Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
This is a 3D fighting game, similar to Tekken, but with Warcraft 3 theme.
Players fight one on one, a fight lasts until either player wins 3 rounds, up to 2 minutes each.
Main features:
- 3D fighting: jumping, crouching, side stepping, launching the opponent in the air
- Lots of moves: each one of the 20 wc3 characters has at least 15 different attacks with new animations, including kicks, throws, fireballs, and combos.
- Move list: you can look up all the commands during the game by pressing Escape.
- Slow motion: time slows down when both players attack simultaneously and are under half health.
The game is played with arrow keys and WASD.
It starts at the character selection screen, use arrow keys to pick a character, and any WASD key to confirm.
Then, pick a player to fight against; if it's an AI player, you can also choose the character you will fight. A human player will get a dialog asking to agree for a duel.
During battle
Escape: pauses the game and shows movelist, with commands for all the different attacks your character can perform.
Slow motion when attacking each other simultaneously on low hp
Simplified mana regeneration, the mana bar is split in 3 parts, and full bars glow
Blocking no longer requires hitting W
Movelist has actual arrow icons instead of numbers, and you no longer have to scroll to find your character
Removed unnecessary options from the main menu, leaving just the character selection screen
Removed button buffering that led to characters still attacking after you stopped mashing
up to 6players per host, not 2
camera is turned around for the player on the right side to remove back/forward key confusion and just make it left/right
some characters and moves from the 2D version are not implemented
breaking Throws is easier (note that Dreadlord's lifesteal is not a throw)
all characters now have intro & victory speeches, no exceptions
color selection since version 1.07
* Azsure for Arthas re-texture & reporting bugs
* Blizzard Entertainment
* Jass New Gen Pack, SharpCraft, MdlVis, War3 Model Editor, Blp Lab, Universal KLoader teams
* thanks to whoever made button.mdx, team color glow, and loading screen models
* everyone who wrote helpful comments on Hive and Xgm
* Archimond7450, TheBaBo & roehDU for reporting Desyncs
* WTii for playing the map on stream/YT and it's previous 2-D version before that
A frame is 0.03 seconds (or 8 times slower while in Slow Motion). Roughly, 17 frames is half a second, 8-9 frames is quarter of a second, and 33 frames is a full second.
High – only hits Standing/Air, can be blocked Mid – hits Standing/Crouch, can be blocked in Standing but not Crouch Low – hits Standing/Crouch/Ground, can be blocked in Crouch but not Standing Special mid – hits Air/Standing/Crouch, can be blocked in both Standing and Crouch i – the move’s startup, the number of frames before it hits a/b/c – frames on hit/block/miss; e.g. Punch -3/-9/-12 means that on a hit, your opponent only has a 3 frame advantage, on a block it’s 9, and if you miss, they have a 12 frame advantage KND – knocks down; the opponent will have to get up but this is not counted in the move’s advantage HC – high crush, this move counts as crouching, thus dodging Highs LC – low crush, this move counts as air, dodging Lows and Mids Launch – the move launches the opponent into the air Tracking – the move may not be avoided by side-stepping X+Y damage – the second instance is fall damage, which will be dealt when the opponent touches the ground after being launched QCF - to make the move, press down, then right, then release down and press the letter No interrupt - this move does not get interrupted by enemy attacks, except Throws; instead, the character is frozen for 12 frames, and continues the attack after they expire. During such a move, you take 25% less damage. Wallsplat - certain moves do extra damage if the opponent gets knocked into the wall Hits ground - some moves may hit an opponent laying on the ground even if they are Mids, and launch them dealing bonus fall damage f - for combos, indicates the frame of the previous attack from which the combo attack triggers start, end - some moves have multiple active frames, but only hit once. For example, Jaina's Blizzard will try to hit on frames 30, 40, 50, 60 and 70, but once it hits it does not hit again. The later the move hits, the bigger your frame advantage, because the stun time on hit is the same, but neutral comes sooner. Unblockable - this move may not be blocked, neither in crouch nor standing.
