A list of all 3 assist calls every character has, as well as a small explanation of the currently avalible skills.
Basics
Swap – Using the S button
Assist – Using the HS
Skill – Using the K button
As long as you’re not in control of your character, you cannot be hit at any point.
That means calling assists or skills is risk free.
Do keep in mind that both YOU and the previous main character CAN be hit during SWAP time.
Each character has 3 assists they can perform:
- Holding up, then HS
- Just pressing HS
- Holding down, then HS
We’ll abbreviate these as Up, Neutral and Down.
Assists are pre-existing moves the character has or a string of these moves.
If the assist uses a string of moves, if at any point one of them misses, the rest of the assist ends.
- “Up” assists are usually airborn moves or overheads.
- “Neutral” assists are usually big or long lasting moves that lock the opponent down, sometimes projectiles.
- “Down” assists are usually lows or low profile moves.
Skills are shown in an array in the upper middle of the screen.
You can choose between skills using your left/right movement keys.
Each skill has an individual cooldown and cost.
In the future, there will be more skills from which you can choose from.
Once you do either an assist or skill, you’ll be briefly locked out from doing either again.
There’s various states where you cannot do assists or skills, when you are locked out of them, you cannot switch which skill is selected, keep that in mind!
Assists
Up – 2HS -> Intertwine and Tilt (236K)
Neutral – c.S -> Judgment and Sentiment (623HS)
Down – 2D -> Menace and Groan (236S) -> Restriction and Constraint (~6S)
* All A.B.A. assists are in Jealous Rage
Up – 5HS -> Fuujin (236HS) -> Rin (~HS)
Neutral – c.S -> f.S -> Butterfly (236P)
Down – 2S -> Fuujin -> Nagiha (236HS~S)
* The actual name of 236P is censored by Steam
Up – 5HS -> Accipiter Metron ( Overhead Projectile )
Neutral – 5HS -> Metron Screamer 808 ( Guard Crush Sphere )
Down – 5HS -> Terra Metron ( Low Projectile )
Up – 6HS -> Snail ( Air ) (j.214HS)
Neutral – f.S -> 5HS -> Snail ( Ground ) (214HS)
Down – 2HS -> Sickle Flash ([4]6S)
Up – 5K -> Youzansen (j.236S)
Neutral – Kabari (41236HS) -> Follow-Up (~HS)
Down – 2K -> 2D -> Tatami Gaeshi (236K)
Up – 6HS -> call 4B9 (Malfunction) (236HS)
Neutral – c.S -> f.S -> call 4BA (236P)
Down – 2HS -> call 4B3 (236S)
* Does not generate error 6E
Up – 6HS -> Roger Dive (j.236K)
Neutral – 5HS -> Kick Start My Heart (236K) -> Brake (~P)
Down – 2D -> Starship (623P)
Up – c.S -> Resshou (236S) -> Senshuu (236K)
Neutral – 2S -> 2HS -> Alpha Blade Diagonal (236K)
Down – 2K -> Resshou (236S) -> Rokusai (236S)
Up – Here I Go! (214S) -> Up High!(~P) -> Nailed It! (~HS)
Neutral – f.S -> 5HS -> Miss Charlotte (Out of Repair) (214K)
Down – Here I Go! (214S) -> Down low! (~K) -> Nailed It! (~HS)
Up – 6HS -> Thrust (41236K)
Neutral – f.S-> What Could This Be? ( Random ) (236P)
Down – 2HS -> Mix Mix Mix (236S)
Up – c.S -> 2HS -> Sol Poente (214S)
Neutral – 6HS
Down – 2S -> 5HS -> Sepultura (214K)
Up – c.S -> Behemoth Typhoon (862HS) ( Overhead )
Neutral – f.S -> Behemoth Typhoon (624HS) ( Fast )
Down – c.S -> Behemoth Typhoon (842HS) ( Low )
Up – Scapegoat (236K)
Neutral – Steady Aim (214S)
Down – 6K -> 6S
* Steady aim does not consume ammo or focus
* Scapegoat does not consume health
Up – j.D -> Sultry Performance (j.236HS)
Neutral – Antidepressant Scale (214P) -> Chemical Love (214K)
Down – 2S -> Stroke the Big Tree (236S)
* Antidepressant Scale -> Chemical Love happens regardless on if the projectile hits or not
Up – Summon Servant (236P) -> Jump AND Throw upward, Very High Arc
Neutral – Summon Servant (236P) -> Throw minion forward, Medium Arc
Down – Summon Servant (236P) -> Release Servant (D) -> Servant Shoot (236K)
* I’m not a Jack-O player so I’m unsure how these throws are called
Up – 6K -> Ensenga (214HS)
Neutral – f.S -> 5HS -> Mist Finer : Horizontal (214]K[)
Down – 2HS -> Mist Finer : Downward (214]S[)
Up – 6S -> Foudre Arc (214K)
Neutral – c.S -> Dire Eclat (214S)
Down – 2D -> Stun Dipper (236K)
* Does not apply Shock State
Up – j.D -> Eisensturm ([2]8S)
Neutral – f.S -> 5HS -> Erstes Kaltes Gestöber (236S)
Down – 2S -> 2D -> Turbulenz (214S)
* Does not go into backturn stance
Up – 5K -> 6K -> Mr. Dolphin Vertical ([2]8S)
Neutral – 6HS -> Arisugawa Sparkle (214K)
Down – 2K -> 2D -> Mr. Dolphin Horizontal ([4]6S)
Up – c.S -> 6HS -> Bad Moon (j.236P)
