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Movement

 
 
FEXL has eight directional inputs like most fighting games. Walking, crouching, and jumping with an up input.












Forward Dash

By pressing towards the opponent twice, it will give you a forward dash.

Forward dash is essentially a run that you can hold until you let go of the direction. The run functions in a similar way to games from the King of Fighters/Samurai Showdown franchise.

The key difference is when you stop dashing instead of instantly stopping in place you slide a little bit afterwards.



 
 
 
 
 
 
 
 
 
 
This is incredibly important in FEXL as it impacts many aspects of the game such as combos, neutral, anti airs, and matchups. Everyone has different run speeds like walkspeeds. However just because a character has fast walk speed doesn't mean the character has a fast run speed.


 
Back Dash


Pressing away from the opponent twice will give you a back dash. It goes quite far compared to other fighting games. 
 










 

You are not airborne during this backdash but you are unable to be thrown during the start up and active frames.

Backdashes in FEXL are very useful for setting up whiffed attacks from the opponent in neutral

 
Jumping

A small note about jumping is while the opponent is in the corner, if a character has their back fully to the corner, you are unable to jump over them. The only way to do so is if the opponent gives you the slightest bit of room to go behind them.
















Teach me how to punch a guy!

 
BasicMovementExample.gif
RunningExample.gif
BackdashExample.gif
Cornered Opponent Example.gif
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