DUSKDUEL
TWO FIGHTERS. ONE LAST LIGHT.

Meet me
at dusk.

A quiet courtyard. A worthy rival.
Pick your fighter and make the next round yours.

PLAY IN YOUR BROWSERINVITE A FRIEND
YOUR SIDE OF THE ARENA

A rematch is one link away.

No account. No install. Share your room link to begin.

THE TWILIGHT COURTYARD
BROWSER RENDERED
THE STAGE IS SET.

Every shadow has a fighting chance.

YOUR WAY TO PLAY

Controls & sound

Choose a key, then press its replacement. Each action has a primary key and an optional second key. Escape cancels a key change.

Changes save automatically in this browser. Online matches keep running while settings are open.

Sound effects

Original combat effects. No music or downloaded audio.

KNOW YOUR MOVES

Easy to pick up.
More ways to answer.

AD MoveW JumpS GuardJ PunchK KickL DashU SweepI Hip throwSPACE SpecialArrow keys work too. Tap attacks separately to chain; holding a button does not repeat it. The pale green meter is energy. Touch and standard gamepads supported.
01 / COMBINATIONS

Find your rhythm.

J→J→JJab · Cross · Uppercut

J→J→KJab · Cross · Spinning kick

K→J→KKick · Hook · Spinning kick

Land a hit or touch their guard, then tap the next attack as your strike connects. You can buffer the next tap slightly early. Missed attacks cannot chain; three strikes is the limit.

02 / COUNTERS

Read. Catch. Answer.

S+JCounter punch 12 energy

S+KCounter kick 12 energy

Hold guard and tap the matching attack just before their strike lands. Catch a punch with counter punch, or a kick with counter kick. A successful catch retaliates automatically; a mistimed or wrong counter leaves you open.

03 / TAKEDOWNS

Change their footing.

ULow sweep 20 energy

IHip throw 25 energy

Sweep a grounded rival off their feet; it can be guarded. Step very close for a hip throw that beats guard. Jump away or strike first to escape. Both share a short cooldown. Downed fighters are protected while they get up.

HOW TO PLAY

Own your corner.

Move close and mix quick punches with longer kicks. Guard reduces incoming damage. Dash through an attack or jump over a shadow wave. Successful hits build energy; Space sends a wave for 75 energy. Win two rounds to take the match.

Three-hit combinations

J → J → J: Jab, Cross, Uppercut.
J → J → K: Jab, Cross, Spinning kick.
K → J → K: Kick, Hook, Spinning kick.

Release and tap each attack separately. Your previous strike must hit or be blocked before you can chain. Tap around contact; the game accepts a buffered tap slightly before the chain window. A miss ends the sequence, and a combo has at most three strikes.

Counter punch and counter kick

Hold S + tap J to counter a punch, or S + tap K to counter a kick. Each attempt costs 12 energy. Time it just before the correct incoming strike reaches you: the catch window lasts only a fraction of a second. A catch produces an automatic counterattack; a miss or wrong read leaves vulnerable recovery. Counter kick also catches a sweep, but neither counter catches throws or shadow waves. Counters share a short cooldown, so wait for a clean opening.

Two takedowns

U — Low sweep (20 energy): knocks down a grounded opponent but can be blocked or counter-kicked.
I — Hip throw (25 energy): works only very close, beats guard, and can be avoided by jumping or interrupting it with an earlier strike.

The takedowns share a 1.5-second cooldown. Downed fighters cannot be hit, then receive 0.3 seconds of protection on waking up. Attacking ends wake-up protection early.

Touch and gamepads

Touch controls include dedicated counter, sweep and throw buttons. They remain available in fullscreen. For combinations, tap PUNCH or KICK in the same sequence shown above.

Gamepad: left stick/D-pad moves; A/Cross jumps; X/Square punches; Y/Triangle kicks; B/Circle dashes; left shoulder guards; right shoulder uses special; left trigger sweeps; right trigger throws. Hold left shoulder and tap X/Square or Y/Triangle for the matching counter.

A private match

Create a room and send its invitation to one friend. Both press “I’m ready.” The game runs on each device; prediction and rollback handle delayed inputs. A connection interruption returns both players to the room. Opening this guide does not pause an ongoing match.