GAME DETAIL
Family X Project
A 2D crossover fighter where every match is yours to shape. Pick a fighter, a style and a sub-mode, then brawl up to four players at once: local, ranked online 1v1 and 2v2 with leaderboards, or Training with every tool you need to learn.
このゲームについて
Steamの詳しい説明を読む
Family X Project is a hand-animated 2D fighting game that brings fighters from four worlds into one arena.Your fighter, your style
Before every match you choose how you fight. Pick a STYLE — Rage, Super or Incantation — that decides what your meter does. Then pick a SUB-MODE — Cancel, Escape, Vanguard or Vanish — for your defensive option. The same fighter plays very differently depending on what you bring.Up to four players
One-on-one, free-for-all, or two-versus-two. Fight on platforms, knock each other off the stage, and juggle opponents through the air with launchers, rejumps and air combos.Built for competitors
Online play with a lockstep netcode, two machines, up to four fighters.
Lobbies: host a public or private room, invite friends, pick your style and sub-mode, and jump in together.
Ranked 1v1 and ranked 2v2 queues, plus a casual queue when you just want to play.
Online profile with your wins, losses and win rate.
Tier ladder: climb the ranks season after season.
Leaderboards for 1v1 and 2v2, so everyone can see who is on top.
Counter-hit callouts, frame-accurate inputs and a full training lab to level up your game.
Training built for learning
A full training mode with command lists, dummy settings (counter hits, auto-block, auto-parry, infinite bars), combo counters and callouts for counter hits — so streamers and new players can see what is happening.A growing roster
Twenty fighters at launch, each with hand-made attacks, supers, hidden ultimates and their own intro and ending — with more on the way.
[h1]Pick your Style and your Sub-mode[/h1]
Before every match, each player picks one STYLE (what your meter does) and one SUB-MODE (your defensive option). Same fighter, very different game.Styles
[h3]Rage[/h3]
Take hits. Build Rage. When the meter is full, unleash your Ultimate.
[h3]Super[/h3]
Attack or get hit to fill the bar. It stores up to 3 bars. Spend 1 bar for a Super move.
[h3]Incantation[/h3]
Hold Back + Weak + Special to charge the Incantation bar. Bar full: unlimited Super, and every move cancels into any input.Sub-modes
[h3]Cancel[/h3]
Getting hit charges your Cancel bar — a full bar holds up to 2 cancels. Press Weak + Strong to cancel anything you want.
[h3]Escape[/h3]
The Escape bar builds in 25 seconds. Caught in a combo? Press Weak + Strong to push the opponent away — it also cancels a move — but expect a recovery delay.
[h3]Vanguard[/h3]
Taking damage fills your Vanguard bar. Bar full? Press Weak + Strong: twice as fast, with instant inputs and everything chainable, for a limited time.
[h3]Vanish[/h3]
Taking damage fills your Vanish bar. Bar full? Press Weak + Strong for armour: keep fighting and take less damage for a limited time.
[h1]How it plays — the universal system[/h1]
Every fighter in Family X Project shares the same combat system. Secret chains, command normals and hidden ultimates change by fighter — discover them in battle.Button layout
Five action buttons plus directions. Attacks come in three strength levels, plus a dedicated ultimate and a block button.
ButtonRoleMain useWeak (W)Fast attackCombo starter, jab, pressure, grab (with Block)Strong (S)Heavy attackDamage, confirm, command normals, smashSpecial (Sp)Neutral special / weak versionUniversal chain, directional versions, overheadUltimate (Ult)Super / Hidden UltimateFinisher. Motion + Ult = hidden ultimateBlock (G)Guard, parry, dash, throwDefense, phase dash, grab, counterThe universal chain
Normal (W / S) or command normal → Special → Ultimate / Hidden Ultimate.
A special cancels from a normal or a command normal. An Ultimate or Hidden Ultimate cancels from a special. Command moves go in before the special. Some characters have unique chains to find in play.Block, parry, dash and movement
Block: hold G to block high and mid. G + Down blocks lows. Block beats attack in the triangle.
Repel (timed parry): press G on the exact frame the attack connects — the opponent is stunned for 0.5 s. Perfect to confirm W → S → Sp or a grab. A mistimed parry is just a normal block.
