PLAY

HOW TO PLAY

THE RULES

One button per limb, like Tekken, from your fighter's own point of view, plus a direction. There are no motion inputs to memorize. Everything else is reading the person across from you.

THE BUTTONS

Add a direction for more: down and a button for the low attacks and the uppercut, toward and a button for the body blow, the lunge and the overhead. Let go of down and press a button as you stand for a rising attack, one per limb. Every fighter's own moves are on their page.

GUARD
Hold back, away from the other fighter. You walk back, and your guard snaps up on its own when an attack is coming that can reach you. Standing guard stops highs and mids. Lows go under it, so hold down and back for those.
PARRY
Tap toward the other fighter just before a hit lands, down-forward for a low. Nothing gets through and they reel long enough to eat a jab. It has to be a fresh tap: holding forward, dashing or mashing never parries, and a tap that guesses wrong leaves you walking into the hit.
DASH
Tap toward them twice for a quick burst forward; keep the second tap held and it turns into a run. Any button during the dash is that button's dash attack. Tap away twice to hop back out of a jab's reach. Neither dash can guard until it's over, each costs a little stamina, and mashing a direction gets you one dash and no more. On a touch screen, flick the stick twice the same way.
THROWS
1+3 or 2+4 up close. A throw beats a guard but whiffs on someone crouching. Press the same two buttons while you're grabbed to break it.
STAMINA
The thin bar under your health is your attack budget. Every swing spends some, a hit gives half of it back (a blocked one a quarter, a whiff nothing), and it refills fast once you stop swinging.
FAINT
Spend the last point and you faint: out on your feet for a beat, rooted to the spot, no guard, wide open. Press left and right in turn on a steady beat to shake your head clear sooner; holding or mashing one way does nothing. If the swing that emptied the bar lands, you're left on fumes instead. Getting knocked down fills the bar back up.
KNOCKED DOWN
You stay down until you choose. Up stands in place, away rolls back on your side, toward rolls under them to their other side if they're standing close, and a button strikes from the floor: 1 or 3 is a mid kick, 2 or 4 a low sweep. They can't be hit until they swing, but they're easy to punish if blocked. Do nothing and you stand after a second.
STOMP
Down and 4 over a fighter on the floor stomps them for real damage. A low that visibly touches them (down and 3, down and 1) is a lighter ground hit, once per knockdown. Land it and you have time to guard their wake-up strike. Whiff it, when they roll or strike up through it, and you're the one wide open.
AIR RECOVERY
Juggled or launched, press a button once the hits stop and you flip upright and land on your feet. Press right as the window opens and you come out with a jab. Press too early and you're locked out, so mashing never saves you.
STRINGS
Press in rhythm, as the last hit finishes, and the hits chain: 1, 2, 3, 4 is the Neon Tornado. Mashing doesn't chain. Every fighter's strings are on their page.
ROUNDS AND TIME
A match is best of three rounds of 99 seconds. Change either one from the mode select or the pause menu: best of 1, 3 or 5, and 30, 60 or 99 seconds or no limit. In the last 10 seconds the clock turns pink and pulses. When time runs out, whoever has more health left takes the round.
SOUND
Browsers keep a page quiet until you touch it, so the first click, tap or key turns the sound on. M turns the music off and on, N skips a track.

THE CONTROLS

Keyboard, any standard gamepad (Xbox, PlayStation, 8BitDo) or the touch screen. The game switches its button hints to whatever you pick up. Pause and pick MOVE LIST (or press F1, or Y on a pad) for your fighter's full move list, with every string and a preview of each move; the character select has one for every fighter.

In a fight
ACTIONKEYBOARDGAMEPAD XBOX / PSTOUCH
1LEFT PUNCHUX / □button 1
2RIGHT PUNCHIY / △button 2
3LEFT KICKJA / ✕button 3
4RIGHT KICKKB / ○button 4
MOVEA D / ARROWSSTICK / D-PADthe floating stick, left thumb
JUMP / CROUCHW / SUP / DOWNstick up / down
GUARDHOLD BACK, BHOLD BACK, L1 L2stick away, or GUARD
THROW1+3 OR 2+4R11+3 or 2+4 together
DASHTAP → →TAP → →—
BACK DASHTAP ← ←TAP ← ←—
RUNSHIFT, OR HOLD THE DASHR2, OR HOLD THE DASHpush the stick all the way
PAUSEP / ESCSTART / OPTIONSthe pause button
In the menus
ACTIONKEYBOARDGAMEPAD XBOX / PSTOUCH
MOVEARROWS / WASDD-PAD / STICK—
SELECTENTER / SPACEA / ✕tap it
BACKESC / BACKSPACEB / ○the BACK button
CLOCK IN