Family bragging rights are on the line. Win 2 rounds to take the match. Stats matter: Power = damage, Speed = movement & attack speed, Skill = combo power, Defense = damage soaked, Style = how fast your SUPER meter fills.
| JOYSTICK ◀ ▶ | Push the left stick to walk — tilt a little to step, push all the way to stride. Diagonals work too |
| JOYSTICK ▲ | Push up past halfway to jump |
| JOYSTICK ▼ | Pull down past halfway to crouch — low profile, and crouching guards LOW attacks. While crouched: PUNCH throws a low jab, KICK throws a SWEEP that knocks a standing fighter DOWN — they fall, lie on the ground, then get up (nobody can be hit while down or just rising) |
| IN THE AIR | PUNCH or KICK while jumping for air attacks — hold the stick to drift forward or back. A launched fighter can be juggled for 2 extra hits in the air, and every hit after the first in a combo scales down (100% · 85% · 70% … floor 50%) |
| P — Punch (blue) | Fast jab, short range |
| 3P — 3-Piece (orange) | One tap throws the full three-punch combination — steps in with every punch, all three can land on the combo counter. Small recovery if it whiffs |
| U — Uppercut (teal) | Rising uppercut that LAUNCHES them into the air on a clean hit — big damage, slower recovery |
| K — Kick (red) | Slower, longer range, more damage |
| B — Block (green) | Hold to block high & mid attacks — only chip damage gets through. LOW attacks (sweeps, low kicks) beat a standing block: crouch to guard those |
| S — Special (purple) | Your signature move. Needs at least half a SUPER meter (one stock) |
| ASSIST ★ | A teammate jumps in, lands one strike, jumps out. 8-second cooldown |
| TAG ⇆ | Tap TAG, then tap a partner's portrait — or tap TAG twice to bring the next living partner. Your fighter leaps OUT and that partner leaps IN as the new active fighter, and they can be HIT while they land — tag smart, not scared. 6-second cooldown, shown on the button. Keyboard: G, then tap a portrait (or G twice) |
| HEALTH IS PER FIGHTER | Every team member keeps their OWN health — tag out and your damage waits with you on the bench. A resting fighter slowly wins back the recoverable part of the damage they took (watch the little bar under their portrait), never past that recoverable part, and a K.O.'d fighter stays down for the round. When your active fighter is K.O.'d, the next living partner jumps in automatically — a team only loses the round when ALL THREE members are down. The portraits always show the two fighters on your bench: tap one to ASSIST with them, or TAG them in |
| COUNTER HITS | Strike an opponent while their attack is still WINDING UP — before their strike lands — and it's a COUNTER!: +25% damage and a heavier reaction than the hit would normally cause. Watch for the gold COUNTER! flash by their health bar |
| WALL BOUNCE | A heavy hit or a launcher that slams a fighter into the arena's edge BOUNCES them back off the wall, airborne — land one more hit while they're up (it counts toward the 2-hit juggle limit). Light hits never bounce |
| THROW — P+K TOGETHER | At close range, tap PUNCH and KICK at the SAME MOMENT (keyboard: J+K together) — or push the stick TOWARD your opponent as you tap both — to grab and THROW. A throw CANNOT BE BLOCKED: no guard stops it, ever. Every fighter throws their own way: Big Homie and Big Bob POWER SLAM, Queen Yvonne, Ms. Beauty and Mama Linda HIP TOSS, Double Trouble and Middle Brotha SUPLEX (both twins lift together — one holds, one assists), G Bob's Battle Chair RAM-TOSSES you clean off your feet, and the fast fighters trip-and-slam you. Fixed heavy damage, a hard knockdown into the usual fall-and-get-up, and a throw ends any combo clean |
| THROW ESCAPE | Getting grabbed? Tap PUNCH+KICK together FAST — inside the split-second grab window, about 12 frames — and you break free with a shove and take NO damage. Range and jumping beat throws too: a grab that reaches only air (or a fighter in the air, down, or just rising) WHIFFS and leaves the thrower wide open. The CPU throws at close range on every difficulty — and you can escape the CPU's grabs the exact same way |
