COMBO AND ENDERSMash ATTACK to chain. Once a hit lands, add a direction to choose how it ends: ▲ + ATTACK launches them straight up to juggle, ▼ + ATTACK sweeps them dizzy on the spot (free grab), away + ATTACK hits whoever is behind you. The plain finisher sends them flying through anyone in the way.
EVERY ENEMY HAS AN ANSWERInterns only get brave in a pack or when a Manager rallies them. Managers block from the front: grab them, jump in, get behind or break the guard. Hackers stab from behind and run. Security out-reach you and shove you across the street. Night Shift slide in low (jump it) and flip away when they get up. Liaisons yank you toward them with the whip. Big Chen shrugs off jabs: charge, launch or throw him, or sidestep his rush so he crashes. Serpent Elites dodge your opener, swat jump-ins and chain punch into kick. Scrapbots take double from behind and explode a moment after they drop. The Auditor counts your hits and answers the fifth.
CHARGE ATTACKHold ATTACK until you flash, then release. It breaks guards and armour. Mei-Lin's is a thrown war fan that comes back, hitting on both trips.
SPECIALS: HEALTH YOU CAN WIN BACKSPECIAL (invincible spin) and direction + SPECIAL (signature move) cost health, shown in green. Every hit you land afterwards wins some back. Take a hit first and it's gone. You can cancel any landed combo hit into a special.
COUNTER AND PERFECT DODGEEnemies glint and rear back before they attack. Hit them in that moment for extra damage; a heavy hit there is a COUNTER that leaves them dizzy. Double-tap ▲ or ▼ to roll; roll through an attack at the last moment for a PERFECT DODGE, slow motion and a chunk of meter.
GRABWalk into an enemy to grab. ATTACK = knee (third one launches). Hold away + ATTACK = throw them into the crowd. JUMP = vault behind, then ATTACK = slam. Only Jun can grab the heavies.
USE THE ROOMEnemies knocked into the screen edge bounce back for a juggle. Thrown and finished enemies bowl over others. Barrels marked ! explode. Punch a thrown hard drive or rocket to send it back.
WATCH YOUR BACKHits from behind hurt you more, and enemies will try to get on both sides. ATTACK + JUMP together is a quick back attack (with a weapon in hand, it throws the weapon).
SUPERFill the blue meter and press SPECIAL. Supers are aimed, not screen-wide: Kai and Bo hit their whole row, Mei-Lin and Jun hit a circle around them (Mei-Lin's pulls enemies in first).
GETTING UPPress JUMP just as you land from a knockdown to recover on your feet. If an enemy bear-hugs you, mash to break out.
COMBO SCOREThe HITS counter pays out when you stop, more if you mixed different moves. Get hit and the bonus is lost. Each stage ranks you S to D.
WEAPONSStand over one and press ATTACK. Each has its own combo and finisher, and all hit harder and reach further than fists. Pipe: three heavy swings ending in a ground-shaking smash. Knife: fast stabs into a lunging thrust. Cable: yanks an enemy to you dizzy, then a wide sweep. Keyboard: quick smacks, then it shatters over someone's head. Hold ATTACK for a charged finisher that breaks guards. ATTACK + JUMP throws it: the pipe goes through three enemies, the knife hits hardest. You can still grab while armed.
JUMP, RUN, FOODMoving jump + ATTACK = flying kick; straight-up jump + ATTACK = stunning drop kick. Double-tap ◀/▶ to run, then ATTACK to blitz (a missed blitz leaves you open). Bubble tea heals fully, dumplings partly.