
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 Q to charge it bigger.
- Get in with Cyclone Kick (R): it carries them along and launches them at the end.
- Shields won’t save them: Title Match (F) grabs straight through a block, punches away, then kicks them off the stage.
Good at
- Fast, simple normals
- A projectile for every distance
- Rising Dragon kills point blank and brings you home
Bad at
- Has to get close to really hurt
- A whiffed Cyclone Kick or Title Match leaves him wide open
Specials
Cooldowns start when the move ends. Every E special is a recovery move.
- Q
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 and your ticket back to the stage. Land it point blank in the first frames and it launches straight up, hard enough to KO. A late catch only pops them up.
- R
Cyclone Kick
Spin forward in a long kicking cyclone that drags whoever it catches along, then launches them at the end. Whiff it and you finish seeing stars.
- F
Title Match
Lunge at your target and grab them, shield or not. Hold them through a punch flurry, then a heavy right-foot kick sends them flying. An air dodge slips it, and a miss leaves you hanging.
Normals
No cooldowns. The same key does something different on the ground and in the air.
| 1 | Straight Punch |
|---|---|
| 2 | High Kick |
| 3 | Double Kick |
| 1 | Floating Kick |
|---|---|
| 2 | Flip Kick |
| 3 | Air Smash |
Movement
- Run speed12 m/s
- Air speed7 m/s
- Jump height≈2.1 m
- Gravity28 m/s²
Playtest tuning as of October 29, 2026. Jump height is estimated from jump speed and gravity. Numbers move between builds.
In game






