Your character's most powerful attack, instantly winning you the round if it connects. This is indicated by the Tension/Instant Kill Gauge flashing gold. You may revert the Instant Kill Gauge back to the Tension Gauge by inputting the same command again, but doing so consumes all Tension.ĭuring match point, when your opponent's remaining life starts flashing, the bulk of Instant Kill Mode's activation will act as a super freeze provided that you have at least 50% Tension when you activate. Once the gauge reaches 0, your character will start to lose life instead, as if you were poisoned. In this state, you lose access to all abilities that require Tension, and all Tension that you accumulated upon activating Instant Kill Mode goes to the Instant Kill Gauge and starts to drain immediately. Your character strikes a pose and the Tension Gauge changes to the Instant Kill Timer, enabling the use of your Instant Kill Attack. When your Tension meter is flashing gold, you can combo into Instant Kills You can also use or to double jump in the specified direction. This makes them high risk, high reward movement option. Air dashes quickly cover a lot space, but you can not block during the first few frames of air dashing. Dash in the specified direction in mid-air. You can use any downward direction for the input - doing will still give you a High Jump. After a High Jump, you can not double jump, but you can air dash! Pressing or will have you high jump in the specified direction. It is primarily used to avoid incoming attacks or as a last ditch wake-up defensive option. Backsteps move a preset distance and have a bit of start-up invincibility. Players use Numpad Notation when discussing the game online in order to overcome the language barrier international players have when discussing things like special move inputs and strict, complex combos. The taunt button does not have a defined location, but is generally to the upper right of the other buttons.