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Description


A flashy arena brawler where the robots look huge, but the winning skills are small: spacing, clean punishes, and using your meter at the right time instead of mashing. Fights usually swing fast—one good knockdown can turn into a full momentum shift—so the safest players are the ones who stay mid-range, keep an exit path open, and only commit to big moves when the opponent is locked in recovery. Controls Desktop: Keyboard and mouse Mobile: Touch controls What you do in a match - Move and reposition to control distance - Use light and heavy attacks to build pressure and meter - Block or dash to avoid big swings - Spend your power gauge on a super skill when it creates real value Most rounds are about draining an armor/health bar while avoiding being pinned against walls where your movement options shrink. Spacing that makes fights feel easy Mid-range is the sweet spot: - close range is dangerous because trades happen and you get boxed in - far range is risky because you invite dashes and long specials At mid-range you can backstep, dash through a slow attack, or poke safely without overcommitting. Your safe “bread and butter” combo You only need one reliable combo that ends cleanly: - start with a fast hit - add one heavier follow-up - finish with a knockdown or a pushback hit This combo is for consistency, not style. The goal is to win the neutral game, confirm the hit, then reset to mid-range before the enemy can scramble. The knockdown rule After you knock the enemy down, don’t rush back into chaos. Do one of these instead: - reposition slightly to keep mid-range - bait a wake-up attack by stepping in then stepping out - take a guaranteed safe hit if your version allows it A calm reset after knockdown prevents most “I was winning and then I got clipped” reversals. Meter management that actually wins rounds Treat your super gauge like a tool, not a reward. Best uses: - to finish a boss when you know it will connect - to escape pressure when you are cornered or pinned near a wall - to punish a slow, committed enemy move Worst use: - spending it the second it becomes available with no setup A super that whiffs or gets blocked is often a free punish for the opponent. Corner survival, the mid-fight emergency plan Walls remove your options. If you’re being pushed back: - stop swinging first, block and look for the gap - dash out during the opponent’s slow recovery - use a super only if it guarantees escape or swing advantage Trying to fight your way out while cornered usually turns into damage trades you lose. Common mistakes - mashing heavy attacks and getting punished - using meter as soon as it fills instead of saving it for a turning point - chasing the enemy into a wall and overextending into a counter - staying too close and trading hits instead of resetting distance Mini drill Play three fights with one rule: after every successful combo, you must backstep or dash away and reset spacing before you attack again. It trains control and stops tunnel-vision pressure.



Instruction

Mouse click or tap to play



Specifications

  • Easy to play
     

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