weakest kick) MK = Medium kick (Only can be performed after any quick punch or kick as a combo) FK = Firce kick (The strongest kick) Start = The 'Start' button on your controller 2P = Press both 'Punch' buttons at the same time 2K = Press both 'Kick' buttons at the same time Special commands Assist buttons - There are two of them, often called 'Partner A' and 'Partner B' which can be used until that partner has been defeated in the game, or 3 - 5 seconds after they just left the fight. Switch characters - Either press QP+QK, or FP+FK and you will switch characters if they haven't lost. Air launch - The attack that launches your opponent into the air, most characters have multiple 'Air launch' attacks so I didn't bother listing any of them since it's possible to figure them all out in a matter of seconds. For beginners, most of the 'Air launch' attacks are DF+FP, DF+ FK, D+FP or D+FK. Dash - Press 'Forward' twice, or 'Backwards' twice, or both 'Punch' buttons at the same time. Snap back - D, DF, F+ 'Partner A' button or 'Partner B' button, this takes 1 energy bar to perform, but if you hit the opponent they will be hit off the screen and another character will switch in for them. Taunt - QK + Start Button, your character will pose and their bar for the special moves will slightly increase. Roll - B, DB, D + P or K, your character will roll then stand up when they hit the ground. This only works after you've been hit. Advanced guard - While blocking, press both punch buttons at the same time, and you push back the opponent who's attacking you. Chain 'Super' combo - When you perform a character's 'Super' move, and you have enough power on your special meter and you have at least one other character, they will switch in and perform a 'Super' move. Depending on which 'Super' move they perform, it can continue the combo. This can be done 3 times in a row. Cancel - While attacking your opponent, some moves can be done that interrupt the current attack. This is very effective when you're trying to connect a 'Super' move, or just continuing a combo. Breakaway from being Grabbed or Thrown - You basically can't press Up, FP, and FK. Pressing only the other directional buttons and QP/QK, you can break out of the hold. Something I've never understood, but it's something Capcom has always done. Assist counter - While blocking press D, DF, F+2P and your character will switch and most likely hit your opponent unless they're doing a 'Super' move or your partner misses the attack. |
![]() |