Divekick is the world’s first two-button fighting game. It distills the essence of the fighting game genre into just two buttons with no d-pad directional movement. Includes the free Divekick Addition Edition + update featuring Johnny Gat!
User reviews: Very Positive (1,103 reviews)
Release Date: Aug 20, 2013

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Recommended By Curators

"A great deconstruction of fighting games down to their barest essential. Surprisingly competitive, much kicking and copious amounts of diving."
Read the full review here.

Recent updates View all (3)

October 15

Divekick Upgraded to Divekick Addition Edition + for FREE!

Release Date – October 15, 2014
Price – Free Update!!!!

Johnny Gat has been added as a playable character and Da Beech has been added as a brand new stage to Divekick!

13 comments Read more

Reviews

“If you were afraid that the idea of a fighter that's controlled with just two buttons was a joke that would get old quickly, then you clearly haven't played much Divekick!.”
9 / 10 – Destructoid

“Simply put, Divekick is a fighting game that you can — and should! — play even if you're not usually good at fighting games.”
A- – Gaming Age

“It has captured everything we love about fighting games in a mere two buttons. Simply put, it’s genius. This is no joke.”
8 / 10 – Cheat Code Central

Steam Big Picture

Addition Edition Update

The following changes have been made in the Divekick Addition Edition Patch Update.

Non Gameplay -
[ + ] Traditional Menu mode added. Now you can control the menu screens with a d-pad like you have been for the last 20 years. Two Button Menu mode is still also available, and can be turned on in the options.
[ + ] Blind selection has been added to ranked play. Choose quickly and in confidence!
[ + ] Over 180 new Tips from Uncle Sensei have been added to the game.
[ + ] How to play screens have moved to the main menu, and are updated for Addition Edition! Show them to new players please!

Bug Fixes -
[ + ] The game now pauses when a controller is unplugged and replugged during gameplay
[ + ] The game no longer unpauses when a controller is connected when the pause screen is active. (
[ + ] Menu sound effect now only plays once when entering any mode from the main menu
[ + ] The game no longer prompts the player to set their kick and dive buttons since Two Button Navigation is no longer the default method of navigation
[ + ] The player is now able to go back to the main menu after entering either Story or Versus mode
[ + ] Various SFX and audio that had been missing have been restored.

System -
[ + ] Style gem bonus is now 15%, up from 10%. Dive gem bonus remains at 6%, and Kick gem at 12%. All of these still say 10% on the gem select screen because we like it that way.

DIVE - Dive has been trying to solve the Yang-Mills existence and mass gap problem in order to win the Millennium Prize to save Uncle Sensei's dojo. As a result, he has discovered a new use for Terminal Velocity, one of his signature moves.
[ + ] Dive can now cancel a kick at any time into Terminal Velocity (air special).
[ - ] Terminal Velocity (air special) cost increased by 33%.
[ - ] Kickfactor speed buff is now 20% lower.

KICK - Kick is sick and tired of starting a party, assuming it is good to go, and attending blindly. Instead, he would like to start the party, confirm that it has started and started well, and then decide on his attendance. Kick really doesn't think about anything important.
[ + ] Party Starter now bounces the opponent at a 33% higher velocity.
[ - ] Meter gain reduced by ~9%.
[ - ] Kickfactor speed buff is now 20% lower.

REDACTED - Redacted has been dating a male skunkbear named Bruce. The male of the species is a bit more timid, so Redacted learned how to better use Cornered Beast.
[ ? ] Fixed a camera bug that occured when the round ended during a wall cling.
[ + ] Feral Stance (ground special) builds meter about 200% faster.
[ + ] Cornered Beast (air special) now sends Redacted toward the wall no matter where it is used from. If she makes it to the wall, it leaves her in a wall cling state that drains meter. Tapping Dive from the cling lets her wall jump, tapping Kick lets go.
[ - ] Cornered Beast (air special) costs ~70% more meter.
[ - ] Kickfactor speed buff is now 20% lower.

KUNG PAO - Kung is learning new ways to kick portals open, but still cannot find her way home.
[ + ] Kung can now cancel a kick at any time into Dimension Break (air special).
[ + ] Meter gain rate is increased ~20%.
[ - ] Kickfactor speed buff is now 25% lower.