Common and character-specific states:
Common states
Blademaster
Abomination
Arthas
Demoness
Felguard
Illidan
Kael
Naga
Warden
Tauren
Jaina
State types
- Standing: basic state type where you get hit with all attacks. The most common for moves.
- Crouch: avoids high attacks.
- Air: avoids all low attacks, and mids but not special-mids.
- Ground: may only be hit by low attacks.
All basic states:
Neutral: this is the default state out of which you do most moves. There is a neutral state for each statetype. Block (standing): the moment you hit “Arrow Left” while in Neutral Standing, the Character goes into Block. It will stop Mid and High attacks. Block Recovery: when you successfully block an attack, you go into this state for a number of frames depending on the move’s properties. After this many frames, you return into Neutral. During the recovery, you may not move or attack, and if another attack somehow lands during that time, it will hurt you. Back Dash: during Standing Neutral or Block, if you release the “Arrow Left” less than 0.45 seconds after pressing it, your character will make a step back at 540 starting speed. During the time between pressing and releasing the key, you count as Blocking. A Backdash takes 17 frames to go into Neutral. Dash: during Standing, if you press “Arrow Right”, the character will dash forward at 720 starting speed. A Dash takes 17 frames to go into Neutral. Run forward: if you keep holding the “Arrow Right” for 7 frames, the character will start running forward at a constant speed of 540. Jump start: if you press “Arrow Up”, the character prepares to jump. If you don’t release the button in 9 frames, they will make a jump in place, or forwards/backwards if you are holding “Arrow Right” or “Arrow Left”. Sidestep Left: if you release “Arrow Up” less than 9 frames after pressing, the character makes a step to their left (up, away from the camera). It takes 15 frames and then goes into Neutral. Sidestep Right: when you release “Arrow Down” less than 0.45 seconds after pressing it, the character makes a step to their right (down, closer to the camera). It takes 15 frames and then goes into Neutral. Crouching: if you press “Arrow Down” while Neutral Standing, you instantly go into Crouch Neutral. This state has its own set of attacks and they are indicated in the movelist by an arrow down icon before the letters. While crouching, you may not move normally, but avoid high attacks and block Low attacks. While standing (up): this state activates when you release “Arrow Down” in Crouch Neutral, more than 0.45 seconds after pressing the button (if you release sooner, you make a sidestep). Or when a Crouch move returns into Neutral and the button is not held down to continue crouching. It instantly changes your state type to “standing”, but takes 8 frames to change into Neutral. Hurt: each time you get hit with an attack, it puts you in this stunned state for a number of frames depending on the attack. After that, you revert into Neutral of your current state type. Roll: if you press an Arrow while on the ground, the character will roll in that direction. Rolling back has 640 starting speed, otherwise it’s 540. Rolling can pass through the opponent without collision, and takes 16 frames after which the character stands up. Stand up: while on the ground, if you press W, or after doing a roll, the character gets up. It counts as crouching, and 15 frames later switches to Crouch Neutral. If you are not holding “Arrow Down” and do not press any letters, then it will also take more frames to stand up from crouch to standing, see “While standing”. Falling: when a move causes knock down, the character falls for a number of frames depending on the move. This state counts as crouching; after the frames expire, it turns into the neutral ground state. Bouncing knockdown: certain moves cause knock down that, instead of just laying on the ground, bounces back in the air after a certain number of frames, usually 10. The character’s state type changes first to crouch, then to air. Frozen: some moves freeze the opponent for some time. A frozen opponent does not get launched or knocked back by further attacks. This state can not be interrupted until it expires. Hit throw: this state is assumed when you get hit by a throw. It typically lasts 14 frames. During that time, you can press W to break out of that throw, but if you press any other letter then the attempt fails and you don’t get to break out of that throw.
