Shared cooldown: 6 seconds of combat time. Stay grounded to activate. Enter each step within 30 frames
and the full command within 90 frames. Attacks can be blocked or interrupted; a missed special still
spends its cooldown.
SPECIAL 01 +30%
Quick Lesson
F → V → G
A double-palm burst flows into a low Vovinam leg reap.
- Damage
- 176
- Contacts
- 2
- Startup
- 8F
- Active
- 20F
- Recovery
- 22F
No extra resource required.
SPECIAL 02 +60%
Blue Belt Blur
V → F → B
A springing scissor takedown with a blue circular trail.
- Damage
- 216
- Contacts
- 2
- Startup
- 12F
- Active
- 28F
- Recovery
- 28F
No extra resource required.
SPECIAL 03 +45%
Borrowed Balance
G → F → V
Catch the wrist, turn the shoulder and sweep the supporting leg in one fast Vovinam redirection.
- Damage
- 196
- Contacts
- 2
- Startup
- 10F
- Active
- 24F
- Recovery
- 26F
No extra resource required.
SPECIAL 04 +80%
Lotus Wheel
B → V → F → G
A low cartwheel becomes a sweeping heel strike and a descending axe kick.
- Damage
- 243
- Contacts
- 2
- Startup
- 22F
- Active
- 30F
- Recovery
- 34F
No extra resource required.
SPECIAL 01 +30%
All-Round Trouble
F → G → V
Slip, power cross and a long taekwondo side kick.
- Damage
- 176
- Contacts
- 2
- Startup
- 11F
- Active
- 24F
- Recovery
- 24F
No extra resource required.
SPECIAL 02 +60%
Four Corners
V → F → G → B
A spinning heel kick changes into a close palm-heel finisher.
- Damage
- 216
- Contacts
- 2
- Startup
- 16F
- Active
- 28F
- Recovery
- 30F
No extra resource required.
SPECIAL 03 +45%
Split Decision
G → V → F
A short body hook folds the guard before a low turning roundhouse clears space.
- Damage
- 196
- Contacts
- 2
- Startup
- 13F
- Active
- 24F
- Recovery
- 27F
No extra resource required.
SPECIAL 04 +80%
Perfect Balance
B → F → V → G
A leaping axe kick drops into a planted, fully committed boxing cross.
- Damage
- 243
- Contacts
- 2
- Startup
- 26F
- Active
- 30F
- Recovery
- 38F
No extra resource required.
SPECIAL 01 +30%
Heavy Conversation
F → V → G
Fast boxing footwork delivers a body hook into a driving cross.
- Damage
- 215
- Contacts
- 2
- Startup
- 8F
- Active
- 20F
- Recovery
- 24F
No extra resource required.
SPECIAL 02 +60%
Lights Out
F → G → B
Duck under the line and rise with a knockout uppercut.
- Damage
- 264
- Contacts
- 1
- Startup
- 13F
- Active
- 24F
- Recovery
- 32F
No extra resource required.
SPECIAL 03 +45%
Rope Escape
V → G → F
Roll under a punch, dig a liver hook and pivot out behind a sharp cross.
- Damage
- 239
- Contacts
- 2
- Startup
- 9F
- Active
- 22F
- Recovery
- 25F
No extra resource required.
SPECIAL 04 +80%
Bell Ringer
G → F → B → V
A committed overhand right crashes into a rising lead uppercut.
- Damage
- 297
- Contacts
- 2
- Startup
- 23F
- Active
- 26F
- Recovery
- 38F
No extra resource required.
SPECIAL 01 +30%
Black Belt Express
V → F → B
Two turning heel kicks with sharp orange trails.
- Damage
- 228
- Contacts
- 2
- Startup
- 12F
- Active
- 26F
- Recovery
- 26F
No extra resource required.
SPECIAL 02 +60%
Leg Day
F → V → G → B
A high leap opens into a dramatic double-leg aerial strike.
- Damage
- 280
- Contacts
- 1
- Startup
- 18F
- Active
- 30F
- Recovery
- 34F
No extra resource required.
