The basics
Four normals (Jab, Heavy Punch, Light Kick, Hard Kick), Block, Special, two dash buttons and Super. Specials are a button plus a direction, no quarter-circles required. Grab is Jab + Light Kick.
Complex simplicity: you should read every move the moment you see it, and still be finding new tech months later. The target is Dragon Ball FighterZ meets Smash Bros: fast, kinetic, air-heavy and combo-forward, with forgiving inputs.
Four normals (Jab, Heavy Punch, Light Kick, Hard Kick), Block, Special, two dash buttons and Super. Specials are a button plus a direction, no quarter-circles required. Grab is Jab + Light Kick.
Lights chain into heavies, then cancel into a special. Down + Heavy Punch is a launcher: hold Up and you chase them into the air. Double jump, air dash, fast-fall, superjump.
Hit a move while it’s starting up for a COUNTER! Hit it while it’s recovering for a PUNISH! The first clean hit of each round is a FIRST ATTACK!
Tap Block right before a hit to parry it: no damage, no chip, and they freeze for a beat. Hold Block and tap a direction to roll through. Block in the air to dodge.
A three-bar gauge that fills as you deal, block and take hits. Spend it on a Level 1 super, a three-bar Ultimate, a Vanish behind them, or a Guard Cancel out of blockstun.
Heavy Punch + Hard Kick once a round for an armored Surge that makes you hit harder. Drop to a quarter health and you’re in Rage: your next super is a Rage super.
Getting comboed? Burst out with a shockwave when the gold ring is full. Jab + Heavy Punch + Light Kick spends a bar to cancel anything and act again.
Same-frame strikes cancel out: CLASH! Combo someone against the edge hard enough and they go through the wall. The match-ending K.O. opens FINISH THEM! for three seconds.
All numbers are first-pass. In-game, How to Play and the Command List teach every system with your own button icons.
Seven fights, a boss behind a WARNING screen, continues, high scores and an S-to-D rank. Clear it flawlessly and something comes out of the shadows.
Local 2P, versus CPU, or host and join over the internet. Only inputs cross the wire: the fight is deterministic.
Frame meter, hitboxes, save states, a record/playback dummy, and your own combos saved as trials.
Endless CPUs with carried-over health, plus 6 to 10 combo trials per fighter, each verified by the engine.
Every fight is recorded. Press Super during any replay to take over and play it out from that moment.
Motorcade (drive, shoot, fight bosses), the Cafe, Fishing, nine holes of Golf, and the six cabinets of The Last Quarter Arcade.