THE FOUNDRY / PLAYER VS AI
Iron meets ember.
Eight contenders. One unforgiving foundry.
Choose your fighter. Make every blow count.
MARABRASS / YOU
SUPER 0%
ROUND 01
ROOKSTEEL / AI
SUPER 0%
BEST 0 HITS · 0 DAMAGE · 0 KOs
THE OLD IRONWORKSREADY TO SPAR
KEEP THE SET GOING
Session score
On a phone, turn sideways for a wider view. Touch controls support moving and attacking together.
FIGHT SETUP
Mara / YOU × Rook / AI
Choose fighters, opponent level and arena before a fight.
SESSION SET · 0 — 0
SPARRING · Room to learn. A forgiving opponent with clear openings.
Rain, smoke and restless torchlight. Pause to change arenas.
THE LOWER FOUNDRY
The Old Ironworks
Rain, smoke and restless torchlight.
ROUND REPORT
| Fighter | Clean hits | Damage | Guards | Parries | Throws | Best combo |
|---|
FORGE COMBOConnect Jab, then follow the highlighted attacks.
J JAB→K HEAVY→U UPPERCUT
FORGE TRIALS
Six guided challenges. Learn hit confirms, a launcher, throws and your fighter’s super.
JAB → CONFIRM → LAUNCH → THROW → SPECIAL → SUPER
THE FOUNDRY GAUNTLET
Five rivals. First to two rounds. Defeat the final Champion.
Build SUPER by landing hits, taking damage and timing parries. At 100%, press B or the flashing SUPER button. Connect the opening strike to unleash your fighter’s cinematic charged attack; opponents can guard, parry, dodge or interrupt the opening. Charge resets each round.
Connect Jab, tap Heavy when it lights up, then tap Uppercut after Heavy connects for a three-hit launcher. Blocked hits and misses keep their normal recovery. Choose Practice combos for an endless dummy, a best-combo readout and automatic resets after a full knockout. Challenger opponents use kicks, dodges, specials and different tactics for each fighter.
Sparring partner gives you room to learn. Choose Challenger for fighter-specific tactics, or Champion for an opponent that pressures held guard and punishes missed attacks.
Press R or Dodge for a shoulder roll. Hold left or right to choose the direction; release movement to roll away. Time its brief safe window: startup and recovery leave you open. The button shows its cooldown. Guard cannot stop a grab; dodge, jump, or press Grab immediately to break a clinch.
Raise Guard just before a punch lands to parry. Release Guard and press Jab, Heavy, Uppercut or Sweep for a faster counter. Holding Guard blocks normally. Time each guard raise; a short cooldown separates parries.
LEARN THE RHYTHM
Footwork first. Then fire.
AD Move · W Jump · Q Backstep · E Dash · R Dodge · J Jab · K Heavy · U Uppercut · S Sweep · H Kick · F Roundhouse · T Punch rush · V Signature · B Super · L Guard · G Grab / break
Dash forward to close the gap; backstep to bait a punch or leave grab range. Each burst has a short recovery and cooldown. You can still be hit or grabbed during a dash. Land a jab, then tap Heavy as it connects to finish a two-hit combo. Watch for the highlighted Heavy button. Blocked jabs and misses leave the normal recovery. Grab up close for two knees, an overhead lift and a toss. If you’re caught, press Grab immediately to escape.
Music is on. Start the fight to play Grinding Hook, then Grinding Riff.
Combat sound is on. Start the fight to hear punches, grunts, and landings.
THE NEXT SHIFT / EXPANSION ROADMAP
- Eight contenders. Five arenas.PLAYABLE NOW
Cog-9 and Brindle join the foundry. Duel at Stormrail Terminus and Glasshouse Vault. Choose Original, Midnight or Verdigris outfit colors in the fighter picker.
- Walk-in introsPLAYABLE NOW
All eight fighters enter before Round 1. Cog-9 vents steam and locks his fists; Brindle plants a heavy step. Skip or press Enter. Rematches, practice and Reduced effects go straight to the countdown.
- Full alternate costumesPLANNED
New painted garments and armor across every move. Full roster arcade runs are now playable: choose seven rivals to face every other contender. Cog-9’s Piston Barrage and Brindle’s Crucible Quake are now playable with V / Signature.
Playable beta · Press F or Roundhouse to leap forward into a spinning kick. Press T or Punch rush up close for three fast punches and an uppercut blast. Guard or time a parry to defend. Each special has a cooldown shown on its button; misses leave you open. Press H or Kick for a powerful standing kick that pushes the opponent back. Its windup and recovery leave you open; Guard or Dodge to defend. Press S or Sweep for a low kick and back-first knockdown. Jump to clear a sweep, or Guard to block it. Its long recovery leaves a missed kick open to a counter. Press U or Uppercut for a rising punch. The match-winning knockout automatically triggers your fighter’s finisher: Mara’s Flame Fist, Rook’s Iron Fist, Sofia’s Inferno Cyclone, Brotag’s Forge Breaker, Lnazuma’s Storm Breaker or Tsuyomi’s Moonfall. Watch the buildup, flying knockout and heavy landing. Eight fighters and five painted arenas. Arcade mode travels between them. Choose your fighter and AI opponent before a match. Smooth motion softens movement between game steps.