How to perform all Krushing Blows in Mortal Kombat 11: Aftermath

All three new characters added

Posted by Steven 'Dreamking23' Chavez • June 2, 2020 at 3:51 p.m. PDT | Comments: 43

Mortal Kombat 11 features a game mechanic called "Krushing Blows" that fire into a quick cinematic animation with a similar effect to X-Ray attacks and deal significantly more damage than the move otherwise would. These powered up attacks can only be performed when certain criteria are met within a match, and they can only be used once per game.

You might be wondering what stipulations are needed to land each Krushing Blow for every character on the current roster. Well, we've got you covered! Here are all the Krushing Blow requirements in Mortal Kombat 11 including the recently released Shang Tsung.

Editor's note: The Krushing Blow stipulations included here are all of the ones we found within the two default variations for each character and the default variations found in Tournament Mode — essentially, the standard ways fans will be playing competitively. We did not add requirements for extra customization moves.

We have the full list of 28 characters in this guide.

Updated June 2, 2020: RoboCop, Sheeva, and Fujin have been added to this guide.

Baraka

• Rising Blades (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward and back throw (Forward + 1 + 3 or 1+ 3) — Triggers if opponent failed throw escape during previous throw.

• Outworld Bash (1, 2, 2) — Triggers if this combo attack is a punish.

• Doom Kicks (Forward + 4, 4) — Triggers if this combo attack is a counter or punish.

• Blade Charge (Back, forward, 2) — Triggers if the opponent blocks late.

• Baraka-serker (Back, forward, 3) — *Only Krushing Blows on amplified version. Triggers if opponent blocks late, requires Blade Charge equipped.

• Gutted (Back, forward, 4) — Triggers in a combo of 9 hits or more.

Cassie Cage

• Bloody Knuckles (Down + 2) — Punishing a high attack or if attack is counter hit.

• Hot Take (Back + 1, 3) — Triggers if opponent is stand blocking.

• Keepin' It Classy (Back + 2, 4, 3) — Triggers only if the final hit of the combo connects.

• Shocker (Forward + 2, 1 + 3 ) — Triggers if this combo attack is a counter or punish.

• Ball Buster (Back, down, 3) — *Only Krushing Blows on amplified version. Triggers on third amplified Ball Buster in a match.

• Dual Wielding (Back, forward, 1) — Triggers when fully charged and held for maximum duration.

Tournament Mode load out - Yas Queen:

• Shoulder Charge (Back, forward, 2) — *Only Krushing Blows on amplified version. Triggers if opponent blocks late.

Cetrion

• Rising God Palm (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward throw (Forward + 1 + 3 ) — Triggers if opponent failed throw escape during previous throw.

• Fire and Brimstone (2, 1, 3) — Triggers if this combo attack is a counter or punish.

• Natural Barrier (Down, back, 1) — Triggers if a projectile is destroyed while summoning a wall.

• Far Natural Barrier (Down, back, 1, forward) — Triggers if a projectile is destroyed while summoning a wall.

• Tendril Pull (Down, back, 4) — Triggers if the opponent blocks late.

• Boulder Bash (Back, forward, 2) — Triggers if projectile hits by itself.

Tournament Mode load out - Spring Cleaning:

• Geyser (Back, forward, 4) — Triggers if move misses three times in a row before hitting.

D'Vorah

• Swatted (Down + 2) — Punishing a high attack or if attack is counter hit.

• Infested (Down, forward, 2) — Triggers if this attack counters a jumping attack.

Tournament Mode load out - Buzzed:

• Parasite (1, 2, 1 + 3) — Triggers if this attack is a counter hit or punish.

• Recluse (Forward + 2, 2, up + 1 + 3) — Triggers if the third hit is the first to hit the opponent.

• Tsetse (Forward + 2, 2, down + 1 + 3) — Triggers if opponent blocks late on last hit.

Erron Black

• Rising Outlaw (Down + 2) — Punishing a high attack or if attack is counter hit.

• Back throw (1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Boot Drop (Forward + 4) — Triggers if opponent is hit by this move twice in a row.

• On The Shoot (2, 1, 2, 1, 2) — Triggers if this combo attack is a counter or punish.

