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C2C Combat Arena

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FIGHT1
ROUNDS LEFT3

C2C ORIGINAL · FIGHTING

C2C Combat Arena

← → move · ↑ jump · ↓ crouch · Z light · X heavy · C special · V / Shift guard · ↓ + X sweep · ↑ then Z / X air attacks · → + X up close throw · ↓↘→ + Z / X fighter specials · ↓↘→ + C (or hold GUARD + C) super when the meter is full

Move and jump with directions. Use LIGHT, HEAVY, SPECIAL and GUARD together with movement. Crouch for low jabs and the knockdown sweep (lows must be blocked crouching); jump for overhead air attacks (blocked standing); HEAVY while walking into a rival up close is an unblockable throw. Each fighter has two command specials and a super: Vela's Harbor Wave projectile and invincible Rising Gale, Rook's armored Anchor Rush and low Ground Slam, Iona's Flash Step teleport and Lantern Dive, Sol's long Tide Lance and anti-air Zenith Arc. Hitting and getting hit fills the super meter; when it is full, hold GUARD and tap SPECIAL (or ↓↘→ + SPECIAL) for the super. Each fight is best of three rounds against a rival with their own speed, power, reach, health, stamina and defense. All four fighters start at the same level; every fight won raises your power, stamina, health and strike speed. Three circuits of three contenders plus a title fight. Win all three contenders to earn the title fight; a loss restarts the circuit, and the cabinet asks CONTINUE? Survival mode is one round per rival with health carrying over. Progress saves per fight; training targets ten clean hits.

Match setup

Landscape gives more room for multi-button play. Keyboard and controller controls stay available.

Exit to Arcade

FREE GUEST PLAY · NO ACCOUNT NEEDED · PRESS ENTER TO START

← → move · ↑ jump · ↓ crouch · Z light · X heavy · C special · V / Shift guard · ↓ + X sweep · ↑ then Z / X air attacks · → + X up close throw · ↓↘→ + Z / X fighter specials · ↓↘→ + C (or hold GUARD + C) super when the meter is fullMove and jump with directions. Use LIGHT, HEAVY, SPECIAL and GUARD together with movement. Crouch for low jabs and the knockdown sweep (lows must be blocked crouching); jump for overhead air attacks (blocked standing); HEAVY while walking into a rival up close is an unblockable throw. Each fighter has two command specials and a super: Vela's Harbor Wave projectile and invincible Rising Gale, Rook's armored Anchor Rush and low Ground Slam, Iona's Flash Step teleport and Lantern Dive, Sol's long Tide Lance and anti-air Zenith Arc. Hitting and getting hit fills the super meter; when it is full, hold GUARD and tap SPECIAL (or ↓↘→ + SPECIAL) for the super. Each fight is best of three rounds against a rival with their own speed, power, reach, health, stamina and defense. All four fighters start at the same level; every fight won raises your power, stamina, health and strike speed. Three circuits of three contenders plus a title fight. Win all three contenders to earn the title fight; a loss restarts the circuit, and the cabinet asks CONTINUE? Survival mode is one round per rival with health carrying over. Progress saves per fight; training targets ten clean hits.
MOVE

· PAUSE WITH ESC / P · Clean hits, counters, finishers, specials, throws, supers, round wins, fight wins, belts and survival streaks

KEYBOARD / MOUSE READY

Guest records stay on this device. Online leaderboards are casual and use server-validated run limits.