Super Best Friends

Fake Fanart Fighting Game

Is this a game?

No. This is not really a game. It's just a website full of fan art I made for fun.

How To Play

Game Play

If this was real, it would be a fighting game. That's a game where characters hurt each other until one of the characters falls over. I'm going to assume most people reading this totally know what a god damned fighting game is and are probably feeling sensations of insult and unyielding rage that the instructions are still currently taking multiple seconds of their lives to bother explaining this. I'll try to get right to the point from here on out.

Everything below this line is pretending this is a real game, which it is not. This is not real. It's fake and dumb.

Controls

A - Light Attack

B - Medium Attack

C - Strong Attack

D - Tech

Tech Button

The neutral tech button will be used for character specific techniques. Depending on the character, the neutral tech move may an attack, a throw, an evasive move or a meta game tactic.

Special Moves

Special Moves will be performed with joystick inputs quarter circle [↓↘→], half circle [←↙↓↘→], dragon punch [→↓↘] or charge [←→], followed by an attack or tech button. Special moves that have distance, speed, strength or placement variations will always be triggered with an attack button. Special moves with static results will always be triggered with the tech button.

Super Moves

Super Moves will be always be performed with a quarter circle forward [↓↘→] and two attack buttons. Every character has one super move.

Throws

Every character may perform a throw by pressing Tech + Attack.

Tech + A - Parry

Tech + B - Forward Throw

Tech + C - Reverse Throw

Combos

Excluding super moves, combos will be short and strong, rather than grandious and gunning for big numbers. Each character will have a few 3-5 hit melee combo that players can discover. Melee combos can be canceled into from special moves, and can cancel into special moves or super moves. In many cases, canceling into a special move or super move may not be ideal, as finishing a combo with a melee attack or performing a super move alone may conclude with more damage or better positioning.

Gravity will feel heavy in this game, so there will not be a large focus on air combos.

If a combo extends to too many hits, it will initiate a Dynamic Clash.

Most special moves that deal damage can begin a combo or end a combo, but never both in the same combo.

Character Stats

Each character has numeric strength, speed and defense stats. Each stat is numbered from 1 to 5, and all characeters stats add up to 10. Stats are descriptive of the character's animation and play style, but play a very specific role in resolving a Dynamic Clash.

Dynamic Clashes

This is the cool thing that I think is cool. Literally anyone is welcome to steal this idea and not even bother to credit me. I would just love to see it in a game.

When two players press the same strength attack at the same time, they will enter a Dynamic Clash, locking the characters in challenging and precarious close quarters combat.

Parry Clash - When players enter a clash with light attacks, they will enter a Parry Clash. Players must press fast attack in time with each other, auto-parrying each attack for as long as the clash lasts. When one player missed the timing or does not follow the attacking player's tilt, the winning player will begin a combo from a light attack. Parry Clashes favor the faster character, who will be be the offensive attacker more times than the slower character.

Trading Clash - When players enter a clash with medium attacks, they will enter a Trading Clash. Players will alternate attacking with medium attack, dealing damage with each blow. When a player presses medium attack twice before the other player, or takes too long to return a blow, that player loses the clash and the winner will begin a combo from medium attack. Trading Clashes favor the more defensive character, who will take siginifigantly less damage from each trade.

Fist Lock Clash - When players enter a clash with strong attacks, they will enter a Fist Lock Clash. Players will button mash the Strong Attack button as fast as they can to attempt to overpower the oppoenent. When a player has built up more force than their opponent for a designated number of seconds, that player will win the clash and begin a combo from Strong Attack. Fist Lock Clashes favor stronger characters, who will gain more force per button press.

Clash Tilt - While locked in a clash, an attacking player may tilt the clash forward or backward with the joystick. The defending player must tilt the opposite direction or remain neutral, or the clash will end in the attacker's favor.

[N vs N] Both tilts are Neutral. No effect, the clash will continue.

[←/→ vs N] The tilting player is setting a tilt, but it has no effect on a neutral tilt. The clash will continue.

[→ vs ←][← vs →] The defending player has matched the tilt and is now in control of the tilt. The player who has matched tilt may safely switch or maintain the tilt on their next offensive turn. The original attacker's tilt is considered neutral until the new tilt is set.

[→ vs →][← vs ←] The defending player has failed to match tilt and will lose the Dynamic Clash.

Final Notes About This Dumb Thing

This page is dumb fan art made by Jeremy Kayes (aka: IronOhki, Jer.Art). It depicts people, characters and jokes found on the youtube channel Super Best Friends Play. This was done for fun. All the art and ideas and stuff I made for this page, I officially release to public domain. You can use it for whatever.

If you'd like to use these assets for anything at all, send an @ to "IronOhki" in the Super Best Friends Discord channel or on Reddit. I'll zip you up some photoshop.