• Rising Stock (2 *During Locked and Loaded) — Triggers if Erron Black is out of rifle ammo.

• Acid Pour (Back, forward, 1) — Triggers if opponent is standing in Zaterrean Spit puddle when hit.

Frost

• Frosted Uppercut (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward and back throw (Forward + 1 + 3 or 1+ 3) — Triggers if opponent failed throw escape during previous throw.

• Out Cold (Back + 2, 2, 1, 2) — Triggers if this combo is a counter hit or punish.

• Auger Lunge (Back, forward, 4) — Triggers if you have landed three amplified Auger Lunges during a match.

Tournament Mode load out - Frost-Byte:

• Arctic Barrage (Back, forward, 4) — *Only Krushing Blows on amplified version. Triggers if this attack punishes a low or ducking attack.

Geras

• Rising Gauntlet (Down + 2) — Punishing a high attack or if attack is counter hit.

• Out of Time (1, 1, 1, 1 +3) — Triggers if the third hit of the combo is the first to connect.

• Xuid & Guid (Forward + 1, 1 + 3, 4) — Triggers if this combo attack is a counter or punish.

• Dangerous Chronology (Forward + 2, 2, 1 + 3) — Triggers if this combo attack is a counter or punish.

• Close Quicksand (Down, back, 1, back) — Triggers if this attack is a counter or punish.

• Far Quicksand (Down, back, 1, forward) — Triggers if this attack is a counter or punish.

• History Lesson (1 *During Gauntlet of the Ages) — Triggers if fully charged.

Tournament Mode load out - New Era:

• Sand Trap (Down, back, 1) — Triggers if opponent is stand blocking.

• Close Sand Trap (Down, back, 1, back) — Triggers if opponent is stand blocking.

• Far Sand Trap (Down, back, 1, forward) — Triggers if opponent is stand blocking.

• Very Far Sand Trap (Down, back, 1, up) — Triggers if opponent is stand blocking.

• Titan Tackle (Back, forward 2) — Triggers if the opponent is carried maximum distance before hitting the wall.

Jacqui Briggs

• Rising Gauntlet (Down + 2) — Punishing a high attack or if attack is counter hit.

• Back throw (1 + 3) — Triggers if the opponent is inside of the Tech Dome bubble.

• Danger Zone (3, 3) — Triggers if the combo attack is a counter or punish.

• Bionic Dash (Back, forward, 2) — Triggers if this move hits at maximum range.

• Hyper Knee (Back, forward, 4) — Triggers in a combo of 8 or more hits.

• Spear Elbow Drop (1 *During Lethal Clinch) — Triggers if all other clinch attacks have been performed in the match.

Jade

• Rising Staff (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward throw (Forward + 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Baited (1, 2, 4) — Triggers if second hit of combo is the first to connect.

• Temptation (Down, back, 4) — Triggers if Temptation has been amplified twice during the match.

• Blazing Nitro Kick (Down, forward, 4) — Triggers if this move hits the opponent twice in a row.

• Pole Vault (Back, forward, 3) — *Only Krushing Blows on amplified version. Triggers if opponent is hit after running a great distance.

Jax

• Upper Muscle (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward throw (Forward + 1 + 3) — Triggers if arms are fully heated up.

• Head Slammer (Back + 2) — Triggers if fully charged before hitting.

• Double Heat Missile (4 *During Heat Missile) — Triggers in a combo of six hits or more.

• Belly to Belly Suplex (3 *During Quad Grab) — Triggers if all follow up attacks are performed during last possible moment.

• Stiff Armed (Back, forward, 2) — Triggers if only the second hit of this attack counters or punishes.

Tournament Mode load out - Hunker Down:

• Major Force (2, 2, 1 + 3) — Triggers if arms are fully heated up.

• Standing Strong (Forward + 2, 1 + 3) — Triggers if arms are fully heated up.

• Get Some (Forward + 3, 3, 1 + 3) — Triggers if arms are fully heated up.

Johnny Cage

• Upper Cutter (Down + 2) — Punishing a high attack or if attack is counter hit.

• Tear Jerker (Forward + 4, 3) — Triggers if the final hit of the combo is the only one that connects.

• Mime Time (Down, back, 1) — Triggers on the first hit of the match or after landing two extended Mime Times.

