The sun is setting on Dojo Street. Eight fighters, eight one-of-a-kind powers, one Master. Read your rival, PARRY their strike at the perfect instant, and make them pay with a blazing COUNTER.
Every fighter owns signature powers nobody else has.
Every rival on the ladder hides a unique power of their own.
Win 2 rounds before the 60-second clock runs out. Climb all 9 ladder stages — the last is Master Hiro himself. Each stage is a new street, a new rival, and a new unique power to survive.
Move: ◀▶ or AD Jump: ▲/W Crouch: ▼/S
Punch: J Kick: K Heavy: L Guard (hold): I or hold away
PARRY: U (or the teal PARRY button on touch screens)
Tap PARRY the instant a strike is about to land. A perfect parry (a 10-frame window) means zero damage, a flash of light, and your rival is left wide open: your next hit inside the counter window deals +50% damage — watch for the COUNTER! flash. Parry too early and you are left posing, defenceless. Masters on the high ladder will try to bait your parry — do not bite on every swing!
Every fighter has 3 signature powers fired by button sequences (for example →→+P) plus a unique SUPER at full meter (↓→↓→+H). No two fighters share a power. Check the MOVE LIST in training or pause to learn yours. Basics: crouch+P is a quick low jab, crouch+K sweeps legs for a knockdown, and heavy launchers pop rivals into the air — but juggles are capped at 4 hits, so make them count.
Hold GUARD (or away) to block: you take only small chip damage. Some powers chip harder or break guard — respect them.
The blue bar under your health is your super meter: it fills as you hit, block and get hit. At 100, unleash your SUPER with ↓→↓→+H. After a successful parry you get a counter window (your fists glow) — the first hit inside it deals +50%. Launchers (↓+H Rising Upper, or your fighter's launching power) pop rivals into the air; airborne rivals can be juggled, but only 4 juggle hits land — the 5th passes through.
The Tower is 50 fights, one after another, and every stage is harder than the last: more health, heavier damage, faster reactions, smarter parries — and every single opponent owns a named unique power shown on their intro card. Bosses wait at stages 10, 20, 30, 40 and 50 with stacked signature powers. Clear a stage to unlock the next; every 5 stages earns a reward (titles, the Midnight Gi and Golden Champion palettes, and boss lore for your gallery). Your Tower progress is saved automatically. You also carry 1 free revive (Second Wind) per run — spend it wisely.
On touch screens: left pad moves (▲ jump, ▼ crouch), right side has PUNCH, KICK, HEAVY, GUARD (hold) and the teal PARRY button. Combo powers work the same: tap the direction sequence, then the attack button — for example tap ▶▶ then PUNCH for a →→+P power.
In PARRY PRACTICE the dummy throws slow, glowing heavy strikes. Tap PARRY the instant before impact — drill the timing until COUNTER! feels easy.