SPECIAL 03 +45%
Floor Is Lava
B → V → F
A snapping side kick retracts into a steep descending axe kick.
- Damage
- 254
- Contacts
- 2
- Startup
- 14F
- Active
- 26F
- Recovery
- 28F
No extra resource required.
SPECIAL 04 +80%
Orbit Breaker
G → B → V → F
Spin through a back kick and launch into a tornado roundhouse.
- Damage
- 315
- Contacts
- 2
- Startup
- 27F
- Active
- 32F
- Recovery
- 40F
No extra resource required.
SPECIAL 01 +30%
Calf Receipt
V → F → B
Chop the calf, step in and drop an elbow. The cigarette stays in place.
- Damage
- 156
- Contacts
- 2
- Startup
- 11F
- Active
- 22F
- Recovery
- 24F
No extra resource required.
SPECIAL 02 +60%
Last Cigarette
F → V → G → B
Reach for a clinch, knee the body and leap into the finishing knee.
- Damage
- 192
- Contacts
- 2
- Startup
- 16F
- Active
- 28F
- Recovery
- 32F
Empty-pack damage bonus applies before the health cap. Smoking poses preview the normal-pack version.
SPECIAL 03 +45%
Eight Limbs
G → V → B
Step through a horizontal elbow and chop the calf with the rear shin.
- Damage
- 174
- Contacts
- 2
- Startup
- 12F
- Active
- 24F
- Recovery
- 28F
No extra resource required.
SPECIAL 04 +80%
Smoke Break
B → F → G → V
A clinch knee turns into a full spinning back elbow. The cigarette stays in place.
- Damage
- 216
- Contacts
- 2
- Startup
- 24F
- Active
- 30F
- Recovery
- 40F
Empty-pack ×1.25 damage applies before the fighter/boss cap. The animation study shows the smoking version.
SPECIAL 01 +30%
Pocket Work
F → V → G
A compact weave sets up a body hook and a short head hook.
- Damage
- 137
- Contacts
- 2
- Startup
- 10F
- Active
- 22F
- Recovery
- 24F
No extra resource required.
SPECIAL 02 +60%
Corner Office
V → G → B
Bob aside, roll an overhand right and finish with a shovel uppercut.
- Damage
- 168
- Contacts
- 2
- Startup
- 14F
- Active
- 26F
- Recovery
- 30F
No extra resource required.
SPECIAL 03 +45%
Check Hook
G → F → V
Step outside the centre line, land a compact check hook and exit with a straight right.
- Damage
- 152
- Contacts
- 2
- Startup
- 11F
- Active
- 24F
- Recovery
- 27F
No extra resource required.
SPECIAL 04 +80%
Inside Job
B → G → F → V
A shoulder roll brings Bernat inside for two short, rising uppercuts.
- Damage
- 189
- Contacts
- 2
- Startup
- 22F
- Active
- 28F
- Recovery
- 38F
No extra resource required.
SPECIAL 01 +30%
Stock Answer
F → V → B
The shotgun becomes a club: a stock thrust into a sweeping butt strike.
- Damage
- 182
- Contacts
- 2
- Startup
- 14F
- Active
- 24F
- Recovery
- 30F
No extra resource required.
SPECIAL 02 +60%
Close the Case
F → V → G
Rack, plant the feet and fire one forceful close-range blast.
- Damage
- 224
- Contacts
- 1
- Startup
- 22F
- Active
- 18F
- Recovery
- 40F
Costs one shell on activation; unavailable with an empty chamber. Stock Answer uses no ammunition.
SPECIAL 03 +45%
Breach Sweep
V → B → F
Hook the ankle with the shotgun stock, then lift the whole weapon into a brutal rising strike.
- Damage
- 203
- Contacts
- 2
- Startup
- 16F
- Active
- 26F
- Recovery
- 32F
Weapon-only melee. No ammunition required.
SPECIAL 04 +80%
Double Tap
B → G → F → G
Brace the shotgun and deliver two deliberate blasts, pumping between them.
- Damage
- 252
- Contacts
- 2
- Startup
- 30F
- Active
- 34F
- Recovery
- 48F
Requires and consumes two shells on activation. Each blast receives half the total damage budget; fewer than two shells means no activation or cooldown.
