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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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Match strength key:80+65+50+<50Family X Project
SteamAbout Family X Project
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.
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. Button Role Main use Weak (W) Fast attack Combo starter, jab, pressure, grab (with Block) Strong (S) Heavy attack Damage, confirm, command normals, smash Special (Sp) Neutral special / weak version Universal chain, directional versions, overhead Ultimate (Ult) Super / Hidden Ultimate Finisher. Motion + Ult = hidden ultimate Block (G) Guard, parry, dash, throw Defense, 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
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
The counter triangle
Option Beats Loses to When Attack Grab Block / Repel Punish a grab, keep pressure, confirm a hit Block Attack Grab Eat a string, set up a Repel, wait for a gap Grab (G + W) Block Attack Break 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.
Not every character has all four.
Overhead / Overtake (W + Sp)
Specials
Weak specials need no motion: a direction + Special. Faster, less damage, best cancel from the W → S chain.
Strong specials use a motion, then W or S for the strength. W = faster / safer. S = heavier / more invulnerable. Motion Name Common use Forward, Down, Down-Forward DP Dragon punch — anti-air, reversal Down, Down-Forward, Forward QCF Projectile, advancing special Down, Down-Back, Back QCB Counter, command grab, charge back Back through Down to Forward HCF Command grab, close-range super Back, Down, Down-Back RDP Reverse DP — back anti-air, inverted reversal
Launchers and bounces
In training, hit the dummy in the corner and at mid-screen to see which moves bounce.
Ultimate and Hidden Ultimate
Lab notes
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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