• Nut Punch (Back, down, 3) — *Only Krushing Blows on amplified version. Triggers on first hit of the match or on punish.

Tournament Mode load out - Show Stopper:

• Throwing Shades (Down, down, 2) — Triggers on first hit of the match or in a combo that involves a Fatal Blow dash cancel.

• Say Cheese (Back, down, 3) — *Only Krushing Blows on amplified version. Triggers on first hit of a match or if this move has missed three times or more in a row.

Kabal

• Rising Fist (Down + 2) — Punishing a high attack or if attack is counter hit.

• Back throw (1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Extermination Squad (Back + 1, 2, down + 2) — Triggers if this combo attack is a counter or punish.

• Maimed and Mangled (Forward + 2, 2, 4) — Triggers if this combo attack is a counter or punish.

• Buzzsaw (Back, forward, 1) — *Only Krushing Blows on amplified version. Triggers if this attack is a punish.

• Low Hook Grab (Back, forward, 2) — Triggers if the opponent is stand blocking.

• Hook Slam (Down, back, 4) — *Krushing Blows on amplified and regular version. Triggers if this attack is a counter or punish.

Kano

• Black Dragon Bash (Down + 2) — Punishing a high attack or if attack is counter hit.

• Enzuigiri (Back +3) — Triggers if attack is counter hit or punish.

• Forward and back throw (Forward + 1 + 3 or 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Penal Colony (Forward + 4, 3) — Triggers if opponent blocks late.

• Lumbar Check (Down, back, forward, 2) — *Only Krushing Blows on amplified version. Triggers if the opponent is hit during a get up roll.

Kitana

• Rising Power (Down + 2) — Punishing a high attack or if attack is counter hit.

• Dark Deception (Back + 1, 4, 2) — Triggers if this combo attack is on counter hit or punish.

• Dark Empress (Back +2, 3, 1, down + 2) — Triggers only if last hit of combo is first to connect.

• Quick Execution (Down, forward, 2) — Triggers in a combo of 8 hits or more.

• (Air) Square Wave (Back, forward, 3) — Triggers if this attack is a counter hit or punish from maximum range.

• Gutted (1 *During Half Blood Stance) — Triggers if opponent is hit with three Seeking Sais previously.

Kollector

• Rising Claws (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward and back throw (Forward + 1 + 3 or 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Play For Souls (2, 1 + 3, 4) — Triggers if this combo attack is a counter hit or punish.

• Take It All (3, 2) — Triggers if the opponent is duck blocking when the second hit of this combo connects.

• Demonic Mace (Back, forward, 2) — Triggers if fully charged.

• Demonic Clutch (Down, back, forward, 3) — Triggers if opponent is hit during get up roll.

Kotal Kahn

• Rising Kahn (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward and back throw (Forward + 1 + 3 or 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Cuazquia (Forward + 1, 2, 2) — Triggers if this combo attack is a counter hit or punish.

• Mehtizquia Cut (Down, forward, 2) — *Only Krushing Blows on amplified version. Triggers if this move counter hits or punishes an airborne opponent.

• Yeyecame Disc (Back, forward, 3) — Triggers if this attack is a counter hit or punish from maximum range.

Kung Lao

• Rising Rim (Down + 2) — Punishing a high attack or if attack is counter hit.

• Back throw (1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Flowing Water (Forward + 2, 1, 4) — Triggers if this combo attack is a counter hit or punish.

• Air Shaolin Drop (Down + 4) — *Only Krushing Blows on amplified version. Triggers if the opponent was hit by this move twice in a row.

• Wu Tang (4 *During Teleport) — Triggers if opponent was just hit by Shaolin Slam.

• Soul Burst (1 *During Spiritual Guidance) — Triggers after connecting three times in a row.

Liu Kang

• Rising Chaku (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward and back throw (Forward + 1 + 3 or 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Chinese Warrior (Forward + 4, 3, Up + 3) — Triggers if this combo attack is a counter hit or punish.

• Dragon Parry (Down, back, 3) — Triggers if this move parries a get up or block attack.

• Flying Dragon Kick (Back, forward, 3) — Triggers if this move counter hits or punishes at maximum range or combos (air) fireball into Flying Kick.

