
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.
Game plan
- Poke from range with Ki Shot. Hold A to charge it bigger.
- Get in with Cyclone Kick (R) and keep the pressure on with fast normals.
- 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
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
A rising uppercut. Your ticket back to the stage.
- R
Cyclone Kick
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
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.
| 1 | Low Kick |
|---|---|
| 2 | Straight Punch |
| 3 | High Kick |
| 4 | Double Kick |
| 1 | Double Punch |
|---|---|
| 2 | Floating Kick |
| 3 | High Kick |
| 4 | Air 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



