Street Kombat — Free Play Beta

JHC STUDIO • DIGITISED FIGHTER

STREET KOMBAT

D-pad restored: ▲ jump, ◀/▶ move, ▼ crouch. Attacks: top X / Y / Z, bottom A / B / C. Hold ▼+◀ to block, double-tap a direction to dash; hold A near the opponent to throw. C high kicks and A low kicks have sprite animations for all seven fighters. B mid kicks use original-character animations for six fighters; Purpledroid B now plays her approved full-body kick poses while a dedicated mid-kick sheet is prepared. ▼+C performs leg sweep; ▼+Z performs uppercut. Choose opponent to test reaction.
Street Kombat seven fighter character selection poster
STREETKOMBAT

TAP FIGHTER TO START

Selected fighter face portraitSelected playable full-body fighter

NIGHTHUNTER

NIGHTHUNTER100%
PURPLEDROID100%
FIGHT 1 / 6ROUND 1600 - 0
3 HIT COMBO!
READY · X = PUNCH
JHC STUDIO · ARCADE FIGHT

STREET KOMBAT

FIRST TO TWO ROUNDS

▲ JUMP · ◀ / ▶ MOVE · ▼ CROUCH · HOLD ▼ + ◀ TO BLOCK · DOUBLE-TAP DIRECTION TO DASH · PURPLEDROID ▼ → ▶ → Z = PURPLE LASER
HITS 0 · DAMAGE 0
SPRITE WIRING: X uses punch atlas; Y mid punch and Z high punch currently reuse punch frames; A low kick and C high kick have custom sprite sheets for all seven; B mid kick has dedicated sheets for six (Purpledroid is temporary). Jump, guard, walk, dash, air attacks, throw and headbutt remain provisional artwork. THROW ART: MATCHED plays fighter-specific eight-step takedowns for all seven fighters against the actual selected opponent. Five fighters use isolated beta PNG frames; Katiana now uses her existing grab/shove and crouch action frames; Von Kaiser uses his existing grab and leg-trip action frames. Both complete the same eight-step synchronized throw without a ghost opponent. Tap to cycle MATCHED → CLASSIC → TRAINING QA. TRAINING QA shows the generic black-armored dummy and is not production opponent art. Image load failures use classic fallback. Six fighter flat-KO poses are beta-transparent PNG cutouts; Nighthunter still uses a temporary pose, as John Glover is a different character.
X once = Jab · X twice = Cross · X three times = Rising Uppercut · Y = MID PUNCH · Right+Y shove · Jump+X air punch · Jump+C flying kick · Throw by holding A near the enemy or ◀+A · Hold ◀ + ▼ crouch block · ◀+A or HOLD A near enemy = THROW · ▼+Z uppercut · ▼+A low punch · ▼+B rolling punch · ▼+C leg sweep · ▼+X low kick · ▼+Y handstand kick
Private test: six mismatched v18 kick sheets removed. Y uses original full-body character sprites. C high kicks connected for all seven; Silhouette and Von Kaiser C now check all eight frames, keep floor alignment, cap scale changes and fall back to the earlier atlas if needed. A low kicks connected for all seven; B mid kicks use original-character sprite animations for Nighthunter, ReForge, WhiteSkull, Silhouette, Von Kaiser (beta), and Katiana; Purpledroid still uses temporary animation. Rolling Punch and Handstand Kick use grounded placeholders pending dedicated frames. ▼+C: the seven unique sweeps. New crouch attacks use procedural motions until dedicated frames are finished.