01 / Keep your distance
A jab is quick but short. Kicks reach farther. Step outside their reach, let an attack miss, then step in during RECOVERY for a 20% punish bonus.
MATCH COMPLETE
A jab is quick but short. Kicks reach farther. Step outside their reach, let an attack miss, then step in during RECOVERY for a 20% punish bonus.
There is no stamina. Every move is available without a resource cost, but heavy attacks and specials still have recovery. Make opponents miss and punish them. You get one attack per jump; landing creates a short opening.
Crouching strikes hit low: crouch + block. Aerial strikes and standing heavies hit overhead: stand + block. Neutral strikes can be blocked either way. Throws beat both guards but only work close up on the ground.
Block within 5 frames of contact for a perfect guard: no guard damage and a counterattack opening. Holding guard is safe against matching attacks until the guard meter breaks. Release it and retreat to recover.
Press throw within 8 frames before a throw connects to escape it. Dash backward for brief evasion; dashing forward has no invulnerability. Dashes commit you to their full duration.
Kung Fu recovers quickly. Boxing has fast footwork and an evasive heavy startup. Muay Thai controls kick range. Judo's heavy throws through guard. Jiu-Jitsu's heavy takedown adds longer ground control and guard pressure.
Move names, timing labels and hitboxes are available only in Training. In matches, read the fighters’ animations. Choose best of 3, 5 or 7 above. Round wins carry across rounds; health and resources refill. On timeout, the higher remaining health percentage wins. Close this guide and press Resume to continue.
Choose an action, then press a new key. Escape cancels. Movement aliases remain available in solo play.