Getting started
- Open the main menu and type a name for the leaderboard.
- Pick Arcade for the story, Versus CPU for any matchup, or Training to practise.
- Choose a fighter. Kaito is the best place to start: every tool he has is easy to use.
- Win two rounds to win the match. Each round lasts 99 seconds; if time runs out, whoever has more health (as a share of their maximum) wins.
Press Esc (or Start on a controller) at any time to pause and see your move list.
Controls
Every fighter uses four attack buttons: light punch (LP), heavy punch (HP), light kick (LK) and heavy kick (HK).
| Keyboard (solo) | Controller | |
|---|---|---|
| Move | WASD or Arrows | D-pad, left stick or arcade stick |
| LP | U or Z | β / β‘ |
| HP | I or X | β / β³ (also RB / R1) |
| LK | J or C | βΆ / β |
| HK | K or V | β· / β (also RT / R2) |
| Pause | Esc or P | Start / Options |
In Versus on one keyboard, P1 uses WASD + F G V B and P2 uses the arrows + K L , . (or the numpad). With controllers, the first one plugged in is P1 and the second is P2. On phones and tablets an on-screen stick and buttons appear automatically.
Everything can be remapped, and you can test your controller live, on the Controls page.
Moving and blocking
- Walk forward and back. Hold up (or up-forward / up-back) to jump.
- Crouch by holding down. Crouching ducks under many high attacks.
- Block by holding away from your opponent. Hold down-away to block low.
- Lows (sweeps and crouching kicks) must be blocked crouching. Overheads (jumping attacks and dives) must be blocked standing.
- Special moves deal a little chip damage even when blocked.
Attacks
Each button does something different standing, crouching and in the air. Light attacks are fast and safe; heavy attacks hit harder, reach further and leave you open if they miss.
- Crouching HP is a strong anti-air uppercut.
- Crouching HK is a sweep: it hits low and knocks down.
- Jumping attacks are overheads and set up combos when they land.
Reading special moves
Move lists describe joystick motions with arrows, written as if your fighter faces right. When you're on the right side, mirror them.
| βββ + P | Quarter circle forward: roll from down to forward, then press punch. |
| βββ + K | Quarter circle back, then kick. |
| βββ + P | "Uppercut motion": forward, down, down-forward. Draw a Z. |
| βββββ + P | Half circle from back to forward. |
Light or heavy? The button strength changes the version: heavy versions are usually faster, stronger or travel further. The game reads your input generously: you have about a quarter of a second to finish a motion, and button presses are buffered for a few frames.
Charge moves
Mei, Jack and Marcus use charge moves. Hold back (or down) for about two thirds of a second, then press forward (or up) together with the button.
Holding back also blocks, so charge characters can wait patiently and answer with a projectile or a dash. Down-back charges both directions at once.
Throws and grabs
- Throw: walk up close and press β + HP (or β + HP to throw behind you). Throws can't be blocked, so they beat opponents who block too much.
- If both players throw at the same time, the throws break.
- You can't throw someone who's in the air, being hit, or blocking a hit.
- Bruno's Pier Breaker is a command grab: it reaches from a step away and does huge damage.
Combos and cancels
Light punches, standing HP, crouching LK and crouching HP can be cancelled into a special move: input the special while the normal is hitting or being blocked, and the special replaces the rest of the normal.
Starter combos:
- Kaito / Leo / Daigo: crouching LK β βββ + HP.
- Aiko: crouching LK β βββ + P (Kunai).
- Mei: crouching LK β βββ + K (Lightning Legs).
- Anyone: jumping HK β crouching LP β special.
The combo counter shows your hits. Damage scales down the longer a combo goes.