MR. N - Mr. N has gained 30lbs... of pure muscle!
[ + ] GTFO (ground special) moves ~30% faster.
[ + ] The startup frames on GTFO (ground special) are now invincible other than his head.
[ + ] Mr. N can now cancel a kick at any time into Marneto (air special).
[ + ] Secret Double Jump has 25% more velocity.
[ - ] Kickfactor speed buff is now 16% lower.

DR SHOALS - The medical precision she shows in the operating room now also shows in her deadly new kickfactor technique.
[ + ] Shoals can now manually cancel Death From Above (air special) even if she doesn't have enough meter to begin this move.
[ + ] In Kickfactor, her speed bonus was removed. Instead, the startup time on both of her kicks is greatly decreased. Additionally, she gets the full 8 second Kickfactor duration now.
[ - ] Fixed the "dropkick bug", which caused her to fall normally from an un-ended Kicking 1st in the wrong pose, maintaining her attack.
[ - ] Disallowed her from canceling landing recovery into Brilliant Escape (ground special) which allowed her to go backwards.
[ - ] Increased the cost per frame on maintaining Brilliant Escape (ground special) about 200%.
[ - ] Increased the startup time on both of her kicks by 1 frame each.

UNCLE SENSEI - Sensei is now higher than ever before.
[ + ] Super Jump (ground special) velocity increased by 8%.
[ + ] Using Stance Dance (air special) to cancel one kick into another now adds velocity to each sucessive kick. All velocities return to normal when he touches the ground.
[ - ] Kickfactor speed buff is now 12% lower.

JEFAILEY - Jefailey has been working out! You can call him Buff Failwell from now on.
[ + ] YOLO Gem no longer makes his head grow at the start of the fight.
[ + ] Timer Scam (ground special) pauses his own kickfactor meter, but his opponent's will continue to drain.
[ + ] Jefailey can now cancel a kick at any time into Disqualified (air special).
[ + ] Jump velocity increased 5%.
[ + ] Jefailey's gravity rating now decreases 25% more than before per head size increase.
[ + ] Builds meter about 25% faster.

THE BAZ - The Baz tier list used to say: "1.) Kenny, 2.) Bubblan87, 3.) The Baz." Finally, The Baz is the best Baz.
[ + ] The Baz has essentially been removed from the game and replaced by New Baz. Think of him as a brand new character. Below, you'll read about how The Baz transformed into New Baz.
[ = ] Mighty Swing and Bazkousen have been swapped. Mighty Swing is now his normal kick button action and builds meter. Bazkousen is now his air special and costs meter.
[ = ] The Baz can only use two Mighty Swings per jump.
[ = ] Bazkousen (air special) now starts at a 40 degree angle, rotates 15% faster, and maxes out at a 105 degree angle.
[ = ] Baz's Kickfactor is no longer invincible.
[ = ] Kickfactor lasts full 8-second duration and has speed bonus of 30%.
[ = ] The Baz jumps higher. He also jumps farther and higher when using kickback (jump away).

MARKMAN - Markman is spending a lot of time improving the Kickbox, but not a lot working out. As a result, precision mode is far more deadly, but Markman himself is a bit less so.
[ + ] Upkick (precision mode special) has ~33% more velocity than before.
[ + ] Upkicks cost 20-40% more precision meter, but the auto drain on precision much slower.
[ + ] If you don't use any Upkicks, precision mode now lasts about 40 seconds.
[ + ] Search (ground special) recovers 6 frames faster.
[ - ] Upkick attack boxes no longer go past Markman's knee.
[ - ] Decreased kickback distance by about ~8%
[ - ] The angle that Markman travels after using Feint (air special) has changed. He falls down much more sharply now.
[ - ] Increased his Kick startup time by ~17%.
[ - ] Kickfactor speed buff is now ~38% lower.
[ - ] Kick speed is 9% slower.
[ - ] EWGF is ~16% slower.

