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Family X Project

Team Versus Gaming · Team Versus Gaming

Family X Project

gameAppID 5407040Demnächst
Release-Datum{"coming_soon":true,"date":"Coming soon"}

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Details

EntwicklerTeam Versus Gaming
PublisherTeam Versus Gaming
KostenlosNo
AlterKeine

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.

Family X Project is a hand-animated 2D fighting game that brings fighters from four worlds into one arena.Your fighter, your styleBefore 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 playersOne-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 competitorsOnline 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 learningA 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 rosterTwenty 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 layoutFive 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 chainNormal (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 movementBlock: 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.PitsSome 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.RecoveryOn 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.ThrowsG + 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 triangleOptionBeatsLoses 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 movesDirection + 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.SpecialsWeak 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 chainStrong 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 bouncesLauncher: 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 UltimateUlt: 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 notesDrill 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.

Genres und Kategorien

ActionIndieSingle-playerMulti-playerPvPOnline PvPShared/Split Screen PvPCo-opOnline Co-opShared/Split Screen Co-opShared/Split ScreenCross-Platform MultiplayerFull controller supportCustom Volume ControlsAdjustable Difficulty#category_playable_at_your_own_pacePlayable without Timed InputDualShock Controller SupportDualShock Controller SupportDualSense Controller SupportDualSense Controller SupportSave AnytimeSteam Input API SupportSubtitle OptionsRemote Play TogetherFamily Sharing

Plattformen und Anforderungen

windows: yesmac: nolinux: no
PC
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Windows 10 64-bit<br></li><li><strong>Processor:</strong> Quad-core CPU, 2.5 GHz (Intel Core i5 / AMD Ryzen 5 or better)<br></li><li><strong>Memory:</strong> 8 GB RAM<br></li><li><strong>Graphics:</strong> 4 GB VRAM (NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 or better)<br></li><li><strong>DirectX:</strong> Version 11<br></li><li><strong>Storage:</strong> 16 GB available space<br></li><li><strong>Additional Notes:</strong> A controller is recommended.</li></ul>"
}
Mac
[]
Linux
[]

