Your fighter (red headband, black belt) fights on its own. You choose what it knows.
Level up by defeating opponents. Each level-up offers 3 cards: a new skill, an upgrade to a skill you own, or a stat boost (heal, max HP, damage, crits, defence, cooldowns, or a one-time free respawn). Every equipped skill joins your fighter's combo and fires on its own cooldown; punch and kick are always there.
5 skill slots. When they're full, a new skill can replace one. The replaced skill goes to your bag (🎒) and keeps its level; pick its upgrade later to swap it back in.
Read what's coming. The Next ▸ strip shows the next wave, and each wave is mostly one opponent type with one weakness: Guards block from the front (Elbow, Grab, Sweep, Uppercut, Axe break through), Speedsters dodge single hits (spinning kicks can't be dodged), Throwers attack from range (Flying Kick, Palm Wave), Heavies can't be staggered (Elbow, Axe, Parry), and Kickers use your own spin kicks (Parry, Headbutt, Backstep). Cards marked ★ counter what's coming.
Bosses arrive every 5 waves. Beating one earns a special move for the gold ★ slot, or an upgrade for it. Specials charge as you deal damage, and faster as you take it. You fire them: tap ★ or press Space. Dragon Beam, Cyclone Rush, Quake Stomp, Fury Mode and Vanishing Step each suit a different emergency.
Score: points for every opponent defeated (stronger ones and later waves are worth more, bosses most of all) plus 10 points per second you survive.
P pauses, B opens the bag, M mutes, 1–3 pick a card.