| QUALITY | On the title screen and in the pause menu: FULL is the complete show — the sharpest picture and every spark and effect. PERFORMANCE is for slower phones: it caps the picture resolution and lightens the hit sparks, dust and trails — visuals only. Speed, damage and the CPU play exactly the same either way, and your choice is remembered between visits |
| GAME SPEED — II TURBO | Set it on the title screen (SPEED button), on the fighter select screen (SPEED row), or mid-match in the pause menu: NORMAL, or TURBO ★1 up to ★★★★. Turbo runs the WHOLE fight faster — up to 1.5× at ★4 — and your SUPER meter fills faster the higher the stars climb. Same fighters, same damage, just a hotter pace |
| STORY MODE | The crown run: pick your fighter and your two partners, then climb all ten stages in order — one rival team per stage, a story card before every fight, and the fights get hotter as you climb (Chapters 1–3 EASY, 4–7 NORMAL, 8–10 HARD, whatever the menu says). Chapter 10 is the CHAMPIONSHIP for the Powell Center crown. Lose a chapter and you retry that chapter — the run is never lost, and your progress is saved between visits |
| ONLINE MODE | Fight a friend live on two phones: one player taps ONLINE → HOST A MATCH and reads out the room CODE; the other opens this same game link on their phone, taps ONLINE → JOIN A MATCH and types the code in. Both players pick their own team (main + 2 partners, personas included), the host picks the stage, both tap READY — and the match runs with every system live: tags, assists, throws, counters, the works. After the match, REMATCH needs both players to tap it; if the connection drops, the game says so and walks you back to the online lobby — it never freezes |
| EVERY FIGHTER IS DIFFERENT | Martial artists, street brawlers, boxers, MMA — read each fighter's dossier on the select screen: their STYLE, what their SPECIAL does, their FINISHER, and how they fight |
| DOUBLE TROUBLE | The brothers share ONE health bar but fight as TWO bodies: one twin on the opponent's left, one on the right, with their man trapped in the middle. Punches and kicks alternate twins, the 3-PIECE finishes with a DOUBLE STRIKE from both sides at once, their special is the SANDWICH SLAM, and as a called partner BOTH twins leap in from opposite sides for one strike each. Push the stick and the pair walks their man across the floor |
| BIG BOB | The Slots King sits at his slot machine before every fight and asks his opponent to hold twenty dollars. His SPECIAL is the LEVER SLAM — an armored short-range slam — his assist tosses a COIN clean across the arena, his finisher is the JACKPOT!, and when Big Bob wins, he takes the money right out of the loser's pocket |
| PICK YOUR TEAM | After you lock your fighter, choose any 2 partners from the whole roster — men and women, Bundys and Winslow, everybody mixes free. In the fight, tap ASSIST for the next ready partner — or tap a partner's portrait to call THAT partner. They run in and fire THEIR OWN special — or TAG one in to take over the fight for real (see TAG above) |
| G BOB — TWO PERSONAS | One man, two ways to fight. Pick his PERSONA on his dossier: BATTLE CHAIR (he fights seated in his missile-packing battle chair — his chair strike rams you, and his SPECIAL is DICE & MISSILES: he rolls a pair of dice and the chair's pods fire that many missiles, 2 to 6 by the roll, the last one landing heavy) or ORIGINAL (his standing street-boxer self, SPECIAL: the LEGEND RUSH flurry). Whichever persona you pick is the one who fights — as your main or as a called partner |
| FINISHER | When a round is decided, hit P, K or S during FINISH HIM! / FINISH HER! for the big clean finisher — all spectacle, no gore |
| RAGDOLL K.O. | Every K.O. falls for real: the body goes limp joint by joint, flies the way the finishing blow sent it (an uppercut pops him UP first), bounces off the floor and settles in whatever crumple it lands in — no two knockouts ever fall the same way twice |
Keyboard: Move = Arrow keys or A/D • Jump = W or ↑ • Crouch/Block = S or ↓ • J = Punch • T = 3-Piece • R = Uppercut • K = Kick • L = Block • U = Special • I = Assist • J+K together = Throw (and Throw Escape) • P or Esc = Pause