• Bicycle Kick (Back, forward, 4) — Triggers if Bicycle Kick has been amplified three times in the match.

Noob Saibot

• Rising Sickle (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward and back throw (Forward + 1 + 3 or 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• For The Brotherhood (Back + 1, 1 + 3, 2) — Triggers if combo attack is a counter hit or punish.

• Sinister Silhouette (Back + 3, 1 +3) — Triggers if opponent was stand blocking.

• Shadow Tackle (Back, forward, 2) — Triggers if you have connected with at least 10 shadow special moves.

Raiden

• Rising Lightning (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward throw (Forward + 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Downpour (1, 2, 1) — Triggers if this combo attack is a punish.

• Electric Fly (Back, forward, 3) — *Only Krushing Blows on amplified version. Triggers if this move hits at max range.

• Air Electric Fly (Back, forward, 3) — *Only Krushing Blows on amplified version. Triggers if this move hits at max range.

Tournament Mode load outs - Thunder Wave and Raijin:

• Hammer Fists (Back + 2) — Triggers if this attack hits twice in a row.

Scorpion

• Rising Spear (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward throw (Forward + 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Dark Soul (2, 1, 2) — Triggers in a combo with 8 or more hits.

• Falling Ashes (Forward + 3, 4) — Triggers if this combo is counter hit or punish.

• Spear (Back, forward, 1) — *Only Krushing Blows on amplified version. Triggers if this move hits at maximum range.

• Air Demon Slam (Down + L1) — *Krushing Blows on amplified or regular version. Triggers if this move hits by itself.

Skarlet

• Cutter (Down + 2) — Punishing a high attack or if attack is counter hit.

• Scythe Slam (Back + 2) — Triggers on second hit in a row.

• Forward and back throw (Forward + 1 + 3 or 1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Thicker Than Water (Back + 1, 2) — Triggers if combo attack is a counter hit or punish.

• Dagger Dance (Down, back, 1) — *Only Krushing Blows on amplified version. Triggers on third parry in a match.

Shao Kahn

• Rising Wrath (Down + 2) — Punishing a high attack or if attack is counter hit.

• Forward throw (Forward + 1 + 3) — Triggers on a reversal or get up throw.

• DIE (1, 2, 1 + 3) — Triggers if at least three Merciless Spear attacks have landed already.

• Last Breath (Forward + 3, 4, 1 + 3) — Triggers if opponent is debuffed by Ridicule or Humiliate.

• Annihilation (Down, back, 3) — Triggers if Dark Priest buff is active when move hits.

Tournament Mode load out - True Kahn:

• Wrath Hammer (Back, forward, 2) — Triggers if Hammer Throw hits twice in a row and the first hit is a counter or punish.

Sonya Blade

• Rising Stars (Down + 2) — Punishing a high attack or if attack is counter hit.

• Energy Rings (Back, forward, 1) — *Only Krushing Blows on amplified version. Triggers if this move hits by itself.

• Air Energy Rings (Back, forward, 1) — *Only Krushing Blows on amplified version. Triggers in a combo of 5 hits or more.

• Air Control (Down, back, 2) — *Only Krushing Blows on amplified version. Triggers if this attack is a counter hit or punish.

• Low Kounter (Back, down, 3) — Triggers if two standing kounters have been hit.

• Standing Kounter (Down, back, 3) — Triggers if two low kounters have been hit.

• Leg Breaker (Back, forward, 4) — *Only Krushing Blows on amplified version. Triggers if opponent is stand blocking.

• (Air) Ops Drop (Down + L1) — Triggers if this move connects by itself.

Sub-Zero

• Rising Doom (Down + 2) — Punishing a high attack or if attack is counter hit.

• Back throw (1 + 3) — Triggers if opponent failed throw escape during previous throw.

• Cold Encounter (1, 2, 4) — Triggers in a combo of 8 hits or more.

• Final Draw (Forward + 2, 4) — Triggers if this combo attack is a counter hit or punish.

• Slide (Back, forward, 3) — *Only Krushing Blows on amplified version. Triggers if this attack is the third amplified Slide to hit.

• Cold Shoulder (Back, forward, 3) — *Only Krushing Blows on amplified version. Triggers if this attack is a counter hit or punish.

