Controls: Navigate through menus with the mouse. Keybinds can be customized in-game, though these are the defaults: [P1] {P2} [A]/{←}: Walk left [D]/{→}: Walk right [W]/{ ↑ }: Jump [S]/{ ↓ }: Crouch [U]/{1}: Light attack [ I ]/{2}: Heavy attack [O]/{3}: Special [P]/{6}: Light + Special (EX Special) [M]: Pause Combat Techniques: - Light and heavy attacks will differ depending if you are airborne, crouching, or neither. - Special attacks will also differ depending on if you are crouching or not, but cannot be used in midair. - Press the Light attack and Special buttons at the same time to use an EX special. These moves are powerful but cost one of your EX meter bars (green). - Press the Heavy attack and Special buttons at the same time to use a Super move. These moves are especially strong but take the entirety of your Super meter (blue) to perform. - Damaging opponents builds up both of your meters; the EX meter fills up faster if you have a high combo going, and the Super meter fills up more if you are at a health disadvantage. - Press whichever direction is "back" when you are attacked on the ground to perform a block. Blocking attacks won't damage you and potentially allow you to recover faster than your opponent. - Quickly tap whichever direction is "forward" when you are attacked on the ground to perform a parry. You can't hold the button down like with a block, but if you pull it off successfully, you recover INSTANTLY from the hit and shrug off all incoming damage. - Double tap a lateral direction to dash. Dashes cover a good amount of ground quickly and also let you phase through some quick attacks, but leave you vulnerable once they're finished. Other important info: - Blocking a lot of damage in a short period of time will cause your character to flash. Be careful, because blocking too much more will break your guard, leaving you wide open! - Opponents that are airborne can attack while closing the distance, but they cannot block. - Some moves cause your opponent to be knocked down. If they settle to a halt while knocked down, you can't hit them until they get back up. - Attacks in a combo gradually decrease in power, though pulling them off well means dealing unavoidable damage. - Super moves are invincible on startup; Attacks will simply phase through the user, and any poor dummy who tries to beat them outright will simply get mauled. - Quickly inputting a Super during the stun from a parry will allow you to use it on the spot; since opponents are probably going to be busy attacking you (in vain), you can turn the tables of a fight on a dime. - EX moves do not fill the EX meter, and Super moves do not fill the Super meter. - When your guard stamina is running low, the intensity of the flashing signifies how low it is; the brighter the flashing, the less stamina you have. - Parries and dashes circumvent damage without taking a toll on your block stamina. If your character is flashing especially bright, consider taking the risk over have your guard broken. - Successful parries will replenish some of your block stamina. Consider utilizing them when your character begins flashing. - Having your guard broken isn't particularly ideal, though one silver lining it has is resetting your guard stamina back to max. - If the timer expires, attacks will be disabled and the winner is whoever has more health remaining. - Damage can still be dealt after a time out if a move lasts for long enough, or is a slow-moving projectile. Fighters can even be KO'd in this state! - If both players are KO'd at the same time, or have the same amount of health when time runs out, the round is counted as a draw and no one is awarded a point.
This game is currently in beta and will be updated over time. If you want to help make the final version better, give me some feedback in the comments! I highly recommend using TurboWarp to play. This game's pretty bulky! https://turbowarp.org/988549275 If you can't use TurboWarp and the project loads with corrupted sprites (appearing as gray squares with a question mark), reloading the page a couple times should mitigate the problem. If not... uhh, that stinks. Street Fighter, its playable characters, and all of their respective attacks are © CAPCOM. I wrote all the code myself, but I took inspirations for the meters' display from @griffpatch. I do plan to make the game look actually pretty some day, but when that's actually gonna happen is anyone's guess. I do however encourage you to add whoever you want into the game (within reason, of course). I spent a lot of time and effort on this, so maybe consider sharing it around! Additionally, if you find any bugs or have some feedback, let me know in the comments! Fun facts: - I began working on this game March 23, 2024, and released it in beta on October 4, 2024. Yeah, I've been a bit busy... - The character animations' sprites have reached an all-time high of 1602. I sure hope you're not playing on a Chromebook or something.