1 You do not need the combo system yet
The developer says outright that the cancel mechanic is not necessary to enjoy your battles. Take that at face value for the first evening.
2 Choose your input first
Both are properly supported. Full controller support is listed, and so is a keyboard only option, so this is a genuine choice rather than one path with a fallback.
| Input | Best for |
|---|---|
| Controller | Most players. Analogue movement suits a platform fighter and the layout will feel familiar |
| Keyboard | Precise directional input, and the only way to fill a fourth local slot when pads run out |
Whichever you pick, stay with it while learning. Switching input halfway resets your timing, and timing is the whole skill here.
3 Learn the stage before the buttons
In a platform fighter, position decides more matches than damage does. Before worrying about your attacks, learn where you can be hit from and where you cannot.
4 The cancel into air dash
Once basic play feels comfortable, this is the mechanic to practise. The rule is simple: most successful hits can be cancelled into an air dash, which lets you continue rather than recover.
| Stage of learning | What to practise |
|---|---|
| First | Cancelling at all, even into a dash that goes nowhere useful |
| Second | Cancelling into a dash that puts you next to the opponent again |
| Third | Adding a second hit after the dash, reliably, two times out of three |
| After that | Extending. This is the part the developer calls pushing the game to its limits |
Do not skip the second row. A cancel that leaves you out of position is worse than no cancel, because you have spent your air movement and gained nothing.
5 Your first online matches
Two routes exist: host a lobby to challenge friends, or use quickplay to match with any player in your region. Both run on rollback netcode, so your inputs should feel the same online as offline.
Expect to lose the early ones. In a game this small the online population skews toward people who chose it deliberately, which usually means they already like fighting games.
6 Playing with three or four people
Local play supports shared and split screen for both versus and co-op, and Remote Play Together extends that to friends who do not own the game.
Free for all matches with four players are a different game from one against one. Whoever commits to a long combo is the person everyone else can punish, so the winner is often whoever was patient rather than whoever was best.
7 How to improve without a training mode habit
There are no achievements to guide you, so progress here is measured only by what you can do. That makes deliberate practice more valuable than usual.
| Habit | Why it works |
|---|---|
| Watch what killed you | Most losses repeat the same two mistakes rather than many different ones |
| Practise one route only | One reliable combo beats five you land occasionally |
| Play sets, not single matches | Adapting to one opponent over several rounds is the skill that transfers |
Ignore the combo system for your first session, because the developer confirms it is optional, and spend that time landing clean hits and learning stage position. Pick controller or keyboard and stay with it while your timing forms. Practise the cancel in stages, making sure each dash leaves you next to the opponent rather than merely looking impressive. Online runs on rollback netcode so timing stays consistent, but expect early losses and set one concrete goal per match. In four player matches, patience beats commitment to long combos.
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