SBFENT ARCADE / PLAY ROSTER / ALL EIGHTEEN FIGHTERS
♛ SBFENTSTAMPED OUT
Choose your fighter. Claim the rooftop.
Eighteen styles. Your power. Your stamp.
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All sixteen fighters have tracksuit alternates. All eighteen fighters and their powers are ready in Play and Training. Story mode follows Flex and unlocks the four bonus arenas. Your Flex outfit also carries into story mode.
YOUR FIGHTER: · MINI STORY
YOUR OPPONENT: · MINI STORY
POWER / MIX / SUPER — YOUR MOVE GUIDE
Tap ⚡ POWER (keyboard H) for your character’s ranged move. It starts ready each round and recharges in about 4–6 seconds. Guard or jump an incoming power; close in during its wind-up to interrupt it. One shot at a time.
Tap ♛ SUPER (keyboard U) when your meter reaches 100%. Clean hits earn most of the meter. Guarding and taking hits earn much less. Super cinematics give no meter back. Training keeps the super meter full for practice.
MIX & DROP · O: every fighter can scratch and drop the beat. Ready after 12 seconds each round, then an 18-second recharge. A vulnerable 0.65-second mix leads to a short-range bass burst that pushes rivals away and clears nearby enemy shots. Guard it to take no damage and much less push, jump above it, or interrupt the mixing fighter. Low damage, no super-meter gain. Training starts ready. The move works with music muted; sound and music settings control its audio.
Choose any of the eighteen fighters in Play or Training. Play fights a CPU rival; Story follows Flex. Clear chapters for bonus arenas and story completion rewards.
Flex A LotCrown Shot
The BootleggerCounterfeit Card
FoxyFoxfire
ClaraScarlet Crescent
GoldieGold Rush
OnyxShadow Shard
DJ BlackoutBass Wave
Quiet MoneyVault Burst
Neon NovaNeon Bolt
Big StampGround Stamp
Violet VReign Disc
RedlineRedline Rocket
Big PressurePressure Quake
Lady StaticStatic Jolt
Iron HaulFreight Blast
The False KingCrown Break
Detective FlexEvidence Flash
Lil JuiceBlue Flame Shot
Loading the arena…
Fighting styles & counterplay
FLEX A LOT · Pressure boxing
Fast close-range punches. Confirm P → P → K after contact. Close-to-midrange hands; slower kicks.
Super: Stamped Out · launch and crown-stamp slam.
THE BOOTLEGGER · Trickster kickboxing
Long kicks can confirm into a punch. Slower movement; missed kicks leave a punish window.
Super: Counterfeit Combo · clone strikes and a flying kick.
FOXY · Evasive kickboxing
Fast retreat and K → K confirms. Light damage; the corner limits her retreat.
Super: Foxy Rush · zigzag kicks and a heel-drop finish.
CLARA · Aerial acrobatics
High jump and fast air movement. Her landing has a recovery window.
Super: Scarlet Spin · rising launch and a corkscrew kick finish.
GOLDIE · Power grappling
Heavy punches and 23-damage throws. Slow approach and short reach.
Combo: P → GRAB. Super: Gold Standard · lift and crushing slam.
ONYX · Counter striking
Tap BLOCK just before a punch or kick connects, then P for an 18-damage counter. A missed counter has long recovery.
Super: Onyx Reversal · evasive counter barrage.
DJ BLACKOUT · Sound-wave zoning
Ground K sends a traveling sound wave. Block it or jump over it, then punish his recovery.
Super: Bass Drop · rising bass and a final shockwave.
QUIET MONEY · Defensive boxing
Strong guard takes less chip; heavy P deals 16. Grabs break defense; missed punches leave an opening.
Super: Silent Investment · body work and a heavy straight.
NEON NOVA · Dash striking
Hold a direction + P to dash-punch. Fast approach, light hits, punishable miss.
Super: Neon Blitz.
BIG STAMP · Wrestling
26-damage throws, closer pressure after a slam. Slow approach; throws can be escaped.
Super: Crown Crusher.
VIOLET V · Capoeira
Ground K sweeps standing guard. Defend with DOWN + BLOCK or jump.
Super: Purple Reign.
REDLINE · Rushdown
Advancing P → P → P confirms. Blocking stops his chain and exposes recovery.
Super: Overdrive.
RUN / Shift: burst through. DOWN + P/K: low attacks. Confirm P-P-P-K, P-K-P-K or K-K-P-K on hits.
PHONE: turn sideways · left pad moves, ▲ jumps, ▼ crouches
KEYBOARD: arrows / WASD · J punch · K kick · L block · I grab · H power · O Mix & Drop · U super · Esc pause
RUN / Shift: burst through. DOWN + P/K: low attacks. Confirm P-P-P-K, P-K-P-K or K-K-P-K on hits.
COMBOS: tap the next attack as your hit lands. Whiffs and blocked attacks cannot chain. In the air, chain P ↔ K on contact (three attacks per jump; Clara gets four). Air hits can launch into a short juggle; repeated hits force a landing.
GRAB: get close, hold left/right to choose the throw direction.
Tap GRAB quickly when caught to escape. Jumping avoids ground grabs.
All eighteen fighters are selectable; the original sixteen also have SBFENT tracksuit alternates in Play and Training. Flex’s story unlocks four additional arenas. Best of three, 75-second rounds; measured damage leaves more room for exchanges. Training shows original ground-move damage and starts with full SUPER. Every arena reacts to the playing soundtrack’s bass: speakers pump, props move and lights pulse. Music OFF stops the motion; reduced-motion settings keep the scene still. POWER recharges separately; SUPER needs a full meter.
← SBFENT GamesFLEX A LOT / STORY MODE
TAKE BACK THE STAMP
Four playable chapters · twelve story fights
CPU pressure increases as you progress; your difficulty choice still applies.
TAKE A BREATHER
PAUSED
The fight will wait.
