FightGuy
Character art

FightGuy

The all-rounder

The underground champion, and very pleased about it. FightGuy backs up the grin with quick punches, flying kicks and blue ki. A straightforward all-rounder with a show-off streak.

  • Close range
  • All-rounder
  • Projectile

Game plan

  1. Poke from range with Ki Shot. Hold A to charge it bigger.
  2. Get in with Cyclone Kick (R) and keep the pressure on with fast normals.
  3. When they’re stuck, Fist of Fury (F) drags them in for a heavy kick finisher.

Good at

  • Fast, simple normals
  • A projectile for every distance
  • Rising Dragon brings you home

Bad at

  • Has to get close to really hurt
  • Cyclone Kick leaves a punish window at the end

Specials

Cooldowns start when the move ends. Every E special is a recovery move.

  • A

    Ki Shot

    Signature2 s cooldown

    Hold to charge through three tiers, release to fire a ki ball at your target. More charge means a bigger ball, not more damage.

  • E

    Rising Dragon

    Recovery4 s cooldown

    A rising uppercut. Your ticket back to the stage.

  • R

    Cyclone Kick

    Playmaker4 s cooldown

    Spin forward in a long kicking cyclone that hits each opponent once. Great for crossing the stage, bad for changing your mind.

  • F

    Fist of Fury

    Power12 s cooldownMust try

    A rapid punch flurry pulls the opponent in, then a heavy right-foot finisher sends them flying.

Normals

No cooldowns. The same key does something different on the ground and in the air.

Ground
1Low Kick
2Straight Punch
3High Kick
4Double Kick
Air
1Double Punch
2Floating Kick
3High Kick
4Air Smash

Movement

  • Run speed12 m/s
  • Air speed7 m/s
  • Jump height≈2.1 m
  • Gravity28 m/s²

Playtest tuning as of October 21, 2026. Jump height is estimated from jump speed and gravity. Numbers move between builds.

In game

FightGuy’s Fist of Fury finisher launches Bonk across the Slop Pit.

The rest of the roster