- WIN THE MATCH
- WIN TWO ROUNDS. CHOOSE STAFF OR RAIDERS ON THE TITLE SCREEN, PICK YOUR FIGHTER AFTER THE INTRO, THEN CLEAR ALL FIVE STAGES.
- MOVE & DEFEND
- HOLD AWAY FROM YOUR OPPONENT TO BLOCK ON THE GROUND. JUMP FORWARD TO SWITCH SIDES, OR JUMP BACK TO CREATE SPACE. WHILE AIRBORNE, LIGHT OR HEAVY PUNCH PERFORMS THE SAME JUMPING PUNCH; LIGHT OR HEAVY KICK PERFORMS THE SAME JUMPING KICK.
- LOW ATTACKS
- HOLD DOWN + LIGHT PUNCH FOR A QUICK LOW JAB. DOWN + HEAVY PUNCH IS A RISING UPPERCUT THAT LAUNCHES AND CATCHES JUMP-INS. DOWN + LIGHT KICK IS A FAST FOOT-LEVEL POKE. DOWN + HEAVY KICK IS A ROUNDHOUSE SWEEP THAT KNOCKS THE OPPONENT DOWN. LOW HITS REQUIRE A CROUCHED BLOCK: HOLD DOWN WITH GUARD OR BACK. STANDING GUARD WILL NOT STOP THEM. THE CPU CAN BLOCK LOW, COUNTER YOUR RECOVERY, AND UPPERCUT JUMP-INS TOO. RELEASE DOWN TO STAND, MOVE OR JUMP.
- COMBOS
- NEW: LP → HP → HK. LK → LP → CROUCH HK. CROUCH LP → CROUCH LP → CROUCH HP. LP = LIGHT PUNCH, HP = HEAVY PUNCH, LK = LIGHT KICK, HK = HEAVY KICK. OTHER ROUTES: LP → LP → HK. CROUCH LK → CROUCH HP. JUMP KICK → CROUCH LK → LP → HK. JUMP KICK → CROUCH LK → CROUCH HP. LP → HK → SPECIAL. EVERY ROUTE CAN CANCEL ITS FINAL HIT INTO A SPECIAL WITH A FULL METER. LINK A DESCENDING JUMP-IN KICK TO LOW KICK AS YOU LAND. TAP EACH FOLLOW-UP JUST AFTER THE PREVIOUS HIT CONNECTS; HOLDING A BUTTON WILL NOT CHAIN. THE OPENING MUST LAND. CLEAN LINKED FOLLOW-UPS COST ZERO STAMINA AND KEEP THE OPENER'S POWER AND SPEED, WITH LOWER DAMAGE ON LATER HITS. COMPLETED ROUTES LAUNCH INTO A BACK LANDING; KAREN’S SPECIAL COLLAPSES THE OPPONENT IN PLACE. BOTH END WITH A HALF-SECOND REST. LATE INPUTS, MISSES OR BLOCKED OPENINGS BREAK THE ROUTE. GROUND COMBAT ONLY.
- STAMINA
- PUNCHES AND KICKS USE STAMINA; MISSES COST MORE THAN HITS OR BLOCKED STRIKES. EACH JUMP COSTS 5% STAMINA. SUCCESSFUL BLOCKS TAKE NO CHIP DAMAGE ABOVE 33% STAMINA; AT 33% OR BELOW THEY TAKE CHIP DAMAGE. LOW STAMINA REDUCES DAMAGE, AND BELOW HALF YOUR STRIKES GRADUALLY SLOW. AT ZERO STAMINA, PUNCHES AND KICKS DEAL NO DAMAGE AT 55% SPEED; BLOCKS FAIL AND YOU TAKE FULL DAMAGE. THIS ALSO APPLIES TO ENERGY IN SPACE. PAUSE YOUR ATTACKS TO RECOVER. WALKING, SPACE FLIGHT, SPECIALS AND ASSISTS ARE UNAFFECTED. EACH ROUND STARTS FULL.
- SPECIAL ATTACK
- LAND FIVE HITS TO FILL SPECIAL. BLOCKED HITS DO NOT COUNT. A FULL GAUGE CARRIES INTO THE NEXT ROUND OF THE SAME MATCH. PARTIAL CHARGE RESETS, AND EVERY NEW MATCH STARTS EMPTY. WHEN FULL AND GROUNDED, PRESS D / U OR TAP THE METER. MARCUS HOPS BACK, SHOULDERS HIS BAZOOKA, POINTS AT HIS OPPONENT, THEN FIRES. GOMEZ RUSHES IN WITH CYCLONE LARIAT: FIVE SPINNING HITS AND A LAUNCHING KNOCKDOWN. KAREN CALLS THE MANAGERS: FOUR MANAGERS JUMP IN FOR A BEATDOWN, THEN LEAVE. A READY GUARD REDUCES SPECIAL DAMAGE.
- EARTH ORBIT
- FLY IN FOUR DIRECTIONS. PUNCH TO FIRE AN ENERGY PULSE OR HIT UP CLOSE; KICK AT CLOSE RANGE. LAND HITS TO CHARGE YOUR BAZOOKA MISSILE. GUARD OR EVADE THE UFO’S BEAM AND SLOW ENERGY ORBS. THE UFO SHIELDS ALL ATTACKS. ONLY KICKS SEND DRONES HOMING BACK. THEIR MINI SHIELDS BLOCK PUNCHES, ENERGY PULSES AND MISSILES. A RETURNED DRONE BREAKS ITS SHIELD FOR 5 SECONDS—ATTACK WHILE IT IS DOWN. ENERGY RECOVERS BETWEEN ATTACKS. NO JUMPING OR ASSISTS IN SPACE.
- STAFF ASSIST
- AGAINST RAIDERS, THE METER STARTS EMPTY AND FILLS IN 10 SECONDS. PRESS F OR TAP THE METER WHILE THE RAIDER IS GROUNDED. A RANDOM ALLY JUMPS IN; ACTION FREEZES UNTIL THEY LAND. ASSISTS ALTERNATE MELEE AND RANGED, STARTING WITH MELEE.