Family X Project screenshot 1
DarkRin gameplay
Olivia gameplay
Meimei gameplay
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Family X Project screenshot 7
Family X Project screenshot 8

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Release date TBA·Team Versus Gaming

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 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.

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Lobbies: host a public or private room, invite friends, pick your style and sub-mode, and jump in together.
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Ranked 1v1 and ranked 2v2 queues, plus a casual queue when you just want to play.
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Online profile with your wins, losses and win rate.
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Tier ladder: climb the ranks season after season.
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Leaderboards for 1v1 and 2v2, so everyone can see who is on top.
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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]

Family X Project screenshot 1

Take hits. Build Rage. When the meter is full, unleash your Ultimate. [h3]Super[/h3]

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Attack or get hit to fill the bar. It stores up to 3 bars. Spend 1 bar for a Super move. [h3]Incantation[/h3]

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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]

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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]

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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]

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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]

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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

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Block: hold G to block high and mid. G + Down blocks lows. Block beats attack in the triangle.
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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.
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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.
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Vertical dash: G + Up / G + Down — air or ground reposition depending on the character.
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Crouch: hold Down. Shorter hurtbox: you duck under some standing hits and use low attacks. Crouching is an evade, not only a low block.
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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

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

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.

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Forward + S: step-in strong — approach hit, anti-crouch, combo extension.
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Back + S: back strong — defensive poke, long range, anti-dash.
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Back + W: back weak — retreat jab, tick-throw setup, frame trap.
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Air Down + S: air dive — aerial overhead, landing mix-up, okizeme.

Not every character has all four.

Overhead / Overtake (W + Sp)

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Overhead: a high hit that goes over a low block. Mix with a low or a grab to open a crouching defender.
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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.

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Forward + Sp — often a projectile, dash attack or advancing special
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Back + Sp — often a counter, retreat hit or anti-approach
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Up + Sp — anti-air, short uppercut or special jump
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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. 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

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Launcher: sends the opponent into the air — then run an air combo (jump + W / S / Sp, sometimes an air special, and a rejump).
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Ground bounce: some heavy hits slam them into the floor and bounce them up — dash, run or jump to extend.
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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

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Ult: the standard super when the gauge is full. Cancels from a confirmed special.
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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

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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