Cosmic Forge
Practice mode noob
Figured I'd make a post consolidating all the known Fatals, Brutals and KB's known and found so far.
Fatalities:
Alternating Current (Mid): B,D,B,1
Direct Current (Close): D,F,B,3
Brutalities:
The Klassic: D+2(hold) - Do not block during the final round, must hit standing opponent (not anti-air or juggle).
Zap Zap: F+throw (press 1 and 2 rapidly during throw)
Pushing Through: Land a 3 hit combo that ends with Jo Push.
God's Wrath: B,F+3 Amplified Super Bolt
Karma: Final hit must come from Lightning Strike (d,f+2, any input, any range BUT close)
Planted: Land an amplified Electric Fly as the final hit
Elder Storm Strike: Final Hit from throw/back throw (L1/B+L1)
Brutal Bolt: B,F+1 final hit (any range outside of close)
Krushing Blows:
D+2 - counters or punishes a high attack
B+2 - Perform twice in a row. Only the 2nd hit has to land both times (You can jump between B+2's but nothing else: no normals or specials)
1,2,1 - must land as a punish (as in immediate punish after blocking. IE: can't be used to end a combo punish with another starter)
B,F+3, amplify (Electric Fly) - must land from full screen/max distance (same for air version)
B,F+3[hold] (Super Bolt) - must fully charge it and it must land as a kounter or punish AND must be Amplified
That's all I have for now. If you find errors or new Brutals/KB's please post in this thread or message me and I'll update this post.
* Note: Some of these are based on the in game descriptions. It seems they are not 100% accurate so I will correct them when they are confirmed.
Fatalities:
Alternating Current (Mid): B,D,B,1
Direct Current (Close): D,F,B,3
Brutalities:
The Klassic: D+2(hold) - Do not block during the final round, must hit standing opponent (not anti-air or juggle).
Zap Zap: F+throw (press 1 and 2 rapidly during throw)
Pushing Through: Land a 3 hit combo that ends with Jo Push.
- Final hit must hit standing opponent only (no aerial juggles)
- This is accomplished by leading in with a jump in punch, then a 2 hit combo into Jo Push
God's Wrath: B,F+3 Amplified Super Bolt
- Perform a Mercy
- Get final hit from Amplified Super Bolt (b,f+3,R1) while holding Down input
- Unlocked in the Krypt
Karma: Final hit must come from Lightning Strike (d,f+2, any input, any range BUT close)
- Final hit must hit standing opponent only (no aerial juggles)
- Final hit must hit opponent at any range other than close (outside of jab range)
- Unlocked in the 4th round/platform of the Raiden Character Tower
Planted: Land an amplified Electric Fly as the final hit
- Perform 3 Electric Fly's (b,f+3) in Final Round (they do not have to hit the opponent).
- Land the final hit with an Amplified Electric Fly while holding the Down input.
- The Brutality can be performed on the 3rd Electric Fly.
- Does NOT require to be part of a combo. Raw b,f+3, amp, hold Down works.
- Cancelled Electric Fly's (b,f+3~hold, down down) DO count toward the 3 required in the round.
- Unlocked in the Krypt.
Elder Storm Strike: Final Hit from throw/back throw (L1/B+L1)
- Must perform Quick Charge first (d,b+3).
- Note: Quick Charge does NOT have to be "fully charged" (block 3 attacks) to enable this brutality.
- Press and hold L1/B+L1 as final hit of the round.
- Unlocked in the Krypt.
Brutal Bolt: B,F+1 final hit (any range outside of close)
- Be under 30% health
- Get final hit with Lightning Bolt (B,F+1)
- Final hit must hit opponent at any range other than close (outside of jab range)
- Unlocked in the 2nd round/platform of the Raiden Character Tower.
- No other requirements unlike the description says (no Mercy no Quick Charge).
Krushing Blows:
D+2 - counters or punishes a high attack
B+2 - Perform twice in a row. Only the 2nd hit has to land both times (You can jump between B+2's but nothing else: no normals or specials)
- You can even miss the 2nd B+2 entirely and simply try again, and the KB will connect. (ex: B+2 hits, B+2 whiffs, B+2 hits = KB)
- You can also block or get hit between B+2's, as long you dont do any normals or specials between B+2's
- You can even finish a round with the first B+2, and the KB will still go off in the next round if your next move is B+2
1,2,1 - must land as a punish (as in immediate punish after blocking. IE: can't be used to end a combo punish with another starter)
B,F+3, amplify (Electric Fly) - must land from full screen/max distance (same for air version)
B,F+3[hold] (Super Bolt) - must fully charge it and it must land as a kounter or punish AND must be Amplified
That's all I have for now. If you find errors or new Brutals/KB's please post in this thread or message me and I'll update this post.
* Note: Some of these are based on the in game descriptions. It seems they are not 100% accurate so I will correct them when they are confirmed.
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