Phase dash: G + Forward or G + Back. Passes through the opponent, projectiles and attacks. Cross up, slip a fireball, go through a string and punish from behind.
Vertical dash: G + Up / G + Down — air or ground reposition depending on the character.
Crouch: hold Down. Shorter hurtbox: you duck under some standing hits and use low attacks. Crouching is an evade, not only a low block.
Run: tap the same direction twice. Forward, Forward = approach run. Back, Back = retreat run. Faster than walking, but less safe than a phase dash.
Pits
Some stages have pits. Falling in is an instant K.O., whatever your health — no tech, no air recovery once you cross the edge. A throw toward the void, a wall bounce or a knockback into the pit can end the round in one hit. The phase dash does not save you from the void.Recovery
On the ground, in long hitstun or after a bounce, mash buttons (W, S, Sp, G) to get up faster. Predictable mash gets grabbed or meatied. Pits are the exception: mash does nothing.Throws
G + W: throw. Beats block.
After the grab confirms, hold Left or Right to choose the throw side (often toward the corner). Neutral throws in the direction you face.
An attack — even a simple W — beats a grab during its start-up.
The counter triangle
OptionBeatsLoses toWhenAttackGrabBlock / RepelPunish a grab, keep pressure, confirm a hitBlockAttackGrabEat a string, set up a Repel, wait for a gapGrab (G + W)BlockAttackBreak a turtle, send to the corner, reset tempoGrab beats Block · Attack beats Grab · Block beats Attack.Command moves
Direction + attack button. They chain from a normal and cancel into a special, then an Ultimate.
Forward + S: step-in strong — approach hit, anti-crouch, combo extension.
Back + S: back strong — defensive poke, long range, anti-dash.
Back + W: back weak — retreat jab, tick-throw setup, frame trap.
Air Down + S: air dive — aerial overhead, landing mix-up, okizeme.
Not every character has all four.Overhead / Overtake (W + Sp)
Overhead: a high hit that goes over a low block. Mix with a low or a grab to open a crouching defender.
Overtake: an offensive move that crosses or passes the opponent while attacking — swap sides and break guard timing.
Specials
Weak specials need no motion: a direction + Special. Faster, less damage, best cancel from the W → S chain.
Forward + Sp — often a projectile, dash attack or advancing special
Back + Sp — often a counter, retreat hit or anti-approach
Up + Sp — anti-air, short uppercut or special jump
Sp (neutral) — the link in the universal chain
Strong specials use a motion, then W or S for the strength. W = faster / safer. S = heavier / more invulnerable.
MotionNameCommon useForward, Down, Down-ForwardDPDragon punch — anti-air, reversalDown, Down-Forward, ForwardQCFProjectile, advancing specialDown, Down-Back, BackQCBCounter, command grab, charge backBack through Down to ForwardHCFCommand grab, close-range superBack, Down, Down-BackRDPReverse DP — back anti-air, inverted reversalLaunchers and bounces
Launcher: sends the opponent into the air — then run an air combo (jump + W / S / Sp, sometimes an air special, and a rejump).
Ground bounce: some heavy hits slam them into the floor and bounce them up — dash, run or jump to extend.
Wall bounce: near a wall a powerful attack throws them into it and they bounce back — the window to confirm, launch or super.
In training, hit the dummy in the corner and at mid-screen to see which moves bounce.Ultimate and Hidden Ultimate
Ult: the standard super when the gauge is full. Cancels from a confirmed special.
Motion + Ult: the Hidden Ultimate. Also cancels from a special. Not listed in the pause menu — find it in the lab, in matches or in the roster lore. Flashier, more expensive on meter, riskier on whiff.
Lab notes
Drill the Repel against predictable strings — 0.5 s is enough to confirm W → S → Sp or a grab.
The phase dash is not only an escape: go through a projectile, then grab or overhead from behind.
Test which opponent moves whiff on crouch.
Respect the triangle: if they spam block, grab; if they grab on instinct, jab; if they jab on instinct, block and Repel.
Command moves and secret chains are the real skill ceiling — each fighter hides at least one route.
Test the five motions + Ult, grounded and airborne, to find the Hidden Ultimates.
On pit stages, never dash blind near the edge.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 未集計 | 最終観測:未集計 |
| 7日フォロワー増加 | 2件以上で集計 | 未集計・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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