Fighters and move lists
Kaito Arashi The Mountain Heir
Balanced. Controls space with a fast Spirit Blast. Health 1000 Β· Home stage: Tetsu-ryΕ« Dojo
| Spirit Blast | βββ + P | |
| Rising Dragon | βββ + P | invincible start |
| Cyclone Kick | βββ + K | |
| Throw | β or β + HP | up close |
Leo Calloway The Street Flame
Aggressive. Harder Rising Dragon, longer Cyclone Kick. Health 1000 Β· Home stage: Pier 9
| Spirit Blast | βββ + P | |
| Rising Dragon | βββ + P | flaming, harder hitting |
| Cyclone Kick | βββ + K | |
| Throw | β or β + HP | up close |
Aiko Arashi The Silent Leaf
Fast and slippery. Kunai, flip kick and an air dive. Health 900 Β· Home stage: Whispering Grove
| Kunai | βββ + P | also in the air |
| Falling Leaf | βββ + K | invincible flip kick |
| Swallow Dive | in air βββ + K | |
| Throw | β or β + HP | up close |
Mei Lin Tetsu The Crane Princess
Agile. Charge moves, lightning kicks. Health 920 Β· Home stage: Lantern Street
| Palm Wave | hold β then β + P | short range |
| Crane Ascent | hold β then β + K | multi-hit spin |
| Lightning Legs | βββ + K | rapid kicks |
| Throw | β or β + HP | up close |
Sgt. Jack Calloway The Iron Brother
Defensive. Charge moves: Cannon Wave and Eagle Kick. Health 1050 Β· Home stage: Hangar 3
| Cannon Wave | hold β then β + P | |
| Eagle Kick | hold β then β + K | invincible backflip |
| Breach Knee | βββ + K | rushing knee |
| Throw | β or β + HP | up close |
Marcus "Iron" Bell The Old Champion
Rushdown. Charge dash punches that cross the screen. Health 1100 Β· Home stage: Calloway's Gym
| Freight Train | hold β then β + P | dash punch |
| Express Uppercut | hold β then β + K | dash uppercut |
| Ring Bell | hold β then β + P | jumping headbutt |
| Throw | β or β + HP | up close |
Bruno "The Anchor" Kowalski King of the Pier
Grappler. A command grab from a step away. Health 1200 Β· Home stage: Ironworks Pit
| Pier Breaker | βββββ + P | command grab |
| Anchor Lariat | βββ + P | spinning clothesline |
| Body Splash | in air β + P | |
| Throw | β or β + HP | up close |
Daigo Tetsu The Iron Exile
Dark mirror of the style. Air fireballs and a teleport. Health 1000 Β· Home stage: Kurogane Shrine
| Kurogane Blast | βββ + P | also in the air |
| Demon Ascent | βββ + P | invincible |
| Shadow Step | βββ + K | LK forward, HK back |
| Black Cyclone | βββ + K | |
| Throw | β or β + HP | up close |
Game modes
- Arcade
- Fight seven opponents in a story order with pre-fight dialogue. The CPU gets tougher each stage, Daigo waits at the summit, and every fighter has an ending. Lose a fight and you can continue.
- Versus CPU
- Any matchup, one match at a time.
- Versus
- Two players on one keyboard, two controllers, or a mix.
- Training
- No timer, health refills after combos. Set the dummy to stand, crouch, block everything, jump or fight back (keys 1β5) and press H to show hitboxes (red) and hurtboxes (blue).
- Online
- Quick match pairs you with the next player, or create a private room and send the link to a friend.
Playing online
Street Brawl uses rollback netcode, the same approach as modern fighting games. Your inputs happen instantly on your screen. If your opponent's input arrives late, the game rewinds a few frames and replays them correctly. A small input delay (2 frames) keeps corrections rare.
The ping and rollback counter in the corner show connection quality. Under ~80 ms feels local; above ~150 ms you'll notice corrections.
FAQ and troubleshooting
- My controller isn't detected.
- Browsers only expose a controller after you press one of its buttons on the page. Open the Controls page, press a button, and you should see it light up. Bluetooth controllers must be paired with your computer first.
- My arcade stick's buttons are in the wrong order.
- Non-standard sticks number their buttons differently. Use Rebind on the Controls page; the directions (including POV hats) work automatically.
- Special moves don't come out.
- Check which way you're facing; the notation assumes facing right. Try training mode with hitboxes on, and press the button just as you finish the motion.
- There's no sound.
- Browsers block audio until you interact with the page: press any key or tap once.
- Is it really free?
- Yes. Every fighter, stage and mode is free to play.