Altersfreigaben und Inhalte

dejus{"rating_generated":"1","rating":"l","required_age":"0","banned":"0","use_age_gate":"0","descriptors":""}
steam_germany{"rating_generated":"1","rating":"0","required_age":"0","banned":"0","use_age_gate":"0","descriptors":""}
Raw AppDetails anzeigen
{
  "5407040": {
    "success": true,
    "data": {
      "type": "game",
      "name": "Family X Project",
      "steam_appid": 5407040,
      "required_age": 0,
      "is_free": false,
      "controller_support": "full",
      "detailed_description": "Family X Project is a hand-animated 2D fighting game that brings fighters from four worlds into one arena.<h2 class=\"bb_tag\" >Your fighter, your style</h2>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.<h2 class=\"bb_tag\" >Up to four players</h2>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.<h2 class=\"bb_tag\" >Built for competitors</h2>Online play with a lockstep netcode, two machines, up to four fighters.<br><ul class=\"bb_ul\"><li><strong>Lobbies</strong>: host a public or private room, invite friends, pick your style and sub-mode, and jump in together.<br></li><li><strong>Ranked 1v1 and ranked 2v2</strong> queues, plus a casual queue when you just want to play.<br></li><li><strong>Online profile</strong> with your wins, losses and win rate.<br></li><li><strong>Tier ladder</strong>: climb the ranks season after season.<br></li><li><strong>Leaderboards</strong> for 1v1 and 2v2, so everyone can see who is on top.<br></li><li>Counter-hit callouts, frame-accurate inputs and a full training lab to level up your game.</li></ul><h2 class=\"bb_tag\" >Training built for learning</h2>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.<h2 class=\"bb_tag\" >A growing roster</h2>Twenty fighters at launch, each with hand-made attacks, supers, hidden ultimates and their own intro and ending — with more on the way.<br><br>[h1]Pick your Style and your Sub-mode[/h1]<br>Before every match, each player picks one STYLE (what your meter does) and one SUB-MODE (your defensive option). Same fighter, very different game.<h2 class=\"bb_tag\" >Styles</h2><br>[h3]Rage[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/47b3b3ab4718ec0f98a913542be94b70.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/47b3b3ab4718ec0f98a913542be94b70.avif?t=1792456609 width=1560 height=878 /></span><br>Take hits. Build Rage. When the meter is full, unleash your Ultimate.<br><br>[h3]Super[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/96238e249b5572c29e93cebd8249456f.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/96238e249b5572c29e93cebd8249456f.avif?t=1792456609 width=1560 height=878 /></span><br>Attack or get hit to fill the bar. It stores up to 3 bars. Spend 1 bar for a Super move.<br><br>[h3]Incantation[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/f1618c0aba6d55c139f8b7e7a3fa2691.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/f1618c0aba6d55c139f8b7e7a3fa2691.avif?t=1792456609 width=1560 height=878 /></span><br>Hold Back + Weak + Special to charge the Incantation bar. Bar full: unlimited Super, and every move cancels into any input.<h2 class=\"bb_tag\" >Sub-modes</h2><br>[h3]Cancel[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/dd1185f0fe4d65e601172ba6bdffde1a.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/dd1185f0fe4d65e601172ba6bdffde1a.avif?t=1792456609 width=1560 height=878 /></span><br>Getting hit charges your Cancel bar — a full bar holds up to 2 cancels. Press Weak + Strong to cancel anything you want.<br><br>[h3]Escape[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/972f6b86a3ee74b761edd8b683d1900d.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/972f6b86a3ee74b761edd8b683d1900d.avif?t=1792456609 width=1560 height=878 /></span><br>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.<br><br>[h3]Vanguard[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/9e4e7a0e31b9803ed4fe1837c2cda276.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/9e4e7a0e31b9803ed4fe1837c2cda276.avif?t=1792456609 width=1560 height=878 /></span><br>Taking damage fills your Vanguard bar. Bar full? Press Weak + Strong: twice as fast, with instant inputs and everything chainable, for a limited time.<br><br>[h3]Vanish[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/c6350ba23213ede0e914628abaa3aff7.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/c6350ba23213ede0e914628abaa3aff7.avif?t=1792456609 width=1560 height=878 /></span><br>Taking damage fills your Vanish bar. Bar full? Press Weak + Strong for armour: keep fighting and take less damage for a limited time.