DCKOMBAT
PROTOTYPE / VOL. 01

DCKOMBAT

PRESS ENTER TO SELECT

↑ ↓ SELECT   ENTER CONFIRMDC UNIT · VOL. 01

DC UNIT · ROSTER 01CHOOSE YOUR FIGHTER

SELECT YOUR LEGENDMADURAI · MIDNIGHT
PLAYER 01

KAMAL HAASAN

THE UNIVERSAL HERO
VS
CPU OPPONENT

RAJINIKANTH

THE SUPERSTAR
Preparing the arena…
← → CHOOSE   Q RIVAL   ENTER CONFIRMYOUR UNIT. YOUR ARENA.

MAKE EVERY
HIT COUNT.

Arrow keys move. Two buttons do the damage.

PHONE: use the left thumbstick to move. Up jumps, down crouches, and away blocks. Push diagonally to jump forward or guard low. Tap PUNCH / KICK with your right thumb; roll down → toward, then tap for a special. Lift your thumb between two down inputs for Cinema Finish.

Move / jump / duck←→ / ↑ / ↓
Punch / kickZ / X (also 1 / 2)
Three-punch chaintap ZZZ
High kick → low sweeptap XX
Mixed comboZX or XZ
Neutral hook / forward strikeZ / toward + Z
Backfist / counteraway + Z
Jump over / jump back↑ + ← or →
Air punch / flying kickin air: Z / X
BlockHold away from opponent
Crouching punch / low kick↓ + Z / X
Uppercut→ then ↓ + Z
Signature projectile 25 power↓ then → + Z
Signature rush 25 power↓ then → + X
Cinema finish↓↓ + Z

Tap again during a strike to chain it; holding a button does one attack. Three punches cycle through different moves. Mix punches, kicks and directions, up to three strikes or two kicks, then take a short breather. Back blocks immediately when free and can cancel the end of a connected strike into guard. You can still block during the breather. Add down to block low.

KAMAL: faster movement and recovery, a fast cyan palm pulse, and an overhead Phantom Vault. RAJINI: slower, heavier strikes with extra reach, a fire disc that returns for a second hit, and the low Baasha Slide. His back + punch guards high strikes during its opening and powers up the counter if struck. SOLIDSNAKE: fast close hooks, hard body shots, a grounded Crimson Charge and a slower, heavy golden Viper Fang with limited range. PULI: fast footwork and long air kicks, an overhead Tiger Pounce, and the Neon Claw that arcs upward before falling. Block early claws standing; block a late low claw with down-back. All special moves cost 25 power.

Jump toward your opponent to clear them and land on the other side. One air attack per jump. Air attacks beat crouching guard; hold away while standing to block them. Your fighter turns to face the opponent after landing. “Forward” means toward your opponent. Enter special directions in sequence, within half a second. Hold down to stay crouched while attacking. Stand-blocking cannot stop a low attack; hold back and down to block low. Power builds as you fight. After your second round win, use Cinema Finish during “FINISH IT”.

Same-keyboard Player 2: W A S D to move, F to punch, G to kick. Online players both use arrows + Z / X. Escape pauses solo play.

CALL YOUR
CHALLENGER.

Choose your fighter first. Host picks the arena.

OR JOIN A FRIEND

Direct browser-to-browser play. No sign-up.

Rooms use PeerJS signaling and WebRTC. Some office, VPN, or mobile networks may block direct connections. Try a different network if a room cannot connect.

BEHIND
THE KOMBAT.

A DC UNIT friends-group fighting-game prototype. No affiliation with the actors or Mortal Kombat.

Original AI-generated full-body sprite atlases and arenas, based on the supplied reference photos. Barlow typeface by Jeremy Tribby (SIL Open Font License). Combat impacts by Kenney (CC0). Original synthesized arcade music and effects. Online signaling powered by PeerJS.

This is a prototype: direct peer multiplayer, no accounts, matchmaking, ranked play, rollback netcode, or guaranteed relay connectivity.

DC KOMBAT

TURN TO
LANDSCAPE.

This arena plays sideways.
Rotate your phone to continue.

Solo play pauses. Online rounds keep running.