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Perk Tree allows users to get perks. There are two types of perks: Special Abilities and Offense Moves. The player unlocks (a) new perk(s) every time they level up. Offense moves are the only option when they are unlocked, while two perk options are available when the tier does not contain an offense move. They are either new perks to learn, or upgrades for previous chosen perks (if any).

List of Moves Edit

There are a total of six different offense moves that can be learnt by the player. Offense moves are perks which do not have alternate options. These moves are not present in the beginning of the game and thus cannot be performed by the player until they are learnt. As the player progresses, increasingly damaging offensive moves will be made available for learning.

Image Name Description Level Unlocked
Double sweep
Double Sweep Down+Kick, Kick Level 2
Double jump kick
Double Jump Kick Up+Kick, Kick Level 3
Elbow strike
Elbow Strike Diagonal down left+Punch

OR

Diagonal down right+Punch

(According to the enemy's position relative to the player)

Level 7
Two foot jump kick
Fall Kick Diagonal down right+Kick

OR

Diagonal down left+Kick

(According to the enemy's position relative to the player)

Level 10
Back flip kick
Kick-Flip Diagonal up left+Kick, Kick

OR

Diagonal down right+Kick, Kick

(According to the enemy's position relative to the player)

Level 13
Throw suplex
Suplex

Left/Right+Punch     (Performer must be behind their enemy, facing the same direction as them, and in close range.)

Level 16

List of Perks Edit

The maximum level of the perks below are 9 (except for Ricochet and Disorientation, which is 8). No perks work in Underworld. (The values changes according to the level of the perk)

Image Name Description
IconCobra
Cobra A 40%-100% chance that during first 3 seconds of a round your First Strike would reduce enemy health by 10%.
IconDesperate
Desperate +15%-47% damage when your health is lower than 20%
IconAvenger
Avenger A 20%-44% chance to trigger Avenger, which grants a Critical Hit with +160%-200% damage for 5 seconds after receiving a Critical Hit.
IconRock
Rock A 40%-80% chance to withstand a Critical Hit without falling to the ground, returning 40%-60% of its damage to the enemy.
IconHelmBreaker
Helm Breaker A 15%-35% chance to increase your Head Hit damage by 35%-51% for 5 seconds after dealing a Head Hit.
IconFurious
Furious A 20% chance to get +10%-30% damage on a successful hit. This effect wears off if you're hit or after 8 seconds.
IconPainRage
Pain Rage A 20% chance to increase damage by 15%-39% for 8 seconds after receiving a Head Hit.
IconConcussion
Concussion A 5%-25% chance to prevent enemy use of magic or ranged weapons for 8 seconds after a Head Hit.
IconEagleEye
Eagle Eye Not using ranged weapons for more than 5 seconds triggers a chance to get +35%-115% ranged damage for 3 seconds.
IconEnergyRush
Full Power A 20%-40% chance to increase your magic damage by +30%-50% for 4 seconds after your magic is fully charged.
IconStunningFoot
Steel Foot A 7%-19% chance to knock down your enemy with a kick. This chance is doubled if you're in the air.
IconBlockBreaker
Block Breaker A 10%-30% chance to bypass your enemy's block.
IconMartialSpirit
Martial Spirit A 10%-30% chance to increase your magic recharge from a successful unarmed attack by 100%.
IconOvercharge
Overcharge After your magic is fully charged, 5 successful melee attacks grants you +30%-50% magic damage for 5 seconds.
IconEnlightenment
Enlightenment A 10%-30% chance to avoid a death blow, replenishing 25% of your health instead.
IconMirror
Mirror Blocking an enemy hit gives you a 30%-50% chance to get +50%-90% damage for 2 seconds.
IconDisorientation
Disorientation A 30%-65% chance to increase your attack by 30%-65% after a ranged attack.
IconRicochet
Ricochet A 15%-50% chance to block all damage from an incoming ranged attack.


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