For a birthday, a leaving card or the group chat: everyone has a friend who would make a great select-screen pick.
Turn a friend into a fighting-game character
Type their harmless quirks, one per line. The page reads each one into a special move with its own joystick input and draws the move list, for free. One run forges the fighter - a name card, stats, specials and a super with frame data. A second run checks the moves are fair and patches anything broken.
Try one:
A Who are they?
A sample fighter is loaded so you can see the whole page.
startupactiverecoveryone cell = one frame at 60 a second
D Training mode: the page's flags
The page checks every move against four flags - too safe on block (+3 or more), too quick for its damage (startup 4 or less with 100 damage or more), too strong (200 damage, or 400 for a super) and too slow (startup 30, or 70 frames in all; a super at startup 20). Edit the numbers in the move list to try your own.
The run did not finish. Nothing was lost - your quirks and moves are still here. Try again in a moment.
The reply, as it came
Here comes a new challenger
The fighter
Before the round
After a win
The stats sit on the select card and the moves in the move list above.
What each move does
Weakness
The page's check
-
Patch notes
Patch notes
Playing as this fighter
Playing against
The page's check
E Your roster
How the page reads a quirk
Each quirk is sorted by its words: a grab (hugs, carries, lifts), a projectile (throws, texts, shouts, sends), a rush (runs, late, sprints, fast), a comeback (technically, corrects, sighs) or, otherwise, a wild card. Each gets an input in numpad notation - 6 is forward, 2 is down, so 236 is a quarter-circle forward - and a punch or kick button, never the same pair twice. The draft frame numbers are the page's placeholders, not measurements; every frame number here is invented for a made-up character. Stats are out of 5 and add up to 15, shaped by the style. The forge keeps every move inside fair ranges (special: startup 5-28, active 1-8, recovery 8-40, on block -20 to +2, damage 60-180, at most 65 frames; super: startup 5-15, damage 250-380); the tune calls a move a nerf if it is too safe, too quick or too strong, a buff if it is only too slow, and the whole list broken at two nerfs.