Showing 78 of 176 items.
Character
Deadly Ninja
Fourfold Rebound
Dash timing off Fourfold Flashstrike that reopens the M1 string.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- When using Fourfold Flashstrike, look backward right as you teleport forward. This brings you close to your opponent, so you can follow up with M1s. Do this from about 3 blocks away. Up close, it usually doesn't work.
The Flash Strike Tech
Force a roll, jump, Flash Strike, then side dash to meet the target on the other side.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- Make your opponent go in a rolling state, then jump, use Flash Strike and side dash to catch your opponent.
Explosive Flash Strike
Four M1s into an instant Explosive Shuriken, then Flash Strike to chase the knockback.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- Start with 4 M1s then use explosive shuriken ASAP as soon as you knock them away with the fourth M1, this will fling them up and back in a rolling state, then time your Flash Strike to them at the perfect range to combo extend.
Shuri Scatter
Three M1s, mini uppercut, then Explosive Shuriken at body height with Scatter as the follow-up.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- Perform 3 M1s into a mini uppercut. Once the opponent is around body level, use Explosive Shuriken, and then immediately use Scatter. This will catch them mid-air in your Scatter, or depending on your timing will catch them as soon as they hit the floor, allowing you to combo extend.
ALL UR HP R BELONG TO ME
Four advancing M1s into a gap-close that claims most of the health bar when the spacing lands.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- You need to use 4 M1s while moving forward. Then once you close around 10-15% of the gap by walking forward, jump and use explosive shuriken. If done correctly, the shuriken should land behind the person, and the knockback should be enough to pull them towards you.
Flash Dunk
Cause a roll, then dunk them out of the air with a timed follow-up before the roll ends.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- First, cause rolling via either an m1 shove or a front dash close to the target. As soon as possible, jump and use Flash Strike. This will sometimes cause the target to get slight knockback, and other times will result in little to no knockback. In either situation, face the target and immediately use Whirlwind Kick. If done right, the kick will hit the opponent at the precise moment they get up, letting you downslam.
Explosive Elevation Roll
Knock the opponent into ragdoll below you and the elevation difference converts into a rolling state you can chase.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- First, knock down the opponent by any means, and force them into the ragdoll state. Then, as long as they are any amount higher than you, throw a normal variant shuriken at their body. It should launch them up, and allow for a M1.
Shuriken Fling Grab
An air-variant shuriken caught into a grab for the extension.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- Do 4 M1s. Then walk forward a bit and look left or right. Use the air variant of Explosive Shuriken. Your opponent should then be at the right distance for Flash Strike, which sets up an inescapable extender.
Whirlwind Slam
An Upside Down Ragdoll cousin executed through this kit's slam.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- Do 3 M1s into a downslam, then immediately use Whirlwind Kick. This puts the person upside down with their head in the ground, so you can combo extend with M1s, loop dashes, or Explosive Shuriken.
Super Cool Tech to Amaze Your Friends However it's Pretty...
An air-shuriken experiment that became a legitimate extension, name and all.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- Do 4 M1s into a mini uppercut. Then walk right under your opponent. If done right, they go into a roll state without going anywhere.
Coward catcher Deadly Ninja variant
The kit's Coward Catcher variant for punishing runners.
- Character
- Deadly Ninja
- Status
- Usable
- How to perform
- After the final hit of Scatter, side dash and M1 past the block. This counters people who block Scatter.
Character
Brutal Demon
Homerun Loop
An M1 extension after a non-airborne Homerun.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Use Homerun and hold jump. As soon as you touch your opponent with the jump, catch them with a forward dash.
Versatile Slam
Grand Slam spaced so its landing hit meets the target exactly as they recover.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- After a full M1 string or Beatdown, side dash as far away from the opponent as you can, or backdash. Then face them and use Grand Slam as quickly as possible. The opponent must be ragdolled.
Foul Ball Rebound
Foul Ball's rock used as a knockback tool that tees up either extension route.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- After 4 M1s, or 3 M1s and a downslam, immediately use Foul Ball over them and turn around quickly. This stops the grab and lets the projectile hit them instead. When this happens, they're more likely to be hit and launched toward you in the rolling state.
Foul Homerun
An input that makes Foul Ball into Homerun a guaranteed true link.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Immediately after Foul Ball, side dash and use Homerun while facing the player. Or use a side dash and a backdash cancel.