DLC characters:

Shang Tsung

• Soaring Fist (Down + 2) — Punishing a high attack or if attack is counter hit.

• Rising Chest Kick (Forward + 4) — Triggers if this attack is counter hit or punishes a get up roll.

• Back Throw (1 + 3) — Triggers if Shang Tsung has recently morphed back into himself.

• Reserved Pain (Back + 1, Down + 2) — Triggers if the overhead chop hits by itself.

• Tipping The Scales (Forward + 2, 4, 3) — Triggers if combo hits as a counter hit or punish.

• Force Lift (Down, Back, 1) — *Only Krushing Blows on amplified version. Triggers if opponent blocks late.

• Shake (Down, Back, 3) — Triggers if this move parries a melee attack twice in a row.

• Slide (Back, Forward, 4) — *Only Krushing Blows on amplified version. Triggers if this move hits from maximum range.

Tournament Mode load out - Warlock:

• Fire Skull (Back, Forward, 1) — *Only Krushing Blows on amplified twice version. Triggers if only the final projectile hits.

Nightwolf

• Rising Blades (Down + 2) — Punishing a high attack or if attack is counter hit.

• Toward Throw (Forward + 1 + 3) — Triggers if opponent failed throw escape during the previous throw.

• Back Throw (1 + 3) — Triggers if opponent failed throw escape during the previous throw.

• Deadly Talon (3, 1, 2) — Triggers if only the final hit connects.

• Rhino Charge (Back, Forward, 4) — *Only Krushing Blows on amplified version. Triggers when only the amplified version hits a grounded opponent.

Tournament Mode load out - Ancestral Gift:

• Helmsplitter (2, 2, 1 + 3) — Triggers if this combo is a counter or punish.

• Tomahawk Swing (Down, Back, Forward, 3) — Triggers if this attack is a reversal punish.

Sindel

• Rising Purpose (Down + 2) — Punishing a high attack or if attack is counter hit.

• Toward Throw (Forward + 1 + 3) — Triggers if opponent failed throw escape during the previous throw.

• Back Throw (1 + 3) — Triggers if opponent failed throw escape during the previous throw.

• Back It Up (Back + 3, 4, 2) — Triggers if only the final hit connects.

• Scream (Back, Forward, 2) — Triggers if this attack kounters or punishes.

• Maleficent March (Back, Forward 2) — Triggers if this attack connects after marching a far distance.

• Shriek (Down, Forward, 2) — Triggers if this attack kounters or punishes.

Tournament Mode load out - Splitting Hairs:

• Whip & Flip (Down, Left, 4) — Triggers if it kounters or punishes a low or ducking attack.

Joker

• Rise Up (Down + 2) — Punishing a high attack or if attack is counter hit.

• Toward Throw (Forward + 1 + 3) — Triggers if Fatal Blow is on cooldown.

• Show's Over (Forward + 2, 1, 2) — Triggers if this combo attack is a counter or punish.

• Grand Entrance (Forward + 3, 2) — Triggers if the second hit of the combo is first to connect.

• Birdboy Beatdown (Back, Forward, 2) — Triggers after landing 3 Amplified Birdboy Beatdowns.

• KAPOW (Back, Forward, 2) — Triggers if this move hits at maximum range and if this attack is a counter or punish.

Spawn

• Rising Cape (Down + 2) — Punishing a high attack or if attack is counter hit.

• Toward Throw (Forward + 1 + 3) — Triggers if Spawn lands a Toward Throw with his back to the corner.

• Soul Chamber (1, 1, hold Back + 2) — Triggers if this combo attack is a counter or punish.

• Heaven and Hell (2, 4, Up + 3, 2) — Triggers if the third hit connects on its own.

• Blaze of Glory (Down, Back, 1) — Triggers if Blaze of Glory parried a low melee attack.

• Unholy Veil (Back, Forward, 2) — Triggers if Unholy Veil parried a projectile.

• Soul Forfeit (Back, Down, Forward, 4) — Enables easy Krushing Blow conditions for one round of a match. Permanently removes one bar of Offensive Gauge.

Tournament Mode load out - Hellspawn:

• Hell Chain (Back, Forward, 2) — Triggers if Amplified Hell Chain connects while invisible.