STREAM - Monstering alone isn't nearly as fun as doing so with other monsters. Stream has invited his friends to play in his all new Kickfactor mode.
[ + ] Stream's Glitch Pop SFX no longer plays when there is a round time out.
[ + ] Can now launch a second Flame Bait (air special) even if another is already active on screen. Doing so will cancel the existing Flame Bait. You can still only use one Flame Bait per jump.
[ + ] Some instances of buffering bugs that caused unwanted special moves have been fixed.
[ + ] Stream can now turn invisibility off manually by using Spooby PLS (ground special) again.
[ + ] In Kickfactor, Stream no longer gets any speed buff. Instead, taking any basic action (Jump, back jump, double jump, air back jump, or kicking) will summon a Mini Monster Missile. This can be done every 90 frames (1.5 seconds) during Kickfactor. His Kickfactor duration is now 10 seconds.

S-KILL - Adelheid was right.
[ + ] A few instances in which S-Kill could get stuck in various situations have been fixed.
[ = ] Replaced his teleport jumps with normal jumps.
[ = ] In Kickfactor, his speed buff has been removed. Instead, he gets his teleport jumps back for the duration. His Kickfactor mode now lasts 40 seconds. We call this Boss Mode.
[ - ] Moved Parry (ground special) hitbox up about 50%. It now ends at the level of his elbow in this pose.
[ - ] Increased the recovery time by 400% on his Parry (ground special), including a new frame of animation to show he is vulnerable.
[ - ] When using a Kickback (back jump) or air Kickback in Kickfactor, the teleport VFX is rotated 90 degrees.

KENNY - Kenny's abilities now more accurately represent a heavenly warrior's true skill level.
[ + ] Kenny can now attack after Spirit Bullet Homing (air special) in all stances.
[ + ] Kenny can now cancel a kick at any time into a Spirit Bullet Homing (air special).
[ + ] Kenny's Air Spirit Bullet SFX now stops playing after the opponent is hit by the bullet.
[ + ] S-Kill stance now behaves like the new S-Kill, including special Kickfactor.
[ + ] Kenny can now mimic Stream's new Kickfactor mode.
[ + ] Kenny can now mimic Dr. Shoals' new Kickfactor mode.
[ + ] Kenny can now fire or place multiple Spirit Bullets (air and ground specials) on screen at the same time.
[ = ] Other balance adjustments to characters base stats have carried over to Kenny.
[ = ] The Baz stance has been removed. Kenny has no rope.
[ - ] The base cost of Spirit Bullet Homing has increased by 50%.

About This Game

Divekick is the world’s first two-button fighting game. It distills the essence of the fighting game genre into just two buttons with no d-pad directional movement. Divekick’s focused gameplay demonstrates how much depth a single move actually has, and introduces (or reinforces) skills fundamental to the genre: mind games, spacing, timing, and quick reactions.

At Iron Galaxy we love fighting games. To the average fan, most of what makes them fun is hidden behind a never-ending series of input combinations that they have to memorize. That’s why Divekick has just two buttons: Dive (into the air) makes your character jump straight up. Kick causes your character to fly foot first at a downward angle. If you press Kick on the ground, you can jump away from your opponent. Utilizing these moves, the first hit will win the round, and the player that wins five rounds first wins the game. It’s pure adrenaline, awareness, and outsmarting your enemy. It’s a fighting game deconstructed into its purest form.

Key Features

  • 14+ Completely unique and original characters, each with their own fighting style and special techniques.
  • Includes the Divekick Addition Edition + update featuring Johnny Gat and a new stage!
  • A story for every character in the game, including an intro, ending, and rival battles. You will be moved to tears!
  • Ranked and non-ranked GGPO-powered online multiplayer, the most trusted netcode in fighting games. Includes ranking boards for each character, as well as overall.
  • Single player plus Local VS multiplayer for two players, with quick and easy button reconfiguration to accommodate a room full of unique personalities.
  • Full Steamworks integration, including Big Picture Mode.

Coverage

  • "How a two-button fighter became the toast of PAX East" Penny Arcade
  • "Divekick is living the dream of diving and kicking. Yes, it is real." Kill Screen
  • "Divekick: The best (and only) two-button fighter." Shack News
  • "Divekick is the Smartest, Most Absurd Two-Button Fighting Game I've Ever Played" Kotaku
  • "Divekick and Sportsfriends turns friends and strangers into rivals." Venture Beat

IndieCade 2013

Divekick has been selected for the IndieCade 2013 Festival which takes place from 10/3 - 10/6 in Los Angeles!

