How a KO works
Damage, not health
DamageYour percentage climbs as you get hitIt never goes down. At 0% you barely move; at 150% one clean heavy sends you off screen.
StocksRing-outs cost a lifeStock battles use the number of lives you choose. Time Battle counts KOs; Stamina uses 150 HP. Training has unlimited retries.
FinisherFill the meter, hold Special, releaseThe bar under your damage fills as you fight. At 100% your special button becomes a finisher: hold it to charge, release to fire. It takes a full stock — but getting hit while charging cancels it.
Dodge itPress Shield when DODGE appearsA finisher is never guaranteed. When one fires at you, a ring counts down at the top of the screen — press your Shield key before it empties and you slip out of it. The attacker loses the meter anyway.
ShieldBlocks damage, drains fastHold it too long and it breaks, leaving you wide open. Tap it, don't camp it.
RecoverPress Jump a third timeJump, double jump, then the same button becomes your recovery move and launches you back toward the stage. Hold left or right to steer it. It refills when you land, and every time you get hit.
Reading a fighter
Every one plays differently
WeightHeavy fighters survive longerKaido is nearly unlaunchable. Toji dies early but moves fastest.
PassiveAlways on, never activatedGojo's Infinity can nullify a hit outright. Sukuna gets stronger the more damage he has taken.