Controls: ASZX are magic series inputs (A - S - Z - X) in a chain will all work. Ground Normals: *All ground normals are special and super cancellable and jump cancellable (X cannot be jump cancelled)* A to light punch (Good combo starter, can also hit many times and link into crouch light punch) S to heavy punch (Easy to link out of, can hit the enemy twice and still link) Z to light kick (Has a property of doing a multi-hit that can be linked out of) X to heavy kick (Will send the opponent forwards for wallbounces, can also use the OTG state to hit them with a normal into a Fist Riser) D to use Fist Riser (Air OK), Air version will multi-hit and can easily send to corners. Ground version can be used again to go into the air version. Ground version's startup can be cancelled into either super, though Super Energy Punch is better for it. C to use Energy Punch (Air OK) its good as a combo tool as the push-back is nonexistent, leading to you being able to link off them. can also be cancelled into either super. C (and right or left keys) will do a Spinning Kick (Air OK) (Can be Held) D + C to do Super Energy Punch (Cost -50 meter) D + C and down arrow to do Super Fist Riser (Cost -50 Meter) Ducking Normals: A to light punch (Startup is a little weird, but it can link into itself many times, good cancel window too) S to heavy punch (A knockdown that is also special cancellable, can also be cancelled into light kick) Z to light kick (Or medium kick, considering its range. Very good tool for reach and for hitting off of combos where the opponent is far from your body, links excellent out of Energy Fist) X to heavy kick (Is a sweep/knockdown, can be cancelled during startup or after the opponent is launched) X and right or left to do a launcher, this will send the opponent up for you to jump up after them. Up key to jump, if you tap the jump buttton you will short hop, which is useful in jump cancels and jump ins. Air Normals: A to light punch (Moves you forward a considerable amount, good to use after a ground Fist Riser) S to heavy punch (Good for linking into other things) Z to light kick (Launches opponent) X to heavy kick (Can put the opponent into freeze state, in which you can hit them out of or let them fall)
Update (9/25/23): -Added supers, the meter is the bottom left. -Added ability to OTG (hit off the ground with most normals and specials)