SPECIAL 01 +30%
Yesterday’s Special
F → V → G
Whip the bread nunchakus across the body, then slam both stale loaves down.
- Damage
- 163
- Contacts
- 2
- Startup
- 14F
- Active
- 26F
- Recovery
- 28F
No extra resource required.
SPECIAL 02 +60%
Crust Control
V → F → B
Circle the nunchakus overhead, sweep low and swing the crust upward.
- Damage
- 200
- Contacts
- 2
- Startup
- 18F
- Active
- 28F
- Recovery
- 34F
No extra resource required.
SPECIAL 03 +45%
Figure of Wheat
G → V → F
Draw a fast figure eight with the bread nunchakus: a cross-body whip followed by its reverse.
- Damage
- 181
- Contacts
- 2
- Startup
- 16F
- Active
- 26F
- Recovery
- 30F
No extra resource required.
SPECIAL 04 +80%
Morning Delivery
B → F → G → V
Roll in low, lift the nunchakus under the guard and send the stale bread into a long finishing whip.
- Damage
- 225
- Contacts
- 2
- Startup
- 28F
- Active
- 30F
- Recovery
- 40F
No extra resource required.
SPECIAL 01 +30%
Manual Hotfix
F → V → G
Crush with both irons, then lift the opponent with a double-iron uppercut.
- Damage
- 228
- Contacts
- 2
- Startup
- 22F
- Active
- 28F
- Recovery
- 40F
No extra resource required.
SPECIAL 02 +60%
Review Rejected
F+V → G → B
Catch a strike on crossed irons, deflect and deliver one enormous riposte.
- Damage
- 280
- Contacts
- 1
- Startup
- 6F
- Active
- 24F
- Recovery
- 42F
Counter: after 6 startup frames, catch a frontal melee hit within 12 frames. The preview demonstrates success. A miss gives no riposte and leaves 42 recovery frames. Frontal melee only; missed counters recover for 42 frames.
SPECIAL 03 +45%
Stack Overflow
B → F → V
Use the irons as heavy backhands: sweep across the guard, then chop down with the opposite iron.
- Damage
- 254
- Contacts
- 2
- Startup
- 24F
- Active
- 28F
- Recovery
- 42F
No extra resource required.
SPECIAL 04 +80%
Last Checkpoint
G → B → V → F
Galin raises both irons, pauses like a boss winding up, then drives them into a ground-shaking double slam.
- Damage
- 315
- Contacts
- 1
- Startup
- 36F
- Active
- 30F
- Recovery
- 54F
The slam is a short-range, grounded impact—not a projectile. The long wind-up is interruptible; no armour or invulnerability.
SPECIAL 01 +30%
First Round
F → V → G
Coil those huge biceps for a body punch into a heavyweight hook.
- Damage
- 260
- Contacts
- 2
- Startup
- 18F
- Active
- 26F
- Recovery
- 36F
No extra resource required.
SPECIAL 02 +60%
Last Orders
V → G → B
Keep the pint level through a giant haymaker, then take the tiniest sip.
- Damage
- 320
- Contacts
- 1
- Startup
- 24F
- Active
- 24F
- Recovery
- 48F
No extra resource required.
SPECIAL 03 +45%
Biceps Tax
G → V → F
Crowd the opponent with a short body hook and a crushing backfist powered by those huge arms.
- Damage
- 290
- Contacts
- 2
- Startup
- 20F
- Active
- 26F
- Recovery
- 38F
No extra resource required.
SPECIAL 04 +80%
Bar Tab
B → G → V → F
Draw back both fists for a crushing body blow, then finish with one enormous straight punch.
- Damage
- 360
- Contacts
- 2
- Startup
- 32F
- Active
- 30F
- Recovery
- 50F
No extra resource required.
Damage shown before character traits. Multi-hit attacks split this total across contacts. Against
players and bosses, one special is capped at 45% of maximum health. Bayes gets his empty-pack damage
bonus; Galin saves a charged launch for the finishing hit.