Batter's Pitch
Angling Foul Ball upward rides gravity to throw the rock much further than normal.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Use Foul Ball on a trashcan. When you hit the ground, the trashcan bounces with you on top of it.
Foul Spinback
A release timing that widens Foul Ball's effective rock hitbox.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Press 4 (Foul Ball) and turn 100+ degrees, aiming for 180, while in the air with shift lock on. As soon as you hit the ground, you can throw the rock in any direction.
Chicken Jockey
Ragdoll via four M1s, then mount for the ride-along beatdown the name promises.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Ragdoll your opponent with 4 M1s, a downslam, or a mini uppercut. Then side dash away and use Homerun, and quickly use Beatdown. Depending on your speed, one of two things happens: the opponent gets hit by Beatdown during a headstand, or the opponent gets hit right as they wake up from ragdoll.
Inescapable Grab
A grab setup that lands guaranteed damage even through the Evasive ability.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Similar to an M1 extend. Deal 2 M1s, side dash, then M1 again, and use Foul Ball's grab on the opponent.
Stay Down
Uses the kit's final M1 as a downslam substitute, minus the escape window a real downslam grants.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- After a successful Beatdown finishes, hold M1 until the third swing. Wait 0.7 seconds, then land the 4th M1. Depending on your timing, the target may or may not headstand ragdoll. If you land Grand Slam (not the air variant), hold M1 while walking to your target. You may need a side dash if the target is far.
Foul Play
A Foul Ball follow-up window that converts the rock hit into pressure.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Use Foul Ball. Right after landing the hit, cancel the end of the animation by side dashing, then immediately forward dash to perform an M1 extend.
Unstoppable Homerun
A Homerun timing variant for keeping the bat pressure unbroken.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Use Homerun. Immediately after, turn right to face your opponent, who is in the air, and hold the M1 button. After the start of the third M1 animation, forward dash toward your opponent to catch them as they hit the ground. If the forward dash hits, the fourth M1 hit (either a downslam or an uppercut) is guaranteed on every character.
World WACKIEST Wall Extend!
Grand Slam into an instant dash at a wall for a wall-combo extension.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Dash right after Grand Slam hits your opponent while you face a wall. This starts a wall combo. Then dash to your opponent to extend the combo.
Foul Extend
Foul Ball, instant side dash, then Beatdown before the target settles.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Use Foul Ball, then side dash immediately, similar to Foul Play. Then use Beatdown right after.
Homerun Extend
Homerun, side dash, then Grand Slam to keep swinging.
- Character
- Brutal Demon
- Status
- Usable
- How to perform
- Use Homerun, then side dash and use Grand Slam. If done correctly, Grand Slam hits the player in the air, which forces the air variant to occur. That allows an M1 extend.
Slow-Mo Foul
Hold the third M1 into a no-leap Foul Ball for a slow-motion true link.
- Character
- Brutal Demon
- Status
- Usable
Character
Blade Master
Precision Cut
A Pinpoint Cut placement that turns the combo inescapable.
- Character
- Blade Master
- Status
- Usable
- How to perform
- Position yourself beside the target, on the side you want to dash to. This is like the patched M1 extend, but mirrored. After the third M1, do these as quickly as you can: side dash away from the opponent as far as possible, hold Space, use Pinpoint Cut, then face the opponent.
Back to Back
Quick Slice woven back-to-back with M1s for the damage stack.
- Character
- Blade Master
- Status
- Usable
- How to perform
- Deal 2 M1s, then M1 and side dash at the same time. Quickly face your back to the opponent and use Quick Slice. As your character moves toward the opponent, turn around, and you should be able to hit them.
freshfrenchfries Tech
Aerial Pinpoint Cut landed even on ragdolled targets for the extension.
- Character
- Blade Master
- Status
- Usable
- How to perform
- During an M1 string, get ready for a mini uppercut. As you mini uppercut, side dash away from the opponent. Hold Space for the whole tech. Then quickly look back toward them and use aerial Pinpoint Cut. If done right, you hit the opponent midair, then extend the combo with a simple forward dash.
Phantom Cleave
Answer an enemy Ultimate with an instant Atmos Cleave punish.
- Character
- Blade Master
- Status
- Usable
- How to perform
- Get hit by a Wild Psychic's ultimate activation. You need your evasive ready and Atmos Cleave off cooldown. Once the animation ends, use your evasive, move above your opponent, then activate Atmos Cleave as you fall. This may need to be timed right.
True Fire Slam
Fire slam threaded inside an M1 string rather than after it.
