Table of contents : 1 : how to play 2: character overview 3: some info on game mechanics 4: how the engine is built 1: How to play - (<>^V) or (dgrf) to move -press forward twice in quick succession to dash -L or A for light attacks -M or Z for heavy attacks -L and M or A and Z to grab -staying on these buttons combined with sometimes a certain direction can create a special attack depending on the character (more info just below about available special attacks). -K or E for taunt -keep pressing K or E to do the super -backward to block high attacks -back combined with low to block low attacks 2: Characters overview -Ryu: Ryu is a shoto. This means he has the tools to respond to almost any situation. His shoryuken, for example, enables him to extricate himself from tricky situations or attack someone in the air. His hadouken is an excellent tool for keeping enemies at a distance. Moveset: Standing light: hadouken Crouching light: shoryuken Standing heavy: false hadouken Crouching heavy: tatsumaki -Ken: Ken is also a shoto. However, compared with Ryu, he's more effective from close range than from afar, thanks to good damage, a good shoryuken (which can be combo in itself) and a weaker hadouken than Ryu. Moveset: Standing light: hadouken Crouching light: shoryuken Standing heavy: tatsumaki 3: some info on game mechanics You've probably noticed, but parrys are back! These consist in pressing “forward” just before receiving a blow to avoid any damage. The parry window is 5 frames on the ground and 3 frames in the air. However, all projectiles have a parry window of one frame less. (Note also that scratch runs at 30 fps.) On the selection screen, you can choose between “automatic” and “manual”. The difference is in the way you can perform specials and super. In “automatic”, all you have to do is hold down the button, but in “manual” you have to release the button after a while. The advantage of “manual” is that you can more easily control when you make your attack. A special takes 8 frames to load, a super 10 frames. Also, when the opponent is threw too much into the wall (like in Guilty Gear Strive), he will get moved to the opposite of the screen. This appends after 6 times. With each new attack, a variable starting from 1 increases by 0.1. This variable multiplies the horizontal speed during a combo and divides its damage by the variable squared. As you can see, the longer a combo lasts, the less damage it will do, and the further the enemy will be thrown. When you block an attack, you have 7 frames of blockstun, which corresponds roughly to 7 frames when you can't do anything after blocking (it also prevents you from taking damage during this time). 4: how the engine is built This engine works thanks to a bug that detects whether the sprite is touching itself. This means you don't have to duplicate the “players” sprite. When someone touches his opponent, he modifies a value in a list. In the next frame, the opponent will take the damage if he sees that, according to the list, he has been hit. All attack states are also contained in lists. These lists can be modified by accessing the editor using the W key in the menu. Then enter the number of the character you wish to modify (Ryu = 1 Ken = 2). This engine let you also add lag to attacks. This would allow (I think) if one day I make an online mode to play remotely by minimizing the damage of the bad connection available on scratch. Music: Ryu's stage in third strike Ken's theme in SF2 Training stage in SF4 Results in third strike This project isn't finished. Some other versions of the game are planned. That's it !