A / D or arrows to browse · F or Enter to fight · Esc back to fighters
BORTOCHI
VS
PORKOCHI
ROOFTOP ROUTER
READY... FIGHT!
P1A D
move
W
jump ×2 / up
S
down / fast-fall
F
attack
G
smash
R
special (B)
E
shield / dodge
H
super
Esc
pause
P2← →
move
↑
jump ×2 / up
↓
down / fast-fall
/
attack
.
smash
;
special (B)
L
shield / dodge
,
super
Gamepads: connect up to two controllers
CPU level
5
Sound
Tap to hear
Sound is off in the top bar.
Fighter roster
Pick both sides
Tap P1 or P2 to open fighter select with that fighter picked for that side.
BBortochi
PPorkochi
DDonut Disposer
YYikes
SSuper Cheese
MMr. Gnocchi
MMucus Man
FFinancial Boar
SSuper Flewis
KKannibal Cone
BBrief Boy
JJedediah Cole
DDoc Fenwick
MMarisol Vega
KKaiju Kid
AArcade Cat
GGemini Fox
PPunk Shredder
NNanoforge Drone
AAgamemnon
HHelena
Stages
Practice starts against the CPU. Tap “P2: CPU” to switch to local multiplayer on one keyboard or two gamepads, or set either side to a person or the CPU (levels 1–9) on fighter select. Players on fighter select seats up to eight for a free-for-all; past P2 a seat is the CPU, or a person on that seat’s gamepad. Esc or Start pauses. Damage raises how far every hit sends you: a smash that barely pushes a fresh fighter launches a battered one clean off the stage. Hold a direction as you attack for a tilt, tap it just before for a smash; in the air the direction picks the aerial. Tap jump for a short hop, hold it for a full one; tap down past the top of a jump to fast-fall. R (P2: semicolon, gamepad: the right face button, B) is your special, and every fighter's four are their own: alone for the neutral special, with a direction for the side, up or down special. The up special is your recovery, and most leave you falling helpless; G in the air still works as the up or side special. Shield blocks, rolls with left or right, dodges with down and grabs with attack; in the air it is a dodge, and pressed just before landing it halves an aerial's landing lag. Fall near the ledge to catch it, then press toward the stage to climb, jump to leap, attack to swing up or shield to roll. Hold toward the stage as you are launched to bend the path. Landing and taking hits fills the super meter; at SUPER READY, H (P2: comma, gamepad: right trigger) throws a 28% finisher.