- Character
- Blade Master
- Status
- Usable
- How to perform
- Do two or three M1s on an enemy, forward dash into them, then downslam.
Double Fireslam
Triggers the downslam passive twice in one sequence for maximum damage.
- Character
- Blade Master
- Status
- Usable
- How to perform
- Perform an M1, then jump and hold M1. The first downslam triggers. Right after the endlag ends, jump again and click M1 again.
pinpoint cut tech so cool
Pinpoint Cut into a walk-up, the kit's version of the uppercut extender.
- Character
- Blade Master
- Status
- Usable
- How to perform
- Use a normal Pinpoint Cut on someone, walk up to them, and catch them with M1s, which resets your M1 combo. A harder but better option is to jump before the M1 for an early catch. It would probably catch evasive players.
Kusho Dodge
A movement pattern that dodges Atomic Slash entirely without spending ragdoll cancel.
- Character
- Blade Master
- Status
- Usable
- How to perform
- After the opposing Blade Master uppercuts and uses Atomic Slash, use the aerial variant of Pinpoint Cut to dodge the slash itself. You can then combo them because of the stun.
Character
Wild Psychic
Green
A perfected setup known simply as Green: the kit's signature true extension.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- Do a wall combo. The hard part is landing the dash. As soon as you land the wall combo, walk backward a little, then time your dash.
Windstorm Dash
One M1 and a forward dash off Windstorm Fury reopens the string.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- After ragdolling an opponent, use Windstorm Fury, walk up, and use 1 M1. Then quickly forward dash to hit them directly on the back of their torso.
Wind Sage Extender
Two M1 extends squeezed from a single Wind Sage usage.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- First, hit 4 M1s. Don't uppercut or downslam. Then walk or side dash over to the ragdolled player and use your first M1 as soon as possible. That M1 isn't meant to hit them. Right after it, use Windstorm Fury and keep the M1 chain going at full speed, walking forward and facing the windstorm's direction. The target falls forward into the tornado as it flings them upward. Keep moving forward and front dash when the target is at the peak of their jump, then hit the front dash just as they near the ground. If done right, you get four more M1s.
Meteoric Smash
Cosmic Strike into Terrible Tornado arranged into an inescapable sequence.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- Do 3 M1s, then a mini uppercut. Immediately after, use Cosmic Strike. Your opponent should be higher than usual after it. Just before the meteor hits the ground, use Terrible Tornado. This damages them, flings them, and then pulls them in with Terrible Tornado.
Expulsive Catch
A Windstorm catch popularized by the YouTuber Loppy, converting the pull into a held combo.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- Use Windstorm Fury, then 3 M1s to temporarily stun your opponent. Be quick with the M1s, or this combo gets much harder to land. After landing them, turn around and flick your camera up to where the opponent is in the air. Use Expulsive Push to send them a decent distance while they're still in the air. To finish, use Crushing Pull to snatch them out of the sky, or to throw them even farther.
Tornado Flow
Windstorm Fury into an easy M1 reset flow.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- Use Windstorm Fury. After 3 M1s, wait a little, then do a circle forward dash on the opponent. This makes them roll upward. If done right, it's just enough time to catch them with your first M1 in the chain.
Skibidi Coffin
An M1 shove setup that makes Stone Coffin a true extension.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- First, use the M1 Shove tech to push the opponent. As you dash, quickly turn your screen around to prepare a side dash. After the side dash, quickly look back and use Stone Coffin, grabbing them at the very edge of the rock. This tech is inescapable.
bonk
Psychic Ricochet comboed straight out of a landed Cosmic Strike.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- After you regain control following the meteor summoning animation, turn your camera to the side and dash toward the opponent. Start the windup for Psychic Ricochet midair. If timed right, the meteor hits them, and Psychic Ricochet catches them before they're flung away, for massive damage.
Get back here
The recovery net for a failed Uppercut Dash: a pull that drags the escapee back in.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- If an Uppercut Dash combo extend fails and they roll too far, use Crushing Pull to pull them back in. This gives you free damage, and more if you land a combo, as long as they can't use Evasive or their Counters.
Triple Slam
Three consecutive slams chained for the extra damage.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- Go into the enemy and do a downslam. Then grab them with Crushing Pull so they get downslammed again. Then do another downslam to finish.
Airborne Grab
Three M1s, uppercut, headwalk, then Crushing Pull from above.
