 | Weak Punch |  | Weak Kick |
 | Strong Punch |  | Strong Kick |
  | Dash |   | Backstep |
      | Small Jump | when running     | Middle Jump |
hold     | Big Jump | standing      |
when blocking or
    | Guard Cancel * needs 1 power gauge |  | Heavy Attack |
close    | Throw Forward | close    | Throw Backward |
when blocking | Guard Cancel Blow Off * needs 1 power gauge | when landing | Safe Landing |
jump     | Mid-Air Block |     | Slide Dodge |
 | Counter Mode Activate * needs 3 power gauge |  | Armor Mode Activate * needs 3 power gauge |
 | Striker System |
| * Counter Mode: in this mode you can do DM/SDM (depending on red energy bar) ad infinitum (however they come out slower with less priority unless in a combo). You need 3 stocks for this. |
| * Armor Mode: in this mode when you get hit you don't get "damaged" - you don't get the animation and recovery time that you would normally. You still lose energy though. You won't suffer any tick damage from blocked specials in this mode. You need 3 stocks for this. |
| * Note: with both Counter and Armor Modes, they last for about 9 seconds. After that you can't charge stock for about 13 seconds. |
| * Striker System: you are invincible for the second that you call out the striker. You will taunt and then the striker appear. You can use them as combo starters as some will hold the opponent or set up a juggle. In general Strikers are best used as soon as you knock down an opponent. |
| * Desperation Moves/Super Desperation Moves (DM/SDM): you need 1 stock to execute a DM. When your energy bar is flashing all DM will be SDM. |
| * Power Gauge: when you do a special move or block attacks, your bar fills up. Once it is full, it empties and an icon appears next to indicate a stock. You can build up to three. Stocks do not transfer to the next player. |