<br><br>[h1]How it plays — the universal system[/h1]<br>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.<h2 class=\"bb_tag\" >Button layout</h2>Five action buttons plus directions. Attacks come in three strength levels, plus a dedicated ultimate and a block button.<br><table><tr><th>Button</th><th>Role</th><th>Main use</th></tr><tr><td>Weak (W)</td><td>Fast attack</td><td>Combo starter, jab, pressure, grab (with Block)</td></tr><tr><td>Strong (S)</td><td>Heavy attack</td><td>Damage, confirm, command normals, smash</td></tr><tr><td>Special (Sp)</td><td>Neutral special / weak version</td><td>Universal chain, directional versions, overhead</td></tr><tr><td>Ultimate (Ult)</td><td>Super / Hidden Ultimate</td><td>Finisher. Motion + Ult = hidden ultimate</td></tr><tr><td>Block (G)</td><td>Guard, parry, dash, throw</td><td>Defense, phase dash, grab, counter</td></tr></table><h2 class=\"bb_tag\" >The universal chain</h2><strong>Normal (W / S) or command normal → Special → Ultimate / Hidden Ultimate.</strong><br>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.<h2 class=\"bb_tag\" >Block, parry, dash and movement</h2><ul class=\"bb_ul\"><li><strong>Block:</strong> hold G to block high and mid. G + Down blocks lows. Block beats attack in the triangle.<br></li><li><strong>Repel (timed parry):</strong> 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.<br></li><li><strong>Phase dash:</strong> 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.<br></li><li><strong>Vertical dash:</strong> G + Up / G + Down — air or ground reposition depending on the character.<br></li><li><strong>Crouch:</strong> hold Down. Shorter hurtbox: you duck under some standing hits and use low attacks. Crouching is an evade, not only a low block.<br></li><li><strong>Run:</strong> tap the same direction twice. Forward, Forward = approach run. Back, Back = retreat run. Faster than walking, but less safe than a phase dash.</li></ul><h2 class=\"bb_tag\" >Pits</h2>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.<h2 class=\"bb_tag\" >Recovery</h2>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.<h2 class=\"bb_tag\" >Throws</h2><ul class=\"bb_ul\"><li><strong>G + W:</strong> throw. Beats block.<br></li><li>After the grab confirms, hold Left or Right to choose the throw side (often toward the corner). Neutral throws in the direction you face.<br></li><li>An attack — even a simple W — beats a grab during its start-up.</li></ul><h2 class=\"bb_tag\" >The counter triangle</h2><table><tr><th>Option</th><th>Beats</th><th>Loses to</th><th>When</th></tr><tr><td>Attack</td><td>Grab</td><td>Block / Repel</td><td>Punish a grab, keep pressure, confirm a hit</td></tr><tr><td>Block</td><td>Attack</td><td>Grab</td><td>Eat a string, set up a Repel, wait for a gap</td></tr><tr><td>Grab (G + W)</td><td>Block</td><td>Attack</td><td>Break a turtle, send to the corner, reset tempo</td></tr></table><i>Grab beats Block · Attack beats Grab · Block beats Attack.</i><h2 class=\"bb_tag\" >Command moves</h2>Direction + attack button. They chain from a normal and cancel into a special, then an Ultimate.<br><ul class=\"bb_ul\"><li><strong>Forward + S:</strong> step-in strong — approach hit, anti-crouch, combo extension.<br></li><li><strong>Back + S:</strong> back strong — defensive poke, long range, anti-dash.<br></li><li><strong>Back + W:</strong> back weak — retreat jab, tick-throw setup, frame trap.<br></li><li><strong>Air Down + S:</strong> air dive — aerial overhead, landing mix-up, okizeme.</li></ul>Not every character has all four.<h2 class=\"bb_tag\" >Overhead / Overtake (W + Sp)</h2><ul class=\"bb_ul\"><li><strong>Overhead:</strong> a high hit that goes over a low block. Mix with a low or a grab to open a crouching defender.<br></li><li><strong>Overtake:</strong> an offensive move that crosses or passes the opponent while attacking — swap sides and break guard timing.</li></ul><h2 class=\"bb_tag\" >Specials</h2><strong>Weak specials</strong> need no motion: a direction + Special. Faster, less damage, best cancel from the W → S chain.<br><ul class=\"bb_ul\"><li>Forward + Sp — often a projectile, dash attack or advancing special<br></li><li>Back + Sp — often a counter, retreat hit or anti-approach<br></li><li>Up + Sp — anti-air, short uppercut or special jump<br></li><li>Sp (neutral) — the link in the universal chain</li></ul><strong>Strong specials</strong> use a motion, then W or S for the strength. W = faster / safer. S = heavier / more invulnerable.