- Character
- Wild Psychic
- Status
- Usable
- How to perform
- Do 3 M1s, then an uppercut. Go into the opponent's head, then use Crushing Pull.
Character
Martial Artist
Head First M1 Reset
Head First converted into an M1 reset through a shiftlock-timed front dash.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Use Head First, face yourself, spam Front Dash, and the moment you front dash, enable shift-lock to turn around and hit the enemy. An easier variant is to do a downslam after and loop dash, but that cannot be reset as easily.
Whirlwind Kick
Hold M1 through Vanishing Kick and Whirlwind Drop becomes safe on hit.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Hold M1 whilst using Vanishing Kick, and when your M1 connects, use Whirlwind Drop. Wait and use Vanishing Kick again.
Whirlwind Stop
A headwalk Whirlwind Drop that trades the fling for an M1 reset or ambush.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Jump and M1 whilst going onto the enemy's head, using Whirlwind Drop immediately. Same methodology as the Hunter's Grasp uppercut. Once performed, do a front dash or another move as a surprise.
Rockstar Reset
The iconic 1-4 combo rebuilt into a true M1 reset via a rolling Head First link.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Use Bullet Barrage, and right as they begin rolling your Head First must connect. Face the direction they began rolling and spam Front Dash. Do it correctly and you earned a free reset.
Draconic Supa
A 45-degree dragon uppercut while walking into the target flings you both, the Supa tech in draconic form.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a dragon uppercut at a 45 degree angle to an opponent whilst walking into them. Shiftlock setting does not matter.
Supa Splitting Strike
Draconic Supa capped with Earth Splitting Strike at three quarters of the flight's height.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a Draconic Supa and use Earth Splitting Strike at about 3/4 of the total height. Turn the camera around to move the shockwave to where the dragon is. Do it correctly and it will automatically hit.
Draconic Fissure
Dragon uppercut, side dash left, then Grand Fissure summoned to meet the falling target.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a dragon uppercut, Side Dash left, face left, and summon Grand Fissure right as the dragon thrashes left.
Fissure Fangs
Draconic Fissure into an immediate Twin Fangs when the second plate drops: the kit's instant-kill line.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a Draconic Fissure. When the second plate falls, immediately use Twin Fangs. Use Earth Splitting Strike as backup. Doing it correctly should either kill or leave the opponent with 1 HP.
Draconic Barrage
Uppercut passive converted into a full Bullet Barrage from the left side.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a dragon uppercut on the absolute left of the player, Side Dash left, and perform a Backdash-Cancelled Bullet Barrage facing the way the player will be flung.
Dragon Drop
The uppercut passive turned into an extender using Whirlwind, no Vanishing Kick needed.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a dragon uppercut, Side Dash 10 degrees clockwise to the left, and use Whirlwind Drop when the dragon thrashes to the right. If done correctly, the opponent will be launched into the air. Follow up with any move, a downslam, or use a Front Dash for a true M1 extender.
Draconic Dropkick
Vanishing Kick into an immediate Dragon Drop for the extension.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Hit a Vanishing Kick and immediately do a Dragon Drop. Do the Vanishing Kick variant as they hit the floor.
Rocksupa
Draconic Supa with a slightly delayed Vanishing Kick aimed at the dragon: unstoppable when timed.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a Draconic Supa and use Vanishing Kick a little later. Aim for the dragon and hold M1.
Draconic Kick
Dragon uppercut, side dash left, Vanishing Kick as they come through: a ranked-match discovery.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a dragon uppercut, Side Dash left, and use Vanishing Kick when they get thrown. M1 and Front Dash to continue your combo.
Draconic Head First
Dragon uppercut into spammed Head First off a back dash for the extension.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a dragon uppercut, Side Dash left, and Back Dash. Spam Head First and you should be able to connect it.
Draconic Uppercut Reset
Dragon uppercut, side dash, walk forward, front dash on their landing: a clean M1 reset.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a dragon uppercut, Side Dash, walk forward, and then Front Dash when they hit the floor.
Whirlwind Headstand Reset
Four M1s into an instant Whirlwind Drop positioned so the target lands on their head, resetting M1s.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform 4 M1s and immediately use Whirlwind Drop. Adjust your position so they land on your head. Continue M1ing and use a Front Dash.
Vanishing Headstand Reset
Vanishing Kick's variant on a ragdolled target, positioned for the headstand landing and reset.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Ragdoll your opponent and use Vanishing Kick's variant. Adjust your position so they land on your head. Continue M1ing and use a Front Dash.
