A 2D crossover fighter where every match is yours to shape. Pick a fighter, a style and a sub-mode, then brawl up to four players at once: local, ranked online 1v1 and 2v2 with leaderboards, or Training with every tool you need to learn.

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About This Game

Family X Project is a hand-animated 2D fighting game that brings fighters from four worlds into one arena.

Your fighter, your style

Before every match you choose how you fight. Pick a STYLE — Rage, Super or Incantation — that decides what your meter does. Then pick a SUB-MODE — Cancel, Escape, Vanguard or Vanish — for your defensive option. The same fighter plays very differently depending on what you bring.

Up to four players

One-on-one, free-for-all, or two-versus-two. Fight on platforms, knock each other off the stage, and juggle opponents through the air with launchers, rejumps and air combos.

Built for competitors

Online play with a lockstep netcode, two machines, up to four fighters.
  • Lobbies: host a public or private room, invite friends, pick your style and sub-mode, and jump in together.
  • Ranked 1v1 and ranked 2v2 queues, plus a casual queue when you just want to play.
  • Online profile with your wins, losses and win rate.
  • Tier ladder: climb the ranks season after season.
  • Leaderboards for 1v1 and 2v2, so everyone can see who is on top.
  • Counter-hit callouts, frame-accurate inputs and a full training lab to level up your game.

Training built for learning

A full training mode with command lists, dummy settings (counter hits, auto-block, auto-parry, infinite bars), combo counters and callouts for counter hits — so streamers and new players can see what is happening.

A growing roster

Twenty fighters at launch, each with hand-made attacks, supers, hidden ultimates and their own intro and ending — with more on the way.

[h1]Pick your Style and your Sub-mode[/h1]
Before every match, each player picks one STYLE (what your meter does) and one SUB-MODE (your defensive option). Same fighter, very different game.

Styles


[h3]Rage[/h3]

Take hits. Build Rage. When the meter is full, unleash your Ultimate.

[h3]Super[/h3]

Attack or get hit to fill the bar. It stores up to 3 bars. Spend 1 bar for a Super move.

[h3]Incantation[/h3]

Hold Back + Weak + Special to charge the Incantation bar. Bar full: unlimited Super, and every move cancels into any input.

Sub-modes


[h3]Cancel[/h3]

Getting hit charges your Cancel bar — a full bar holds up to 2 cancels. Press Weak + Strong to cancel anything you want.

[h3]Escape[/h3]

The Escape bar builds in 25 seconds. Caught in a combo? Press Weak + Strong to push the opponent away — it also cancels a move — but expect a recovery delay.

[h3]Vanguard[/h3]

Taking damage fills your Vanguard bar. Bar full? Press Weak + Strong: twice as fast, with instant inputs and everything chainable, for a limited time.

[h3]Vanish[/h3]

Taking damage fills your Vanish bar. Bar full? Press Weak + Strong for armour: keep fighting and take less damage for a limited time.

[h1]How it plays — the universal system[/h1]
Every fighter in Family X Project shares the same combat system. Secret chains, command normals and hidden ultimates change by fighter — discover them in battle.

Button layout

Five action buttons plus directions. Attacks come in three strength levels, plus a dedicated ultimate and a block button.
ButtonRoleMain use
Weak (W)Fast attackCombo starter, jab, pressure, grab (with Block)
Strong (S)Heavy attackDamage, confirm, command normals, smash
Special (Sp)Neutral special / weak versionUniversal chain, directional versions, overhead
Ultimate (Ult)Super / Hidden UltimateFinisher. Motion + Ult = hidden ultimate
Block (G)Guard, parry, dash, throwDefense, phase dash, grab, counter

The universal chain

Normal (W / S) or command normal → Special → Ultimate / Hidden Ultimate.
A special cancels from a normal or a command normal. An Ultimate or Hidden Ultimate cancels from a special. Command moves go in before the special. Some characters have unique chains to find in play.

Block, parry, dash and movement

  • Block: hold G to block high and mid. G + Down blocks lows. Block beats attack in the triangle.
  • Repel (timed parry): press G on the exact frame the attack connects — the opponent is stunned for 0.5 s. Perfect to confirm W → S → Sp or a grab. A mistimed parry is just a normal block.
  • Phase dash: G + Forward or G + Back. Passes through the opponent, projectiles and attacks. Cross up, slip a fireball, go through a string and punish from behind.
  • Vertical dash: G + Up / G + Down — air or ground reposition depending on the character.
  • Crouch: hold Down. Shorter hurtbox: you duck under some standing hits and use low attacks. Crouching is an evade, not only a low block.
  • Run: tap the same direction twice. Forward, Forward = approach run. Back, Back = retreat run. Faster than walking, but less safe than a phase dash.

