 | Weak Punch |  | Weak Kick |
 | Strong Punch |  | Strong Kick |
     | Throws |   | Special Throws |
jump      | Mid Air Throws | when thrown  | Throw Reversals |
  | Back Dashing |   | Forward Dashing |
after being knocked down
   | Wake-up Escapes | knock opponent on the floor
  | Pursuit Attack |
after being knocked down
 | Wake-up Attacks |
| * Chain Combo's: Basically this is where one normal move cancels into another, for it to be deemed a chain combo normally 3-hits are required |
| * Overheads: these moves hit opponants who block low, press any combination of Punch+Kick to initiate these (Overheads are indicated with !O) |
* Power Moves: these moves knock your opponant right across the screen and are normally initiated with a     or throw or at the end of a multi-hitting move (Power Moves are indicated with !P) |
when hit by a power move | defensive attack |
when hit by a power move | counter attack |
* Waku ES Special Moves: do the motion for a special move but with 2 punches or 2 kicks ( or ) and behold you get a more powerful version of that special move, this uses up 1 Waku 'POW' bar |
| * Waku 'POW' Bar: you are able to store up to seven Waku 'POW' bars, the bars enable you to do either a Waku ES Special, Super power, DokiDoki or HaraHara attack each one uses up a single bar |
| * Recharging the 'POW' Bar: Filling up the meter can be done in 2 ways: every move you do blocked or not adds to the meter or every move you block also adds to the meter. The meter does not rise if you use a move that uses 1 'POW' bar (except for DokiDoki) |
* Waku Super Power: by pressing you activate your Waku Super Power, as soon as you activate a surge of power engulfs your character and this interupts any move your opponent is throwing at you |
* HaraHara Attack: This is your unblockable attack, it does take a fair while to start, but does tremoundous damage. "HARAHARA ATTACK MOTION START" flashes on the screen once  or  motion has been performed |