Duke it out with your friends in a Smash-like platform fighter. Players start with 5000 HP, fall below 1 HP and you die, and the other player wins. Controls: Player 1: WASD to move and 1/2 for attacks. Player 2: Arrow keys to move and 9/0 for attacks. Press both attack and special buttons while stunned to use up one Burst. This will immidiately un-stun you, and knock the opponent back far, no matter where they were. You start with 5 of these, so try to prioritize them when you are about to get hit with a long combo string. Moves: Normals: (1 for P1, 9 for P2) Jab: A short, quick punch. Downtilt: A low kick. Triples momentum if timed correctly. Launches opponent upwards. Use to start aerial combos. Dash attack/Forward: A powerful swipe with your nunchuks. Has a lot of knockback. Neutral-air: 3 hit spin attack with nunchucks, lanunches on last hit; behind you if the opponent is in front of you and vice versa. Last hit has decent knockback, but you can continue a combo if you use the right moves (ex: side-air or special side air) Side-air: Powerful dropkick, lingers for about half a second, strong knockback. Up-air: upwards version of the jab, gives a little upwards momentum to fill in/stall out a combo. Down-air: Downwards attack with nunchuks. Specials: (2 for P1, 0 for P2) Neutral special: The same both grounded and midair. Hold a shuriken to throw. Shuriken gets thrown in the next direction left/right you move. Shuriken is active before thrown and can be held for extra hits, or just sit still and it will act like a thorn-like defense. After throwing, press neutral special again to teleport to your shuriken. Projectile itself has good damage and amazing stun. REMEMBER: When you are stunned, there is 2 things you can do. Either waste your precious Bursts, OR throw a shuriken above your opponent before confronting them, so if you start to get combo'ed you can TELEPORT to the shuriken, whether you are stunned or not. (its big brain time) Down special: The same both grounded and midair. A guard, denies hits from the opponent. Cannot be held. Side special(Grounded): Powerful dash attack. Crazy knockback and damage, but not special in any other way. Longer cooldown than most of all of your other attacks. Side special(Midair): Quick slash attack, hyper fast. Can be chained with enough height. Crazy range, reccomended to use liberally to close gaps and extend combos. Up-air: Powerful uppercut, Crazy knockback and damage, but not special in any other way. Longer cooldown than most of all of your other attacks. Tools and Strategies: Your shuriken is the key to upgrade how you play, as it can help you in many ways: -Projectile to throw out in neutral play, you can follow it and give yourself some defense on approaches. -Combo starter because it has tons of stun -Movement mechanic that not only gives you a teleport, enhancing your combos if you are skilled enough -Get out of combo free card because you can teleport to it if you are stunned in a combo. -Before throwing, you can keep it as a thorn-like defense which hits the opponent if they try to attack you. Other useful moves: Downtilt: only move that launches the opponent up, and does so at a very comfortable angle which lets you start combos easily. Sideair special: longest distance move, use to approach the opponent. The launch angle it gives also makes it very easy to chain the move rapidly back and forth (as long as you have enough air.) Special Tech: Downtilt speed: Downtilt triples momentum, use correctly to get bursts of unexpected speed on the opponent. Chain this with the insane range of Quick Slash (Side-Air Special) to travel the arena in a flash. Shuriken Jump: The only move that you can use after a Uppercut while still midair is to hold and/or throw a shuriken. You can chain these to fly upwards, but on a more practical and easy note, you can jump after teleporting to a Shuriken.
All credit for the original game goes to Ivy Sly, the creator of Yomi Hustle. I simply remade it in real time with a couple of tweaks and changes. To Do: COWBOY