• Lethal Leetha Stance (Down, Back, 4) — Amplified version. Triggers if Lethal Leetha Stance is maintained for a long duration.

RoboCop

• Rising Spike (Down + 2) — Punishing a high attack or if attack is counter hit.

• Toward Throw (Forward + 1 + 3) — Triggers if opponent failed Throw Escape during the previous throw.

• Back Throw (1 + 3) — Triggers if opponent failed Throw Escape during the previous throw.

• I'd Buy That For A Dollar! (Forward + 2, 1, 2) — Triggers if this Kombat Attack is a counter or punish.

• Cobra Assault Cannon (Back, Forward, 2) — Triggers if this move counters or punishes a very close opponent.

• Riot Shield (Down, Back, 2) — Amplified version. Triggers after parrying a Getup Attack or Flawless Block Attack.

• (Air) OCP Charge (Back, Forward, 3) — Triggers if this move counters or punishes a grounded opponent from maximum range or breaks armor.

• Terminal Strip (Forward, Down, Back, 2) — Triggers if this attack is a counter or punish to a Roll Escape.

Tournament Mode load out - Prime Directive

• Low Auto-9 (Back, Forward, 1) — Triggers if the first attack is a kounter or punish while ducking under a high projectile.

Sheeva

• Rising Dragon (Down + 2) — Triggers if it cunters or punishes a high attack.

• Shokan Stomp (Back + 3) — Triggers if it counters a low attack or ducking attack.

• Shokan Death March - Extend March (Back, Forward, hold 3) — Triggers after marching halfway across the screen.

• Shokan Death March - Shokan Stomp (Back, Forward, hold 3, Down) — Triggers if it counters a low attack or ducking attack.

• Untamed Fury (Back, Forward, 4) — Triggers if this attack is a punish or breaks armor.

• Dragon Drop (Down Up) — Amplified version. Triggers if Dragon Drop hits three times without missing.

• In Front Dragon Drop (Down Up, Back) — Amplified version. Triggers if Dragon Drop hits three times without missing.

• Behind Dragon Drop (Down Up, Forward) — Amplified version. Triggers if Dragon Drop hits three times without missing.

Tournament Mode load out - Smash And Grab

• Shokan Snag (Down, Back, 1) — Amplified version. Triggers if previous connected attack was a regular Shokan Snag.

Tournament Mode load out - Deadly Dragon

• Shield Toss - Delay (Back, Forward, hold 1) — Triggers if the shield destroys a projectile while in the air.

• Spinning Dragon (Down, Back, 2) — Amplified version. Triggers on the third amplified Spinning Dragon to hit.

Fujin

• Rising Storm (Down + 2) — Triggers if it cunters or punishes a high attack.

• Toward Throw (Forward + 1 + 3) — Triggers if opponent failed Throw Escape during the previous throw.

• Back Throw (1 + 3) — Triggers if opponent failed Throw Escape during the previous throw.

• Gusting Cyclone (1,1, Up + 4) — Triggers if the Komba Attack is a counter or punish.

• Whisked Away (Forward +3, 1) — Triggers after missing the first hit of the combo.

• Krushing Zephyr (Forward + 4, 3) — Triggers after connecting the second hit of the combo two times in a row.

• Whirlwind (Back + 2, 1 + 3) — Amplified version. Triggers if combo counters a backdash.

• Tailwind (Forward + 3, 1 + 3) — Amplified version. Triggers if combo counters a backdash.

• Wind Push (Back, Forward, 1) — Amplified version. Triggers after connecting each distance of Wind Push sequentially.

• Close Wind Push (Back, Forward, 1, Back) — Amplified version. Triggers after connecting each distance of Wind Push sequentially.

• Far Wind Push (Back, Forward, 1, Forward) — Amplified version. Triggers after connecting each distance of Wind Push sequentially.

Tournament Mode load out - Downburst

• Overhead Slash (Up + 1 or Up + 2) — Triggers after hovering for a short time.

Tournament Mode load out - Kloud Walker

• (Air) Wind Barrier - Dive Kick (1+3, 3) — Amplified version. Triggers after parrying two attacks in a row.

• Sky Wakka - Dive Kick (Down, Up, 3) — Amplified version. Triggers after wind walking for two steps.

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