<br><table><tr><th>Motion</th><th>Name</th><th>Common use</th></tr><tr><td>Forward, Down, Down-Forward</td><td>DP</td><td>Dragon punch — anti-air, reversal</td></tr><tr><td>Down, Down-Forward, Forward</td><td>QCF</td><td>Projectile, advancing special</td></tr><tr><td>Down, Down-Back, Back</td><td>QCB</td><td>Counter, command grab, charge back</td></tr><tr><td>Back through Down to Forward</td><td>HCF</td><td>Command grab, close-range super</td></tr><tr><td>Back, Down, Down-Back</td><td>RDP</td><td>Reverse DP — back anti-air, inverted reversal</td></tr></table><h2 class=\"bb_tag\" >Launchers and bounces</h2><ul class=\"bb_ul\"><li><strong>Launcher:</strong> sends the opponent into the air — then run an air combo (jump + W / S / Sp, sometimes an air special, and a rejump).<br></li><li><strong>Ground bounce:</strong> some heavy hits slam them into the floor and bounce them up — dash, run or jump to extend.<br></li><li><strong>Wall bounce:</strong> near a wall a powerful attack throws them into it and they bounce back — the window to confirm, launch or super.</li></ul>In training, hit the dummy in the corner and at mid-screen to see which moves bounce.<h2 class=\"bb_tag\" >Ultimate and Hidden Ultimate</h2><ul class=\"bb_ul\"><li><strong>Ult:</strong> the standard super when the gauge is full. Cancels from a confirmed special.<br></li><li><strong>Motion + Ult:</strong> 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.</li></ul><h2 class=\"bb_tag\" >Lab notes</h2><ol><li>Drill the Repel against predictable strings — 0.5 s is enough to confirm W → S → Sp or a grab.<br></li><li>The phase dash is not only an escape: go through a projectile, then grab or overhead from behind.<br></li><li>Test which opponent moves whiff on crouch.<br></li><li>Respect the triangle: if they spam block, grab; if they grab on instinct, jab; if they jab on instinct, block and Repel.<br></li><li>Command moves and secret chains are the real skill ceiling — each fighter hides at least one route.<br></li><li>Test the five motions + Ult, grounded and airborne, to find the Hidden Ultimates.<br></li><li>On pit stages, never dash blind near the edge.</li></ol>",
      "about_the_game": "Family X Project is a hand-animated 2D fighting game that brings fighters from four worlds into one arena.<h2 class=\"bb_tag\" >Your fighter, your style</h2>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.<h2 class=\"bb_tag\" >Up to four players</h2>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.<h2 class=\"bb_tag\" >Built for competitors</h2>Online play with a lockstep netcode, two machines, up to four fighters.<br><ul class=\"bb_ul\"><li><strong>Lobbies</strong>: host a public or private room, invite friends, pick your style and sub-mode, and jump in together.<br></li><li><strong>Ranked 1v1 and ranked 2v2</strong> queues, plus a casual queue when you just want to play.<br></li><li><strong>Online profile</strong> with your wins, losses and win rate.<br></li><li><strong>Tier ladder</strong>: climb the ranks season after season.<br></li><li><strong>Leaderboards</strong> for 1v1 and 2v2, so everyone can see who is on top.<br></li><li>Counter-hit callouts, frame-accurate inputs and a full training lab to level up your game.</li></ul><h2 class=\"bb_tag\" >Training built for learning</h2>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.<h2 class=\"bb_tag\" >A growing roster</h2>Twenty fighters at launch, each with hand-made attacks, supers, hidden ultimates and their own intro and ending — with more on the way.<br><br>[h1]Pick your Style and your Sub-mode[/h1]<br>Before every match, each player picks one STYLE (what your meter does) and one SUB-MODE (your defensive option). Same fighter, very different game.<h2 class=\"bb_tag\" >Styles</h2><br>[h3]Rage[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/47b3b3ab4718ec0f98a913542be94b70.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/47b3b3ab4718ec0f98a913542be94b70.avif?t=1792456609 width=1560 height=878 /></span><br>Take hits. Build Rage. When the meter is full, unleash your Ultimate.<br><br>[h3]Super[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/96238e249b5572c29e93cebd8249456f.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/96238e249b5572c29e93cebd8249456f.avif?t=1792456609 width=1560 height=878 /></span><br>Attack or get hit to fill the bar. It stores up to 3 bars. Spend 1 bar for a Super move.<br><br>[h3]Incantation[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/f1618c0aba6d55c139f8b7e7a3fa2691.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/f1618c0aba6d55c139f8b7e7a3fa2691.avif?t=1792456609 width=1560 height=878 /></span><br>Hold Back + Weak + Special to charge the Incantation bar. Bar full: unlimited Super, and every move cancels into any input.