Neutral – f.S -> 5HS -> Tandem Top (236S)
Down – 2S -> 2H -> Iron Savior (214P)
Up – c.S -> Shizuriyuki (623HS~HS)
Neutral – f.S -> f.SS -> f.SSS
Down – 5K -> Kamuriyuki (214HS)
* Does not affect blood gauge
Up – Heat Tackle (41236HS)
Neutral – 6K -> Garuda Impact (214HS)
Down – f.S -> Slide head (236S)
Up – Ondo (236K)
Neutral – Erarlumo (214P)x3
Down – 2K -> 2D -> Dauro (623P)
Up – 5HS -> Hoof Stomp (214S) -> Follow-Up (~S)
Neutral – f.S -> Beak Driver (236H) -> Follow-Up (~H)
Down – 5HS -> Elk Hunt (236K) -> Follow-Up (~K)
* Does not consume stamina
Up – 6HS -> Dandy Step ( Forward ) (214P) -> Masters Hammer (~HS)
Neutral – 5HS -> Mappa Hunch (236K)
down – 2HS -> Dandy Step ( Forward ) (214P) -> Pilebunker (~P)
Up – 6S -> Bandit Bringer (214K)
Neutral – Volcanic Viper (623HS)
Down – 2D -> Bandit Revolver (236K) -> Bandit Revolver Follow-Up (~K)
Up – 6HS -> Arbiter Sign ( Overhead ) (214HS)
Neutral – 2HS -> Grave Reaper ( S ) (236S)
Down – 2S -> 5HS -> Grave Reaper ( S ) (236S)
* DOES create a succubus ( albeit very briefly )
Up – Leap (236S)
Neutral – 2S -> 5HS -> Invite Hell (22HS)
Down – Oppose (236HS)
* Eddie can be hit out of their attacks, stopping them
Skills
Creates a long line of fire underneath the oponent’s main character.
Must be blocked low. Causes an untechable stagger on hit.
This is your fastest offensive skill, use it for whiff punishing, mixups or getting your main character out of a pickle.
Since it’s low to the ground, its easy to jump over, and doesn’t hit if the opponent is above ground when you cast it.
Spawns a ball of electricity high above the opponent, it tracks the opponent for a short period then shoots down.
Causes a guard crush on block, small upwards knockback on hit.
Since the other offensive options can be somewhat easily avoided if the opponent jumps, this skill is good to stop opponents from jumping.
Do keep in mind that fast opponents can outrun the homing, and the delay of the attack could be enough for your main character to die.
Best used when your main character is in a “Vortex” from characters like Millia, Chipp, Bridget or Elphelt.
To be entirely honest, I’m unsure how this Skill works.
It spawns a bubble between your main character and your opponents main character, closer to your own. It dissipates after a while.
Dev notes state that it “Triggers a counter attack”, though during matches I’ve not been able to notice what it actually does.
Pushes the opponents main character back. Little or no effect on assists.
When used right this can be as powerful as a Deflect Shield or Instant Block Faultless Defense.
The pushback of this skill is significantly lower if the opponent is hitting your main character or while the opponent is in the air.
Throws a cute little chimaki doll in front of the opponents main character not your own.
It works similar to Eddie’s “Oppose” or Happy Chaos’ Scapegoat, blocking attacks and projectiles.
It can block an infinite amount of attacks, though it dissapears after a while.
Due to throwing it in front of the opponent rather than yourself, the use for this cute buddy is limited, use it if your main character is pressuring the opponent at close range or if your main character is close range but PLANS to escape soon.
Alternatively, you may use them for moral support.
Throws an afro at the opponent. Works the same as Faust afro, meaning that if it misses the opponent, it may hit your own main character.
Just like Fausts afro, massively increases the vertical hurtbox of the opponent and disables upper body invoulnerability on 6Ps.
One of the two fastest recharging skills.
Heals a small amount of HP, around 10%-15%.
If your main character is getting hit, usually its better to throw out an offensive skill to stop the preassure rather than trying to outheal the damage.
Best used in scenarios where your offensive skills wouldn’t work, such as during throws or supers.
Also good to occasionally throw out in neutral if you think the opponent may block your offensive options.
Causes the next hit of your main character to apply poison, which rapidly deals damage to the opponents health.
The second of the two fastest recharging skills.
Since it only applies poison on hit, it should only be used if you know your main character is gonna hit the opponent, be that during preasure, during a combo, or during a long, multihitting animation such as throws or supers.
Other options are usually better.