This game generates synthesized retro sound effects dynamically using the Web Audio API.
Win rounds by reading spacing, defending at the right time, and spending meter when the hit will matter.
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.
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.
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.
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.
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.
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.
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.
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.
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.