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 attackX
Heavy attackC
Special (uses 50 meter)Enter / P
PauseRemap 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.