Pits

Some stages have pits. Falling in is an instant K.O., whatever your health — no tech, no air recovery once you cross the edge. A throw toward the void, a wall bounce or a knockback into the pit can end the round in one hit. The phase dash does not save you from the void.

Recovery

On the ground, in long hitstun or after a bounce, mash buttons (W, S, Sp, G) to get up faster. Predictable mash gets grabbed or meatied. Pits are the exception: mash does nothing.

Throws

  • G + W: throw. Beats block.
  • After the grab confirms, hold Left or Right to choose the throw side (often toward the corner). Neutral throws in the direction you face.
  • An attack — even a simple W — beats a grab during its start-up.

The counter triangle

OptionBeatsLoses toWhen
AttackGrabBlock / RepelPunish a grab, keep pressure, confirm a hit
BlockAttackGrabEat a string, set up a Repel, wait for a gap
Grab (G + W)BlockAttackBreak a turtle, send to the corner, reset tempo
Grab beats Block · Attack beats Grab · Block beats Attack.

Command moves

Direction + attack button. They chain from a normal and cancel into a special, then an Ultimate.
  • Forward + S: step-in strong — approach hit, anti-crouch, combo extension.
  • Back + S: back strong — defensive poke, long range, anti-dash.
  • Back + W: back weak — retreat jab, tick-throw setup, frame trap.
  • Air Down + S: air dive — aerial overhead, landing mix-up, okizeme.
Not every character has all four.

Overhead / Overtake (W + Sp)

  • Overhead: a high hit that goes over a low block. Mix with a low or a grab to open a crouching defender.
  • Overtake: an offensive move that crosses or passes the opponent while attacking — swap sides and break guard timing.

Specials

Weak specials need no motion: a direction + Special. Faster, less damage, best cancel from the W → S chain.
  • Forward + Sp — often a projectile, dash attack or advancing special
  • Back + Sp — often a counter, retreat hit or anti-approach
  • Up + Sp — anti-air, short uppercut or special jump
  • Sp (neutral) — the link in the universal chain
Strong specials use a motion, then W or S for the strength. W = faster / safer. S = heavier / more invulnerable.
MotionNameCommon use
Forward, Down, Down-ForwardDPDragon punch — anti-air, reversal
Down, Down-Forward, ForwardQCFProjectile, advancing special
Down, Down-Back, BackQCBCounter, command grab, charge back
Back through Down to ForwardHCFCommand grab, close-range super
Back, Down, Down-BackRDPReverse DP — back anti-air, inverted reversal

Launchers and bounces

  • Launcher: sends the opponent into the air — then run an air combo (jump + W / S / Sp, sometimes an air special, and a rejump).
  • Ground bounce: some heavy hits slam them into the floor and bounce them up — dash, run or jump to extend.
  • Wall bounce: near a wall a powerful attack throws them into it and they bounce back — the window to confirm, launch or super.
In training, hit the dummy in the corner and at mid-screen to see which moves bounce.

Ultimate and Hidden Ultimate

  • Ult: the standard super when the gauge is full. Cancels from a confirmed special.
  • Motion + Ult: the Hidden Ultimate. Also cancels from a special. Not listed in the pause menu — find it in the lab, in matches or in the roster lore. Flashier, more expensive on meter, riskier on whiff.

Lab notes

  1. Drill the Repel against predictable strings — 0.5 s is enough to confirm W → S → Sp or a grab.
  2. The phase dash is not only an escape: go through a projectile, then grab or overhead from behind.
  3. Test which opponent moves whiff on crouch.
  4. Respect the triangle: if they spam block, grab; if they grab on instinct, jab; if they jab on instinct, block and Repel.
  5. Command moves and secret chains are the real skill ceiling — each fighter hides at least one route.
  6. Test the five motions + Ult, grounded and airborne, to find the Hidden Ultimates.
  7. On pit stages, never dash blind near the edge.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Currently using ai tools to make voice, sound, sfx, and help with animation, some are drawing and some generated, i am a solo developper and it help me to get the games out faster but also a pain in the ass because i have to check everywork done by ai and right not is only for temporary untill i manage to become a bigger studio and start enlarging my team. This is a family project, i have study in game development and hope to work on my next game without needing ai tools.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Quad-core CPU, 2.5 GHz (Intel Core i5 / AMD Ryzen 5 or better)
    • Memory: 8 GB RAM
    • Graphics: 4 GB VRAM (NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 or better)
    • DirectX: Version 11
    • Storage: 16 GB available space
    • Additional Notes: A controller is recommended.
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