Input Guide Verified guide

Choose the Input That Solves the Moment

Quick Skill and Command Input are not rival religions. Use the shortcut when reaction time or consistency matters, then switch to the motion when the extra reward is worth the effort.

Launch-build note: GimR's August 5 mechanics guide and the official beginner material agree on the input roles. Exact damage, meter gain, startup, and invulnerability are patch-sensitive; this page focuses on choosing the input consistently.

The game gives you two ways to ask for the same move

Every character's Skills can be reached with a motion plus Light, Medium, or Heavy, or with the Quick Skill shortcut and a direction. The shortcut is not a “beginner-only” button. It is a practical input for a reaction punish, an anti-air, or a sequence where a dropped motion would lose the turn.

Use the two languages for different jobs:

  • Command Input: planned combos, confirms, and situations where the extra damage or Skill Gauge matters.
  • Quick Skill: a one-button reaction, a side switch you must perform immediately, or a defensive Skill that has to come out before the opponent recovers.

The official beginner guide recommends learning both. A stable shortcut is more useful than a theoretical motion route that fails when the screen is busy.

Light, Medium, and EX are separate decisions

The launch guide describes a common pattern, but not a universal rule:

VersionTypical role to test
LightFaster, farther, or a pressure ender; may be punishable or lack a solo pickup
MediumSlower or shorter, but often the reliable hit-confirm version
Heavy / EXCosts Skill Gauge; may combine speed, reach, juggle time, or safety

Do not label a version “safe” just because it is medium or EX. Record the version at the exact range where you plan to use it. Some light Skills are the right choice for neutral because they reach farther; some heavy versions are only valuable after a confirmed hit.

The detailed guide reports a 25 Skill Gauge cost for heavy EX Skills. Confirm the current move list before building a meter plan, especially for characters whose Unique or install changes the cost.

Super, Ultimate, and Tōkon inputs have different jobs

Super Skills usually cost 50 Skill Gauge. They can be reached with the Quick Skill plus Unique shortcut or with a motion and Medium + Heavy. The source notes that many Supers do not gain invulnerability immediately after the freeze, so a raw wake-up Super is not automatically safe.

Ultimate Skills usually cost 100 Skill Gauge. They are the stronger defensive read in the launch guide because the universal version is described as invulnerable from frame one, but range and character-specific coverage still matter. Use one when it will punish the pressure or secure the round, not just because the bar is full.

Tōkon Assemble requires the full team, the late-round condition, and 150 Skill Gauge in the cited build. It deals huge damage but does not share the same wake-up invulnerability. Treat the shortcut as a round-ending cash-out, not as a substitute for a normal reversal.

These are system observations from the cited launch build. The in-game move description and current Training frame display take priority after a patch.

A simple input decision tree

  1. Did you plan the move before the opponent acted? Use the Command Input if you can complete it reliably.
  2. Is the window a reaction, anti-air, or punish? Use Quick Skill first; optimize later.
  3. Does the route need extra damage or Skill Gauge? Test the motion version and compare the result.
  4. Will the motion accidentally become a different direction or dash? Keep the shortcut for live matches.
  5. Are you doing the move in a combo? Choose the version with the pickup and combo-limit value, not simply the largest animation.

The best input is the one that preserves the next decision. If a motion gives 10% more damage but makes the wall route drop one time in three, the shortcut may be the stronger tournament choice.

Five input drills that transfer to matches

DrillPass condition
Reaction SkillPunish a recorded projectile ten times with Quick Skill
Motion repeatComplete the same Command Input from both sides ten times
Version checkRecord Light, Medium, and EX block recovery at the intended range
Anti-air choiceUse down-Heavy, then Quick Skill or motion Skill only after a clean hit
Super decisionCompare the Super, Ultimate, and Tōkon cash-outs for the same combo

Once the shortcut is reliable, add the motion as an optimization layer. Do not remove the shortcut from your toolkit just because the motion is now possible.

Video sources and verification