Gameplay rules
Win condition
Reduce your opponent's health to zero for a K.O. Win the set number of rounds (default best of 3) to take the match. If time runs out, the fighter with more health wins the round.
Blocking
Hold back (away from your opponent) or press BLOCK. Standing guard stops mid attacks and jump-ins; crouching guard (↙) stops mids and lows. Sweeps (crouch kicks) must be blocked low; jump attacks must be blocked standing.
Chip damage
Special moves and supers still deal a little damage through your guard — they can finish a K.O.
Super meter
Landing, blocking and taking hits all fill the SUPER bar. When it flashes SUPER READY, unleash your Super Art for a cinematic multi-hit attack.
Combos
Light attacks recover fast — chain them into heavies, then cancel into a special. Damage scales down the longer a combo runs. Knocked-down fighters are briefly invincible while getting up.
Projectiles
Only one projectile per fighter on screen. Projectiles colliding cancel each other out; a super beam beats a normal fireball.
Team Battle
Each side picks 3 fighters. When a fighter is K.O.'d, the next teammate enters with a meter boost. The winner keeps their damage but recovers 20%. Eliminate the whole team to win.
Team combos
In Team Battle press BLOCK + HP (or HK) to call your next teammate: they jump in, fire their special and leave. Land it during your own combo for a TEAM COMBO. Recharges in about 7 seconds. On touch screens just tap the ASSIST button.
Taunt
Press T (P2: Num +, touch: TAUNT) for a show-off pose and voice line. Builds a little Super meter but leaves you wide open.
Markzmen volley
Put 2+ Loyal Markzmen (Mike Merk, Blacop, Martyr, Sabotage) on one Team Battle squad. A Markzman's assist call brings in every benched Markzman to fire in sequence, plus 25 meter.
Bounty Hunt
Pick a hunter (P, Desert Scout, Dre Dae, Unit 07 Lil Girl, Lil Predator, Blacop), each with a payout perk, and hunt a ladder of wanted fighters.
Chains & cancels
When a normal connects you can cancel it: light into heavy (LP → HP), or straight into any special or super. Fighters stagger and buckle on big hits, so watch the reactions.
Signature routes
Every fighter has a unique 3-button route (see Fighters). Land all three in a row for a unique finisher: launch, wall splat, crumple, flurry, soul drain, overload or ignite. Then cancel into a special for the signature combo.
Combo Trials
Practice mode from the main menu: a training dummy stands still while you clear each step, from basics to specials, the super and the fighter's signature combo.
Combo pop-ups
Chain 3+ hits for GREAT → SAVAGE → BRUTAL → UNSTOPPABLE → APOCALYPTIC. Finish a 4+ hit combo with a special or super to trigger your fighter's signature combo.
Online
The host runs the match and streams it to the guest in real time. Share the room code to play.
Buttons
| Action | P1 keys | P2 keys | Gamepad |
|---|---|---|---|
| Move / Jump / Crouch | W A S D | Arrow keys | D-pad / Left stick |
| Light Punch (LP) | U | Num 4 or [ | X / Square |
| Heavy Punch (HP) | I | Num 5 or ] | Y / Triangle |
| Light Kick (LK) | J | Num 1 or ; | A / Cross |
| Heavy Kick (HK) | K | Num 2 or ' | B / Circle |
| Special (SP) | O | Num 6 or \ | LB / L1 |
| Super (SUPER) | L | Num 3 or Enter | RB / R1 |
| Block (or hold back) | Space | Num 0 or R-Shift | LT / RT |
Touch: on-screen pad. Solo: both keyboard layouts control P1. Press Esc or P to pause.
Universal moves
Fighter command lists
Wasteland Runner
DOLO
Red Force Riotball legend scrapped by the Alliance League, rebuilt by Kaelen. 3,291 deliveries and counting.
→ = toward opponent · P = punch · K = kick · SP = quick special.