<h2 class=\"bb_tag\" >Sub-modes</h2><br>[h3]Cancel[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/dd1185f0fe4d65e601172ba6bdffde1a.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/dd1185f0fe4d65e601172ba6bdffde1a.avif?t=1792456609 width=1560 height=878 /></span><br>Getting hit charges your Cancel bar — a full bar holds up to 2 cancels. Press Weak + Strong to cancel anything you want.<br><br>[h3]Escape[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/972f6b86a3ee74b761edd8b683d1900d.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/972f6b86a3ee74b761edd8b683d1900d.avif?t=1792456609 width=1560 height=878 /></span><br>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.<br><br>[h3]Vanguard[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/9e4e7a0e31b9803ed4fe1837c2cda276.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/9e4e7a0e31b9803ed4fe1837c2cda276.avif?t=1792456609 width=1560 height=878 /></span><br>Taking damage fills your Vanguard bar. Bar full? Press Weak + Strong: twice as fast, with instant inputs and everything chainable, for a limited time.<br><br>[h3]Vanish[/h3]<br><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras/c6350ba23213ede0e914628abaa3aff7.avif?t=1792456609\" data-big-src=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5407040/extras_big/c6350ba23213ede0e914628abaa3aff7.avif?t=1792456609 width=1560 height=878 /></span><br>Taking damage fills your Vanish bar. Bar full? Press Weak + Strong for armour: keep fighting and take less damage for a limited time.<br><br>[h1]How it plays — the universal system[/h1]<br>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.<h2 class=\"bb_tag\" >Button layout</h2>Five action buttons plus directions. Attacks come in three strength levels, plus a dedicated ultimate and a block button.<br><table><tr><th>Button</th><th>Role</th><th>Main use</th></tr><tr><td>Weak (W)</td><td>Fast attack</td><td>Combo starter, jab, pressure, grab (with Block)</td></tr><tr><td>Strong (S)</td><td>Heavy attack</td><td>Damage, confirm, command normals, smash</td></tr><tr><td>Special (Sp)</td><td>Neutral special / weak version</td><td>Universal chain, directional versions, overhead</td></tr><tr><td>Ultimate (Ult)</td><td>Super / Hidden Ultimate</td><td>Finisher. Motion + Ult = hidden ultimate</td></tr><tr><td>Block (G)</td><td>Guard, parry, dash, throw</td><td>Defense, phase dash, grab, counter</td></tr></table><h2 class=\"bb_tag\" >The universal chain</h2><strong>Normal (W / S) or command normal → Special → Ultimate / Hidden Ultimate.</strong><br>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.<h2 class=\"bb_tag\" >Block, parry, dash and movement</h2><ul class=\"bb_ul\"><li><strong>Block:</strong> hold G to block high and mid. G + Down blocks lows. Block beats attack in the triangle.<br></li><li><strong>Repel (timed parry):</strong> 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.<br></li><li><strong>Phase dash:</strong> 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.<br></li><li><strong>Vertical dash:</strong> G + Up / G + Down — air or ground reposition depending on the character.<br></li><li><strong>Crouch:</strong> hold Down. Shorter hurtbox: you duck under some standing hits and use low attacks. Crouching is an evade, not only a low block.<br></li><li><strong>Run:</strong> tap the same direction twice. Forward, Forward = approach run. Back, Back = retreat run. Faster than walking, but less safe than a phase dash.</li></ul><h2 class=\"bb_tag\" >Pits</h2>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.<h2 class=\"bb_tag\" >Recovery</h2>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.<h2 class=\"bb_tag\" >Throws</h2><ul class=\"bb_ul\"><li><strong>G + W:</strong> throw. Beats block.<br></li><li>After the grab confirms, hold Left or Right to choose the throw side (often toward the corner). Neutral throws in the direction you face.<br></li><li>An attack — even a simple W — beats a grab during its start-up.</li></ul><h2 class=\"bb_tag\" >The counter triangle</h2><table><tr><th>Option</th><th>Beats</th><th>Loses to</th><th>When</th></tr><tr><td>Attack</td><td>Grab</td><td>Block / Repel</td><td>Punish a grab, keep pressure, confirm a hit</td></tr><tr><td>Block</td><td>Attack</td><td>Grab</td><td>Eat a string, set up a Repel, wait for a gap</td></tr><tr><td>Grab (G + W)</td><td>Block</td><td>Attack</td><td>Break a turtle, send to the corner, reset tempo</td></tr></table><i>Grab beats Block · Attack beats Grab · Block beats Attack.</i><h2 class=\"bb_tag\" >Command moves</h2>Direction + attack button. They chain from a normal and cancel into a special, then an Ultimate.