Wiki / Basics
How you win
Hits raise a damage percent; the higher it is, the further you fly; leave the stage three times and you lose.
Status: Built · Last checked: 14 Nov 2026
There is no health bar. Every hit adds to a fighter's damage percent, and the higher that number, the further the next hit throws them. You win by throwing the other fighter off the stage until they have no lives left.
The rules
| Rule | How it works |
|---|---|
| Lives | Each fighter has 3 |
| Losing a life | You are thrown so far that you leave the picture: to the left, to the right, above or below |
| Coming back | You drop in again above the middle of the stage, and nothing can hurt you for a moment |
| A new life | Starts at 0% damage with a full stamina bar |
| Winning | The last fighter with a life left wins |
Reading the damage number
The number changes colour to warn you.
| Damage | Colour of the number | What it means |
|---|---|---|
| Below 50% | White | You are still hard to throw far |
| From 50% | Gold | Take care |
| From 90% | Orange | Danger: a strong hit may throw you out |
When you are thrown off
Being thrown off is not the end. You can still jump a second time in the air, use the recovery leap and grab the edge of the floor.
What to aim for
- Raise the enemy's number with light attacks, then finish with a heavy one.
- Stay near the middle when your own number is high: the edges are where lives are lost.
See also
- The readout: where the damage and lives are shown.
- Hit freeze and stun.
Nerd section: the exact numbers
Exact rules
| Rule | Value |
|---|---|
| Lives per fighter | 3 (1 to 5 can be picked on the fight setup) |
| The knock-out line | Sits well outside the picture on every side (left, right, above and below). The distances for each stage are on the stages |
| Protected after coming back | 1.5 seconds (90 frames) |
| Damage number colours | White below 50%, gold from 50%, orange from 90% |
When a hit knocks out (measured)
Measured on 13 Nov 2026 from the middle of the stage against an enemy who tries to get back. They are a guide, not exact, and have not been measured again since (the perfect-chain damage changed afterwards; see To check, row 24).
| Move | Knocks out from about |
|---|---|
| Overhead cleave | 105% (55% when fully loaded) |
| Skyward cut | 120 to 125% |
| Lunging stab | 125% |
| Plunge | 145% |
| Shield slam | 160% |
| Light attacks | not below about 215% |
| Sunfall (the ultimate) | not at 60%, yes at 130% |