★★★ P - Pause/ Look at Instructions ★★★ TO START A GAME, SELECT YOUR CHARACTERS AND THE ARENA USING THE INSTRUCTIONS AT THE BOTTOM ★★★ Instructions ★★★ Player 1 - (uses WASD, T, and Y to select character and arena and play) W - Jump S - Crouch A - Move Left D - Move Right Move opposite from your opponent to BLOCK T - Attack (Hold for a combo) (Input a DIRECTION to attack more) Y - Special Attack (Input a DIRECTION to do different moves) Player 2 - (uses arrow keys and numbers on numpad to select character and arena and play) UP - Jump, DOWN - Crouch, LEFT - Move Left, RIGHT - Move Right Move opposite from your opponent to BLOCK 4 - Attack (Hold for a combo) (Input a DIRECTION to attack more) 5 - Special Attack (Input a DIRECTION to do different moves) ------------------------------------------------------------------------- ADDING DIRECTIONAL INPUTS TO ATTACKS (ex. wasd / arrows) ------------------------------------------------------------------------- Each character has different attacks with different properties but they all follow the basic format--- _BASIC ATTACKS_ --(Note: ATTACK is "t" for player 1 and "4" for player 2) ATTACK(by itself) = normal fast hitting move ATTACK + FORWARD/BACK = a forward hitting moves ATTACK + DOWN = an anti air move that is meant to counter dives (ONLY IN AIR)ATTACK + DOWN = a universal dive that automatically points toward the enemy HOLD ATTACK = a basic combo that combines all basic attacks _SPECIALS_ ---------(Note: SPECIALS are "y" for player 1 and "5" for player 2) SPECIAL(by itself) = either a grab, projectile, or unique move SPECIAL + FORWARD/BACKWARD = either a forward hitting grab, dash, or strike SPECIAL + DOWN = either a counter or projectile *all special moves can be done in the air* *****************GAME MECHANICS************************** One important part of this game(since it is based off of fighting games) is BLOCKING. Blocking in this game is done by hold back and moving in the opposite direction that the opponent is in. In this game, when a player blocks, the player who is attacking will receive damage and must stop attacking in order to stop receiving damage.(this is since it is possible to make the opponent block forever) There is also a combo breaker mechanic that pushes away players when the combo meter reaches a certain number.(this is because it may be possible to combo the opponent forever) On the Character Select Screen, choosing random will not choose a character and leave it blank. This is useful for testing a character without another character causing lag. There are many more mechanics that can be discovered but these are some useful ones in my game.