System Requirements

    Minimum:
    • OS: Vista or later
    • Processor: Intel or AMD Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: DirectX 10 / DirectX 11 compliant video card
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Hard Drive: 2 GB available space
    • Sound Card: DirectX 10 compliant
    • Additional Notes: OS needs to be updated to have the DirectX 11 Runtime libraries
Helpful customer reviews
86 of 116 people (74%) found this review helpful
3.1 hrs on record
Posted: October 15
I was really disapointed in the punching system
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74 of 116 people (64%) found this review helpful
2.9 hrs on record
Posted: October 27
Still better than Call of Duty: Ghosts.
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12 of 15 people (80%) found this review helpful
2.2 hrs on record
Posted: November 8
It doesn't seem like it would be particularly fun from the footage, but I was suprised. It's really good fun, especially for playing with a friend and hasn't gotten boring yet for me.
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22 of 35 people (63%) found this review helpful
2.7 hrs on record
Posted: September 25
I mean, I just didn't like it. \_(._. )_/

Is it bad? Absolutly not. It's super tight, super simple, and super thought-out; but I honestly cannot play this for more than 5 minutes at a time without feeling bored of either completly stomping or completly getting rekt. Contrast that with other fighting games that I have under my belt such as Soul Calibur, Street Fighter, and Mortal Kombat, (which is afwul to compare to, because Divekick is NOTHING like them) it just does not hold my attention.

I'm going to give it a soft pass, but you should buy it anyways to try it yourself.
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11 of 15 people (73%) found this review helpful
5.1 hrs on record
Posted: October 19
A two button fighting game sounds like a joke, and I guess it kind of is, but it's a hilarious joke that's a blast to play and I keep coming back to it again and again.
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8 of 10 people (80%) found this review helpful
6.2 hrs on record
Posted: July 29
ood fighting games boil down to position and timing, and Divekick gave me exquisite control over both through an intuitive two-button interface. It subverts expectations by whittling the notoriously complex movesets of the fighting genre down to two simple maneuvers: diving and kicking. The result is engaging – after only a few rounds of combat, I was able to feint, dodge, and fake out my opponent with gratifying precision. Peel away the colorful artwork, and Divekick closely resembles the best of classic arcade fighter design philosophy. The goals and interface are instantly comprehensible, bouts are quick,
Divekick
AUGUST 20, 2013
Divekick distills the essence of the fighting genre into a two-button, no-joystick, rage-inducing form that can be enjoyed by anyone.
→ MUCH MORE
JARED PETTY SAYS
Friendly fighters
Persona 4 ArenaBlazBlue: Calamity TriggerSuper Street Fighter IV and the pacing is snappy. Practice and experimentation are tangibly rewarded by skill development. Divekick has no dull tutorial or five-minute story interludes, just fighting, an occasional dumb joke, and more fighting.
A diverse cast of characters infuse Divekick with a variety of special abilities without overly complicating matters. I found something to appreciate in every one of the 13 warriors, but I kept coming back to Uncle Sensei, a cartwheeling hippie wearing boots on his hands. The nearly horizontal angle of his full-body Divekick extension leaves him vulnerable, but it frequently beguiled my opponents, creating an intriguing risk vs. reward proposition.
Divekick’s humor varies between cute and bizarre, and occasionally it goes too far. There are gobs of in-jokes about fighting-game tournament culture, staples, and tropes, as well as less obscure comedic one-liners. Some of the visual gags are quite funny – I laughed out loud the first time I watched one of the fighters writing notes on her clipboard while divekicking through the air, immediately before her foot impacted on my face.
Less successful is the tongue-in-cheek commentary on racial prejudice. Mr. N’s announcement that “I don’t hug white girls” might make sense to folks familiar with personalities in the fighting-game circuit, but stripped of context it just comes across as unsettling and offensive. The ill-advised naming of Asian martial artist Kung Pao also strikes a distasteful chord.
The Vita version has a remarkable competitive two-player mode. My first local Divekick match took place in an IGN hallway on a single handheld, where I held half of the Vita and my opponent held the other half. I expected the layout to be awkward, but was pleasantly surprised to find it quite ergonomic. I could easily envision two friends on a train or kids sharing the back seat on a road trip going at it. It can, of course, also be played online, and my experiences on PS3, Vita, and PC were nearly free of latency.


