Shared rules of every fight
Core Mechanics
Understand why a 4v4 match begins with two available characters, how the team grows, and where to spend each gauge.
A 4v4 team that grows during the match
You select Point, Shooter, Vertical, and Assault, but a standard match opens with only Point and Shooter available. Trigger a Break or lose a round to assemble the next teammate. The order is Point → Shooter → Vertical → Assault.
| Available fighters | Team health cap | Assemble Gauge cap | Skill Gauge cap |
|---|---|---|---|
| 2 | 80,000 | 1 bar | 100 |
| 3 | 90,000 | 2 bars | 125 |
| 4 | 100,000 | 3 bars | 150 |
New health arrives as recoverable gray health during the current round; later rounds begin at the new cap. Some descriptions of the intermediate gray-health behavior conflict, so this guide retains only the consistent cap values.
Break and stage transitions
Moves with the Break property behave differently at an arena edge. At a soft wall they transition to the next area, end the combo, and leave the attacker with a strong next-turn advantage. At the final hard wall they cause a wall splat that can support a slower pickup or setup.
- A successful Break assembles the next teammate if one remains.
- It grants one bar of Assemble Gauge and expands team resources when a new ally arrives.
- Ground throws near an edge award Break benefits; the exact follow-up differs from attacks that wall splat.
- Stage transitions clear some placed objects, an important cost for setup characters such as Magneto.
Assist, switch, extend, or defend
| Action | Input concept | Cost and use |
|---|---|---|
| Assemble Assist | Direction + A | Calls Shooter, Vertical, or Assault; normally governed by cooldown. |
| Member Change | Direction + T, or T during a valid assist window | Swaps the Point with that teammate and exchanges their slots. |
| Assemble Rush | Neutral A during an attack | 1 Assemble bar; universal combo extension or pressure cover. |
| Assemble Counter | Back + L + A while free | 1 bar; parry-like defensive callout, punishable on a bad read. |
| Crossover | Direction + L + A during blockstun | 1 bar; guard-cancel that calls a teammate to reset pressure. |
| Crossover Reflect | Quick Assemble, or L + A, against Crossover | 1 bar; a precisely timed Perfect Reflect disassembles the opponent. |
Skill Gauge and offense
| Spend | Cost | Rule |
|---|---|---|
| Extra Skill | 25 | Enhanced or alternate special, often with stronger knockdown utility. |
| Super Skill | 50 | Primary combo cash-out; can chain into Super Assemble. |
| Super Assemble | 50 + 1 Assemble bar | Adds an ally’s Super and may be repeated for a three-Super chain. |
| Ultimate Skill | 100 | Invincible cinematic reversal/cash-out; cannot use Super Assemble afterward. |
| Tōkon Assemble | 150 | Available only with the full team when the opponent is one round from victory. |
Skill Gauge carries across rounds. That makes “save 150” a multi-round plan, not a requirement to build the entire bar in one round.
Defense hierarchy
- Guard correctly. Stand for high/mid, crouch for low/mid, and remember that grounded throws cannot be blocked.
- Instant Block deliberately. Timing the block as an attack lands removes chip and grants extra Skill Gauge.
- Spend one Assemble bar only when needed. Counter calls out a gap; Crossover escapes blockstun.
- Expect the reflect. Repeated Crossovers become dangerous against players ready to Perfect Reflect.