Touch: Touch anywhere on the left side — the stick appears under your thumb. Drag to move, push up to jump, pull down to crouch. Right buttons: Light, Heavy, Throw, Ki, Dash, Guard (hold), Charge (hold), Super. Every button works at the same time as the stick.
Keyboard P1: A/D move W jump S crouch J light K heavy L ki I dash Space charge O super. Hold A or D away from the foe, or Guard, to block.
P2 (local): Arrows + 1 light 2 heavy 3 ki 0 super.
Fight system:
• First to win 2 rounds. 99-second timer. Fighters cannot move until FIGHT!
• Tap an attack just before the last one ends to keep the combo going — Light chains into Heavy, Ki and Super.
• Hold down + Light for a low poke, down + Heavy for a sweep that knocks down, up + Heavy for a launcher, and down + Heavy in the air for a dive kick.
• Lows must be crouch-blocked. Overheads (jump attacks, dive kicks) must be stand-blocked. Guard the wrong height and you eat it.
• THROW beats a blocking opponent and knocks them down. Onyx throws hardest.
• Tap Guard just as a hit lands to PARRY — no chip, no guard damage, and the attacker is left reeling. Hold Guard to normal block instead.
• Dash steps in fast and cancels into an attack. Hold back and press Dash to backdash with invincibility. Press Dash in the air for one air dash per jump.
• Landing a hit on a fighter during their attack startup is a COUNTER — more damage, more stun. Juggling an airborne opponent does less per hit, so route your launcher into a short air combo.
• Each fighter plays differently: Sable blinks through attacks, Grimm armours one hit, Yuki outranges everyone, Djinn double-jumps, Vesper air-dashes, Onyx command-throws, Tala chains longest.