Special Moves are a set of advanced moves in Shadow Fight 3. They are a series of attack combos which can be applied to armors or weapons to increase their overall effectiveness in fights.
Description[]
As per the v1.28.0 changes alongside the Void World raid update, Special Move system has been fully reworked. Currently, Special Moves can only be obtained from the Void Chest. By default, Special Moves have Common rarity and has an additional 105% damage. The player can upgrade their Special Move with Chrysonite. Each Special Move has 20 levels, and the rarity of Special Move will also increase every 5 levels, which costs them Magmium. An additional bonus will also be unlocked and upgraded as the levels progress. Every Special Move come with certain passive bonus, which is unlocked when the move reached Rare rarity.
The Special Move's drop chance from Void Chests is 50%.
Upgrade Level | Rarity | Additional Damage | Chrysonite Price | Magmium Price |
---|---|---|---|---|
1 | Common | 105% | - | - |
2 | Common | 110% | 5 | - |
3 | Common | 115% | 5 | - |
4 | Common | 120% | 10 | - |
5 | Common | 125% | 10 | |
6 | Rare | 130% | - | 20 |
7 | Rare | 135% | 15 | - |
8 | Rare | 140% | 15 | - |
9 | Rare | 145% | 20 | - |
10 | Rare | 150% | 20 | - |
11 | Epic | 155% | - | 70 |
12 | Epic | 160% | 30 | - |
13 | Epic | 165% | 30 | - |
14 | Epic | 170% | 40 | - |
15 | Epic | 175% | 40 | - |
16 | Legendary | 180% | - | 150 |
17 | Legendary | 185% | 50 | - |
18 | Legendary | 190% | 100 | - |
19 | Legendary | 195% | 200 | - |
20 | Legendary | 200% | 300 | - |
Total | 890 | 240 |
Using Special Moves[]
Special Move can be added to the special slot to have it activated in fights. Press (Forward) + (Punch) a number of times (depending on the combo) to execute a special move. Only one Special Move can be applied at once in an equipment. There are two types of Special Moves: Weapon Special Move and Armor Special Move. Special Moves are restricted based on the type of equipment, for example, weapon special moves cannot be applied to armors.
Some special moves come with an additional combo, which will be performed only if the last hit of the main combo successfully hits the opponent while they are standing. For example, Kenjutsu consists of 2 attacks. If the second attack hits the opponent, then two additional attacks will be performed.
Helms, ranged weapons and Common weapons and armors have no slot for Special Move.
Legends
- ↓ means the moves below it can be cancelled by not tapping the button.
- * means that attack/hit deals unarmed damage.
- ⁿ means that attack does not knock down the opponent on critical.
- "KD" means that attack will knock down the opponent regardless of critical hits.
List of Legion Moves[]
- Base damage or combo in bold means that attack or move has unbreakable intervals before the hit.
Notes:
- When performing some special moves of Legion weapons, there will be a short interval occurring called Unbreakable State, indicated by the character glowing white. During the State, any hit taken will not cause the user to lose balance, allowing them to finish their attack. The user will still take the full damage, and the interval cannot protect them from Critical hit, Shock knockback, Shadow abilities, or boss' special abilities.
- The move with Unbreakable State cannot be canceled by Critical hit while the user is airborne (when they use moves such as Guillotine, Snakebite, Avalanche, etc) or when the Rock perk is activated.
- Despite the maces share the same special moves with the hammers (Nutcracker and Cyclone), there are some notable differences:
- The maces' Nutcracker does not have unbreakable intervals.
- The mace's Cyclone deals 1 less damage for every one of its 5 hits (2, 3, 4, 4, 6).
- In 1.33.2.1 update, Colossus Steps, Battering Ram and Stampede armor special receive Unbreakable State.
List of Dynasty Moves[]
List of Heralds Moves[]
[]
These are the weapon special moves utilized by certain opponents in main quests, side missions, or special events. Most of these special moves have been made unobtainable to players to begin with. Stingray Stab was available to players for some time when the game was released worldwide, but later on, it was removed from possible rewards and it has been made unobtainable ever since, meaning that only a few early-game players have obtained the special move.
Reckless Hero is available during the beginning of High Society ingame shop for a determined price. Then it was removed due to incomplete move's description and unsupported upgrade. The players who already bought the move can still keep it, and the bug was fixed in another update later in the week.
Note: King of the Legion's Overthrow can only throw the player if his sword is glowing.
Trivia[]
- Several Special Moves heavily resemble Slashes, Super Slashes and Upper Slashes, or mixtures thereof of weapons from Shadow Fight 2. These Special Moves include, but are not limited to:
The Sabers' Blade Dance and the Ninjato's Dissection similar the Swords' Super Slash.
- The Hammers' Cyclone, resembling the first 2 hits of the Axes' Super Slash and the first 2 hits of the Thunder Hammers' Super Slash.
- The Knuckles' Top-Notch, resembling the first hit of the Pneumo Fists' Super Slash.
- The Spear's Snakebite, resembling the Spear's Strong Slash.
- The Sabers' Typhoon, heavily resembling the Sabers' Super Slash.
- The Staff's Skyfall, heavily resembling the Staff's Super Slash.
- The Kusarigama's Blood Hunt, resembling the first and second hits of the Kusarigama's Super Slash, as well as its Upper Slash.
- The original version of the Kusarigama' Super Slash is usable in this game as well by cancelling at the third hit.
- The Sai's Barb Leap, highly resembling the Sai's Super Slash.
- The Sai's Mutilation, resembling Hermit's Swords' Super Slash.
- The Axes' Crossing, resembling the Hack Knives' basic Slash.
- The Composite Sword's Channel Shock, resembling the Composite Sword's Super Slash.
- The Staff's Divine Height, with the first hit resembling the Staff's lower slash 2nd hit.
- Giant sword's tumble resembling titan's desolator super slash
- Several Special Moves originate from Shadow Fight 4: Arena, including:
- The Two-handed Sword's Overthrow, being the King of the Legion's Two-handed Sword spinning attack.
- The Dadao's Seagull's Attack, being Yukka's Dadao special attack.
- The Composite Glaive's Wasteland Cartwheel, being Jet's heavy kick.
- The Claws' Rider, being Lynx's Claws' special attack.
- The Staff's Divine Height, with the second hit resembling Monkey King's Staff heavy slash, and the sequences of the third hit resembling his Ascension and forward Heavenly Attack.
- The Sai's Cold-Blooded Assassin, being Midnight's special attack.
- The Legion armor kick, Compelling Argument, being Sarge's heavy kick with the "Dismissed!" talent.
- The Two-handed Sword's Chain of Command, being the King of the Legion's special attack.
- The manner of the Caveman's Rage move resembles the Mordstreich (lit. "murder stroke"), a technique of holding the sword inverted, with both hands gripping the blade, and hitting the opponent with the pommel or crossguard. This technique allows the swordsman to essentially use the sword as a mace or hammer, with the hilt, pommel and crossguard serving as an improvised hammer head. The Mordstreich is mainly used in armored combat, although it can be used to surprise an opponent in close quarters.
- The second hit of Divine Height applies an extremely long period of hitstun on the opponent in preparation for the "Heavenly Attack", but the user recovers very quickly if the move is cancelled at the second hit, allowing for various long range moves such as the Staff heavy attack and Cannonball to take advantage of the long hitstun it can provide.