<br><ul class=\"bb_ul\"><li><strong>Forward + S:</strong> step-in strong — approach hit, anti-crouch, combo extension.<br></li><li><strong>Back + S:</strong> back strong — defensive poke, long range, anti-dash.<br></li><li><strong>Back + W:</strong> back weak — retreat jab, tick-throw setup, frame trap.<br></li><li><strong>Air Down + S:</strong> air dive — aerial overhead, landing mix-up, okizeme.</li></ul>Not every character has all four.<h2 class=\"bb_tag\" >Overhead / Overtake (W + Sp)</h2><ul class=\"bb_ul\"><li><strong>Overhead:</strong> a high hit that goes over a low block. Mix with a low or a grab to open a crouching defender.<br></li><li><strong>Overtake:</strong> an offensive move that crosses or passes the opponent while attacking — swap sides and break guard timing.</li></ul><h2 class=\"bb_tag\" >Specials</h2><strong>Weak specials</strong> need no motion: a direction + Special. Faster, less damage, best cancel from the W → S chain.<br><ul class=\"bb_ul\"><li>Forward + Sp — often a projectile, dash attack or advancing special<br></li><li>Back + Sp — often a counter, retreat hit or anti-approach<br></li><li>Up + Sp — anti-air, short uppercut or special jump<br></li><li>Sp (neutral) — the link in the universal chain</li></ul><strong>Strong specials</strong> use a motion, then W or S for the strength. W = faster / safer. S = heavier / more invulnerable.<br><table><tr><th>Motion</th><th>Name</th><th>Common use</th></tr><tr><td>Forward, Down, Down-Forward</td><td>DP</td><td>Dragon punch — anti-air, reversal</td></tr><tr><td>Down, Down-Forward, Forward</td><td>QCF</td><td>Projectile, advancing special</td></tr><tr><td>Down, Down-Back, Back</td><td>QCB</td><td>Counter, command grab, charge back</td></tr><tr><td>Back through Down to Forward</td><td>HCF</td><td>Command grab, close-range super</td></tr><tr><td>Back, Down, Down-Back</td><td>RDP</td><td>Reverse DP — back anti-air, inverted reversal</td></tr></table><h2 class=\"bb_tag\" >Launchers and bounces</h2><ul class=\"bb_ul\"><li><strong>Launcher:</strong> sends the opponent into the air — then run an air combo (jump + W / S / Sp, sometimes an air special, and a rejump).<br></li><li><strong>Ground bounce:</strong> some heavy hits slam them into the floor and bounce them up — dash, run or jump to extend.<br></li><li><strong>Wall bounce:</strong> near a wall a powerful attack throws them into it and they bounce back — the window to confirm, launch or super.</li></ul>In training, hit the dummy in the corner and at mid-screen to see which moves bounce.<h2 class=\"bb_tag\" >Ultimate and Hidden Ultimate</h2><ul class=\"bb_ul\"><li><strong>Ult:</strong> the standard super when the gauge is full. Cancels from a confirmed special.<br></li><li><strong>Motion + Ult:</strong> 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.</li></ul><h2 class=\"bb_tag\" >Lab notes</h2><ol><li>Drill the Repel against predictable strings — 0.5 s is enough to confirm W → S → Sp or a grab.<br></li><li>The phase dash is not only an escape: go through a projectile, then grab or overhead from behind.<br></li><li>Test which opponent moves whiff on crouch.<br></li><li>Respect the triangle: if they spam block, grab; if they grab on instinct, jab; if they jab on instinct, block and Repel.<br></li><li>Command moves and secret chains are the real skill ceiling — each fighter hides at least one route.<br></li><li>Test the five motions + Ult, grounded and airborne, to find the Hidden Ultimates.<br></li><li>On pit stages, never dash blind near the edge.</li></ol>",
      "short_description": "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.",
      "supported_languages": "English, French",
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      "website": "https://teamversusgaming.com/family-x-project",
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        "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Windows 10 64-bit<br></li><li><strong>Processor:</strong> Quad-core CPU, 2.5 GHz (Intel Core i5 / AMD Ryzen 5 or better)<br></li><li><strong>Memory:</strong> 8 GB RAM<br></li><li><strong>Graphics:</strong> 4 GB VRAM (NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 or better)<br></li><li><strong>DirectX:</strong> Version 11<br></li><li><strong>Storage:</strong> 16 GB available space<br></li><li><strong>Additional Notes:</strong> A controller is recommended.</li></ul>"
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      "developers": [
        "Team Versus Gaming"
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