CYBER COMBAT

ARCADE

This game generates synthesized retro sound effects dynamically using the Web Audio API.

CYBER COMBAT

SELECT YOUR FIGHTER

PLAYER 1
P1 Fighter
BLAZE
SPEED
POWER
DEFENSE
BLAZE
VIPER
TITAN
RAIDEN
SHADOW
PHOENIX
VS
CPU
P2 Fighter
VIPER
SPEED
POWER
DEFENSE
CPU DIFFICULTY:
BLAZE
SUPER READY
99
ROUND 1
VIPER
SUPER READY
0 HIT STREAK!
0 HIT STREAK!

ROUND 1

Impact rule: J/K are basic attacks. Every fourth clean hit creates a bigger burst knockback and briefly locks the attacker's next attack. P1 WASD: Move/Jump/Crouch • J: Punch • K: Kick • U: Fireball • I: Dragon Punch • O: Super Move • ESC: Pause

HOW TO PLAY

Win rounds by reading spacing, defending at the right time, and spending meter when the hit will matter.

TRAINING MANUAL
4TH HIT IMPACT

CORE LOOP

  1. Move into range, then poke with punch or kick.
  2. Block or perfect block when the opponent attacks.
  3. Use fireballs to control space and dragon punch to stop jumps.
  4. Spend super when the opponent is stunned, recovering, or trapped.
  5. In tag mode, switch before your active fighter gets finished.

PLAYER 1 CONTROLS

  • Move Left / Right: A / D
  • Jump: W
  • Crouch / Block Low: S
  • Basic Punch: J
  • Basic Kick: K
  • Fireball Special: U
  • Dragon Punch Special: I
  • EX Super Move: O
  • Tag Swap: T (2v2 modes)

PLAYER 2 CONTROLS

  • Move Left / Right: /
  • Jump:
  • Crouch / Block Low:
  • Basic Punch: 1 (Numpad or Keyboard)
  • Basic Kick: 2 (Numpad or Keyboard)
  • Fireball Special: 3 (Numpad or Keyboard)
  • Dragon Punch Special: 4 (Numpad or Keyboard)
  • EX Super Move: 5 (Numpad or Keyboard)
  • Tag Swap: Y / 6 / / (2v2 modes)

MOVEMENT & SPACING

ADVANCE
RETREAT

Hold forward to close distance, hold back to guard high/mid, crouch to guard low, and use air drift after jumping. A second jump is available in the air.

BASIC ATTACKS

Punch is faster and safer up close. Kick reaches farther and hits harder. A clean hit returns the attacker to neutral, so the defender gets a chance to act.

Impact rule: every fourth clean punch/kick becomes a burst hit, knocks the opponent farther away, and briefly delays the attacker's next attack.

SPECIAL MOVES

CHARGED FIREBALL

Fireball: hold the fireball key to charge; release or reach max charge to fire. Bigger charge means more damage, stun, size, and speed.

Dragon punch: rising anti-air. Use it when an opponent jumps in or whiffs near you.

DEFENSE

PERFECT BLOCK

Hold back to block standing attacks, or crouch to block low. Tap into back or crouch right before impact for a perfect block.

Perfect block staggers melee attackers. Against projectiles, light shots reflect; charged shots are absorbed for gold charge.

GOLD CHARGE

Absorbing charged projectiles stores energy. The next melee hit or fireball ejects that energy for bonus damage and bigger effects.

Absorb three charged projectiles to enter a supercharged state: movement is faster, melee damage rises for two hits, and the fireball key unleashes a beam attack.

HUD & WINNING

Health bars decide the round. The delayed health layer shows recent damage, the timer counts down from 99, and round dots show how many rounds each side has won.

Reduce the opponent to zero health to score the round. In tag mode, defeat both fighters on the team to finish them.

SUPER METER

SUPER READY

The meter fills as you survive damage and block pressure. When it reaches 100, press super from the ground.

Best uses: after a stun, during enemy recovery, near round end, or when the opponent is cornered by your spacing.

TAG MODE

TAG SWAP

In 2v2, tag only while grounded and in neutral. The incoming teammate keeps their own health, meter, and stored charge.

If an active fighter is defeated and their teammate is alive, the teammate enters automatically.

MODES & PRACTICE

Player vs A.I. teaches neutral. Local modes are for two players. Training mode lets you rehearse defense, charge timing, fourth-hit spacing, and super confirms without match pressure.

AI difficulty rises from LV1 to LV6, and the CPU becomes sharper as its health drops.

FIGHTER ARCHETYPES

BASIC ATTACK RULE: Punches and kicks stay simple. The fourth successful basic hit creates a burst impact, knocks the opponent farther away, and briefly delays the attacker.
BLAZE: Balanced basic strikes, fireball pressure, and a cinematic inferno rail super.
VIPER: Fast basic strikes, lightning fireball, and teleport slash super.
TITAN: Heavy basic strikes, slow boulder fireball, and quake super.
RAIDEN: Mobile striker with a thunder cage super that launches hard.
SHADOW: Evasive speedster with a side-switching void slash super.
PHOENIX: Balanced fighter with a nova super that heals on clean hit.

PLAYER 1 WINS

Winner

"Your fire was not strong enough to burn my resolve."

TOTAL HITS5
MAX DAMAGE320
ROUND TIME LEFT45s