HOW TO PLAY

Keyboard fighter. Best of three. Block what they swing, punish what they whiff. Climb the ladder for $TEKKO — or stake SOL head to head in Versus mode.

CONTROLS

Move forward / back
Crouch
Jump (hold ←/→ for diagonal)
←/→ ×2
Dash (double-tap)
R-Shift
Block (low while crouched)
Z
Light attack
X
Heavy attack
C
Special (uses 50 meter)
Enter / P
Pause

Remap any key in Settings. Bindings save automatically.

SYSTEMS

BEST OF 3
First to 2 rounds wins the match.
STAND / CROUCH BLOCK
Stand-block stops mids and overheads. Crouch-block stops mids and lows. Guess wrong, eat the full hit.
METER
Builds from landing and absorbing hits. Spend 50 for a special.
COUNTER-HIT
Hit them during their attack's startup for x1.2 damage and extra hitstun.
COMBO SCALING
Damage on each successive hit shrinks. No infinites.
CANCELS
Lights cancel into heavy and special on hit. Heavies cancel into special.
CORNER CARRY
Pushback at the wall transfers to the attacker — corner is the threat.
WAKEUP INVULN
You get a brief safety window getting up off knockdown.

FIGHTERS · MOVE NOTES

Ronin

Rushdown
  • Light: 4f mid jab. Cancels into heavy + special, the combo starter.
  • Heavy: 12f OVERHEAD. Stand-block only. Slow startup, big reward; mix with lows.
  • Special: Bonding Burst. Forward lunge, launches on hit, knocks down. 50 meter.

Kenji

Zoner
  • Light: 6f mid poke with long reach. Stuffs walk-ins.
  • Heavy: 13f sweeping LOW. Crouch-block only. Knocks down on hit.
  • Special: Genesis Bolt. Mid-level projectile, one on screen. 50 meter.

Monk

Speed
  • Light: 3f mid. Fastest in the cast. Self-chains into itself + heavy + special.
  • Heavy: 11f LOW. Knocks down. Mid-range sweep.
  • Special: dash strike, hard forward lunge, knocks down. 50 meter.

Wizard

Charge
  • Light: 7f mid with extra reach. Slower than most lights but safer on block.
  • Heavy: 16f far OVERHEAD. Slowest in the cast but huge damage.
  • Special: charge projectile, fast travel, big chip damage. 50 meter, one on screen.

Bandit

Grappler
  • Light: 5f close mid. Short reach but quick.
  • Heavy: 13f tall mid. Knocks down. Anti-everything in tight spaces.
  • Special: command grab. Ignores normal block, launches into the air. 50 meter.

Viper

Brawler
  • Light: 5f mid. Solid all-rounder.
  • Heavy: 13f mid arc. Launches on hit — anti-air heavy.
  • Special: wide-arc swing, big knockback. 50 meter.

Warden

Counter
  • Light: 5f mid with longer reach. Strong poke from neutral.
  • Heavy: 14f far LOW. Knocks down on hit, must be crouch-blocked.
  • Special: ranged bolt, mid-level. Pressures whiffs from full screen. 50 meter.

Echo

Wildcard
  • Light: 4f mid. Cancels into heavy + special.
  • Heavy: 12f OVERHEAD. Stand-block only.
  • Special: crossing lunge, launches on hit. Fast startup. 50 meter.

More fighters and their move lists ship as the roster fills.