Avatar Legends: The Fighting Game Motion Inputs & Special Commands
Motion input reference for Avatar Legends: The Fighting Game special moves including quarter-circle, dragon punch, and charge commands confirmed by developers.
Avatar Legends: The Fighting Game confirmed motion input special commands during the first official tutorial stream, aligning with Street Fighter and Guilty Gear tradition. While the Flow System emphasizes movement over execution barriers, special moves still require directional sequences that reward practice and muscle memory.
Common Motion Types
- 236 (Quarter-Circle Forward): The most common special input, typically producing projectile or forward-moving attacks. Katara and Zuko players use these extensively.
- 214 (Quarter-Circle Back): Defensive or retreating specials. Useful for creating space after blocked pressure.
- 623 (Dragon Punch): Invincible anti-air or reversal specials. Input timing matters for beating jump-ins.
- 22 (Double Down): Some earthbenders use down-down charges for ground-based attacks.
Button Strength Variants
Special moves often vary by attack button pressed during the motion—Light, Medium, or Heavy versions with different speed, damage, and Chakra generation. EX versions consume Chakra stocks for enhanced properties. Study each character's movelist in Training Mode to see all variants.
Linking Specials to Flow
Three cancel types connect specials to Flow: command normals into Flow techniques, Flow into other Flow techniques, and guard into certain Flow reversals. This system creates the extended combo routes seen in alpha footage featuring Korra and Aang. The Flow guide explains these routes in detail.
Practice Drills
Set Training Mode to show input display and practice each motion 10 times per side. Start slow, then increase speed until inputs register consistently at match tempo. Combine motions with Dash and Throw for realistic scramble situations. Review the How to Play video guide for visual demonstrations.