COMMAND AND MOVEMENT

BASIC CONTROLS MOVEMENT SIDESTEP JUMP AND CROUCH DASH STANCES BACK TO GAMEPLAY
 
BASIC CONTROLS

Heirs to the Wrath is like typical 3D fighting games, it plays with 7-buttons corresponding to moves including motion, attack, guard, throw or, as we see later, transformation.

KICK or SIDE-STEP
(or Evasion)
PUNCH TITAN TRANSFORMATION
DEITY TRANSFORMATION
(or Deity attack)
CHARGING FAITH
GUARD
(or Throw, or Hold)
 
MOVEMENT

As an immersive 3D fighting game, HIERS TO THE WRATH allows you to move around easily the virtual space withing the fight. Movement itself is one of the easiest and most basic skill to graps, you fighter can go foward his opponent, backward or even turn around him by side-steeping. However the way you move (whether you are dashing, crouching, jumping, side-stepping, ...) can also become the most critical in terms of opportunities for you but also your opponent.

 
SIDESTEP
SIDESTEP
or There are two sidestep buttons (right/left), if you hold the button, the characters will start a side-stepping according to the direction you chose.
While Ducking, your fighter will roll on the ground.
EVASION
or If you push rapidly a sidestep button, the character will do a quick evasive move in the respective direction.
 
JUMP AND CROUCH
JUMP
The character make a jump, allows him to evade low attacks and executes a landing attack (Air control) or an aerial attack.
CROUCH
When you maintain the down direction, your fighter crouch. Crouching allows the fighter to evade high attack and to access to specific offensive and defensive moves.
DUCK
Two times in the down direction. Ducking allows the fighter to evade high and middle attack and to access to specific offensive and defensive moves. While ducking, there is no low guard.
 
DASH
DASH AND RUN
Pressing two times in forward direction in quick succession will cause the fighter to dash a short distance. It's possible to hold the to make the character continues his movement as a run.
BACKDASH
It's possible to backdashing where you are quickly going backward in a short distance. Some fighters have special movement for their backdashing like back walkover or somersault, they can even, with a good timing, have a double backdashing. Backdash can't be continue as a run.
Crouching Dash
You can dash but with your back bented forward to evade high attack. Like a normal dash holding makes the character continues his movement as a Crouching Run.
It's also possible to execute a Crouching Backdash () but this move cannot be continued as a run.
 
STANCES

There is different stances your characters can access if your are playing with his movements. These stances add unique movement and move list properties to the mix. For example, While Running (a specific state) can make your fighter execute a tackle if he uses a punch attack.

Take note that certain stances will give you access to more moves but prevent you from using ones from your natural stance.

LIST OF BASIC STANCES
While Running When the fighter is running.
While Standing When the fighter is rising from crouch or a ducking.
Crouching When the fighter is crouching
Ducking When the fighter is ducking (a double crouch)
Grounded When the fighter lay down on the ground (change if he's face down or up and if his feet is towards the opponent or away)
Aerial When your character is in the air (after a jump for example)
Facing backwards When the fighter is facing away from his opponent (with your back turned towards him)
Behind the opponent When the opponent is back facing the fighter
Off the wall When the fighter is perpendicular and facing a high wall or half fence

There are also Unique Stances, as some fighter can access to their own specific state. For example, Qingyun can transit into a state where she keeps one elbow high, giving her a specific kick moveset. In another hand, some fighter has a specific state only available in their Deity form, like Houssem who, in his Media form, can move himself without his legs (laying on his tentacles) and use the state for new attacks.

This specific states can also give more vulnerability or advantage towards hit depending on the position of your fighter.