Every move in Brawl
Every blow in Brawl, from the wind-up to the moment it lands and the way back to guard.
Starting moves
Every fighter has these from the first fight.
JabFree
A quick straight punch off the front hand. Every combo starts with it.
When: Tap an enemy's body.
RoundhouseFree
The knee comes up, the hips turn and the shin whips round into the body.
When: The third hit of a combo.
KneeFree
Driven straight up into someone standing right in front of you.
When: The third hit of a combo, when they are up close.
UppercutFree
Down low, then up from the legs with a twist of the hips, the fist rising under the chin.
When: The fifth hit of a combo.
SweepFree
Low and wide: the leg scythes their feet out from under them.
When: Tap an enemy's legs.
Flying kickFree
A leaping side kick that closes the gap, the other leg tucked tight.
When: Tap an enemy from a distance, or dash into one.
Air kickFree
Chambered high, then spiked down on someone in the air.
When: Tap an enemy while they are in the air.
StompFree
Knee up, heel driven down, and the ground shakes.
When: Come down on an enemy from above.
Moves to learn
Bought with coins in the Dojo, under Moves. Each comes out by itself at the right moment.
Cross100 coins
The rear hand, straight down the middle with the shoulder behind it. It gets through a guard.
When: A fighter starts blocking and dodging your hits.
Elbow150 coins
Short and heavy at head height. Smashes a raised guard.
When: A shield fighter has their guard up.
Axe kick250 coins
The leg goes up over the head and the heel chops down.
When: An enemy is dazed or knocked down.
Spin kick350 coins
A full turn, and the heel comes round high.
When: Enemies are on both sides of you.
High kick400 coins
Up under the chin, launching them into the air.
When: You tap an enemy's head.
Knee drop400 coins
Knee first from above, harder than a stomp.
When: You come down on one enemy.
Back kick600 coins
A kick straight out behind you, without turning round.
When: An enemy is behind you.
Hammer fist600 coins
Both fists raised overhead and brought down together.
When: You come down on a group.
Juggle700 coins
A rising scissor kick that keeps a body in the air. The next one comes off the other foot.
When: You tap a defeated enemy still in the air.
Dragon kick1,500 coins
Two spins in the air, then a flying split: front leg high, back leg stretched behind.
When: You land the sixth hit in a row.
Ultimates
Fill the meter by fighting, then let it go. Pick which one you use in the Dojo.
Tornado kickFree
A spinning leap at the nearest enemy, then a turn in the air to kick the one beside them.
When: The ultimate button, once the meter is full.
Ground slam1,200 coins
A great leap and both fists into the ground: everyone near is thrown into the air.
When: The ultimate button, once the meter is full.