Vanishing Variant
M1 Shove into the Vanishing Kick variant, side dash, and the string continues.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform an M1 Shove and use the Vanishing Kick variant immediately. Side Dash and continue comboing for a true extender.
Vanishing Trip
A delayed M1 Shove into Vanishing Kick that forces ragdoll on the first hit; counterable, so pick moments.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform a delayed M1 Shove and use Vanishing Kick. This is counterable, so be careful.
Spiral Strike
An extension arranged so the opponent has no counter window at all.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- After Vanishing Kick hits, hold M1 to punch them while they're rolling, which stuns them. Then side dash, catch them with another M1, and extend with another move.
Impact Toss
Bullet Barrage into a safely spaced Vanishing Kick.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- When Bullet Barrage hits an opponent, hold M1 to possibly knock them down with the 4th M1 while they're in their stunned floating phase. They then fly off in a random direction, close enough for Vanishing Kick to reach them.
Hurl Kick
A spacing tool: converts Vanishing Kick into a huge fling for distance or surprise.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- After Bullet Barrage ends on an opponent, side dash and use Vanishing Kick while they're in their stunned floating phase. This sends the enemy flying in the direction you hit them from.
Vanishing Dash
A Vanishing Kick timing that ragdolls unexpectedly mid-approach.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- After Vanishing Kick hits an opponent, you can forward dash right away. Hitting them with the forward dash ragdolls them. Then use Vanishing Kick's second use to extend safely. This keeps the damage high without the risk of a counter or a dodge.
Bullet Barrage+
Vanishing Kick woven into Bullet Barrage for its maximum damage ceiling.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Do the Spiral Strike tech first. Then side dash and do 2 M1s as fast as you can. Use Bullet Barrage right after the 2 M1s, and right at the end, use the second part of Vanishing Kick.
Blazing Fist
A deliberately disorienting Vanishing Kick extension that scrambles the opponent's read.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Knock the player down a large distance first. Then use Vanishing Kick and hit them far away from the hitbox. As soon as it hits, back away and dash to the back of your opponent.
Breakage Slam
Grand Fissure timed a split second before wake-up collects its bonus 25 percent damage.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- After ragdolling an opponent, wait a split second before wake up to use Grand Fissure. This will make it so that the moment of wake up causes your opponent to not get launched towards you any further allowing the breakage to slam your opponent.
Slam Lift
Vanishing Kick, ragdoll, recast: a flashy lift that confirms into Head First or M1s.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- After using Vanishing Kick, quickly ragdoll your opponent, recast your Vanishing Kick then use Head First right after it lifts both of you midair. You can use Whirlwind Drop, cancel it midair with recast and then do an M1 combo right when they wake up. This will make them jump repetitively midair as you M1, then you can follow up with Head First after the third M1.
Fissure Loop
Grand Fissure with a loop dash that knocks the opponent back into the plates for full damage.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Use Grand Fissure, dash away from it, and turn around to hit the opponent back into the second impact.
Fissure Headstand
Grand Fissure cast from the opponent's head so knockback never takes them out of it.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Perform an M1 whilst jumping on the opponent's head. Use Grand Fissure whilst on top of them. Follow up with any move.
Combo Cancel
Side dashing out of a wall combo, the one clean exit the game allows.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- While doing a wall combo, you can side dash out of it. This is currently the only character in the game who is able to do this. This technique allows you to cancel the wall combo and combo extend.
Bullet Dash
Bullet Barrage, fall, then a forward dash timed to the target's recovery for the reset.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- After doing a Bullet Barrage, wait to fall down and wait for the moment when the target starts rolling, then M1 and forward dash in the direction they rolled in. You need to be very quick for this and keep the m1 as late as possible to keep them stunned.
Shove Kick Dash
One or two M1s into a looped Vanishing Kick with an instant follow-up, this kit's Shove Dash.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- After 1-2 M1s, use vanishing kick in a loop and hit the opponent, instantly using an M1 after. You can follow up with a dash, another M1 to either ragdoll the player (if you did 2 M1s prior) or keep them stunned (if you only did 1). You need to be very quick for this, as doing the kick too late will allow you to be countered.
M1 Shove Kick
The M1 Shove tech capped with an immediate Vanishing Kick.
- Character
- Martial Artist
- Status
- Usable
- How to perform
- Do the M1 Shove tech (1 to 3 M1s into a dash), then immediately use Vanishing Kick.