THE VERDICT

Divekick is a deep, refreshingly approachable tournament fighter. The unusual control configuration is no gimmick, but rather a functional design choice that helps tear down the barrier of entry for players intimidated by combo breakers and juggling. It is unfortunate that there’s not a better single-player mode, and more unfortunate that Divekick’s cultural insensitivity can be downright cringe-worthy, but it’s still a successful experiment in simplified fighting.
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8 of 10 people (80%) found this review helpful
3.7 hrs on record
Posted: November 21
Divekick is an interesting fighting game. Looks ugly, but besides that, it's fun, light but not that easy to master.
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15 of 24 people (63%) found this review helpful
2.4 hrs on record
Posted: October 14
Divekick is the next big Esport
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4 of 4 people (100%) found this review helpful
1.2 hrs on record
Posted: December 23
One buttons called dive but it jumps

0/10
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5 of 6 people (83%) found this review helpful
0.8 hrs on record
Posted: December 14
its ok
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14 of 24 people (58%) found this review helpful
3.4 hrs on record
Posted: August 7
This game.....OH THIS ♥♥♥♥ING GAME. There is only Dive and Kick no combo breakers, combos, punching, jabbing, final moves, crying, or even a ♥♥♥♥ing health system. That's right one hit K.O. NO BACKING DOWN, NO CRYING, AND NO CALLING FOR MOMMY TO CHANGE YOUR RUSTLED UP DIAPER...THIS IS ♥♥♥♥ING HYPE AS ♥♥♥♥ DIVEKICK.................................................................................. MOTHA♥♥♥♥AS
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3 of 3 people (100%) found this review helpful
0.9 hrs on record
Posted: September 24
mr. n is actually nick 8 outta 8 pizzas
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3 of 3 people (100%) found this review helpful
4.8 hrs on record
Posted: July 11
Ridiculously over-the-top gameplay. Terrible voice acting. Lack of story. Too simple. And that's what makes it sooooooooo good! Divekick is not only a game so bad that it's good, but it will keep you laughing for quite a while with it's purposely terrible sense of humor, purposely bad voice acting, and not to mention the hillariously obnoxious Engrish announcer. The only drawbacks to this game are that it is very underrated, which leads to a lack of online players and game development.
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4 of 5 people (80%) found this review helpful
1.2 hrs on record
Posted: December 18
10/10
Best online lobby music.
Would divekick again.
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2 of 2 people (100%) found this review helpful
0.9 hrs on record
Posted: July 12
Dude, this game is good. You can Dive and Kick. Diving beats kicking. But the menus are annoying. They overdid the two button joke.
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2 of 2 people (100%) found this review helpful
4.6 hrs on record
Posted: December 19
The most simple fighting game ever, even your little brother could play it. No need to use D-Pad for motions and stuff, just DIVE onto the sky and KICK that thing! 10/10
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1 of 1 people (100%) found this review helpful
1.1 hrs on record
Posted: December 23
This game is a lot of fun, A genius simplistic engine that doesn't take away from the pace. The characters are pretty great and you will see a lot of homages to the FGC here. Very easy to pick up and tough to master.
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2 of 3 people (67%) found this review helpful
2.9 hrs on record
Posted: July 21
high level japanese gameplay
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2 of 3 people (67%) found this review helpful
6.8 hrs on record
Posted: October 4
A fighting game with only two buttons. It's simple enough for anyone to play, but difficult to master. A great game to play with friends. Perfect for those people who like fighting games but don't want to take the time to learn the intricacies of a typical fighting game character.
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4 of 7 people (57%) found this review helpful
1.6 hrs on record
Posted: November 10
The entire fighting game genre diluted down to it's purest and then rehydrated with crazy. Fantastic.
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