Standing Normals
D Spin kick: High 80 damage at 100 range, 14i +12/-13/-18 LC, Launch, Tracking
fA Throw: Throw 20+65 damage at 100 range, 9i -21/-21/-55 KND
A Punch: High 60 damage at 90 range, 8i -3/-9/-12
dW: Stab: Mid 90 damage at 120 range
- start 11i -20/-29/-32 end 19i -12/-21/-24
W: Slash: Mid 100 damage at 105 range, 11i -9/-16/-21
bS+D Vomit [1 bar]: projectile 42i -6/-6/-30 No interrupt, Unblockable, KND
- Vomit deals 10 damage, and poisons for 45 damage + any damage Timmy took during vomiting
- Vomit may miss a crouching or prone opponent
Combo
A, W (f24, hit): Mid 120 damage at 135 range, 14i -15/-21/-28, Hits ground +32 fall damage
Rageart
A+W Rageart: Mid, No interrupt, multihit
- 120 damage at 135 range, 16i +6/-13/-14
- 120 damage at 135 range, 14i +6/-13/-14
- 120+90 damage at 135 range, 14i +6/-13/-21, Launch
Standing normals
fA: Stab: Mid 90 damage at 120 range
- start 11i -9/-18/-21 end 19i -1/-10/-13
A: Cut: Mid 90 damage at 120 range, 12i -14/-20/-30
W: Chop: Mid 100 damage at 130 range, 15i -9/-26/-33 Hits ground +32 fall damage, KND
D: Double kick: multihit
- Low 40 damage at 100 range, 12i -5/-5/-15 doesn’t hit ground
- High 90 damage at 100 range, 15i +23/+11/-9 KND, Tracking
bA: "Guard stance" High 100 damage at 90 range, 22i +24/-/- Unblockable, No interrupt, Tracking
- can be interrupted during the startup time
- the sword hits the opponent when they come within range
- the stance uses 1 mana per frame, spending 1 bar in 10 seconds
- to cancel the stance, hold "arrow right"; it takes 16 frames to return to neutral
- Arthas can also do a stab [A] or slash [W] from this stance
Combo
A, bA (f15) Mid 90 damage at 120 range, 12i -14/-20/-30
A, bA, W (f20) Low 70+45 damage at 90 range, 14i +4/-23/-32 HC, Launch, Hits air, but not ground
Rageart
A+W Rageart: Mid, No interrupt, multihit
- 120 damage at 135 range, 16i +6/-13/-14
- 120 damage at 135 range, 14i +6/-13/-14
- 120+90 damage at 135 range, 14i +6/-13/-21, Launch
Standing normals
W: Whip: Mid 20+50 damage at 400 range, 6i -13/-13/-28 Launch, Hits ground, may miss at close range
A: Stab: High 75 damage at 100 range, 10i -4/-10/-14
uS/D: Air kick: Mid 100 damage at 90 range, 9i -17/-21/-23 LC, Launch
uW/A: Whip: Mid 20+50 damage at 400 range, 6i -13/-13/-28 Launch, Hits ground, may miss crouch/ground
Special moves
W+S: Life drain [2 bars]: High 4x30 damage projectile, 12i -12/-28/-28 Heals 90 health
- if the projectile hits, it does 30 damage, and then the Demoness syphons 30 health x3 times
QCF+A: Fireball [1 bar]: High 120 damage projectile, 12i -10/-10/-20
dA Punch: Low 40 damage at 90 range, 9i -3/-4/-13, HC, doesn’t hit ground
dS Shoulder: Special mid 90 damage at 90 range, 8i -24/-25/-34, HC, No interrupt, Launch, wallsplat +40
dD Kick: Low 65 damage at 90 range, 11i -9/-13/-18 HC
Air normals
uS/D Air kick: Mid 60 damage at 110 range, 12i +12/-23/-25, LC, KND, wallsplat +40
uA/W Chop: Mid 80 damage at 155 range, 13i -14/-20/-27, LC, Hits ground +32 fall damage, Hits air
Special moves
W+D Throw: 20+65 damage at 100 range, 9i -9/-21/-55 Launch
A+D Roar [1 bar]: 60 damage at 150 range, 16i +16/-23/-32 KND, Unblockable, No interrupt, wallsplat +60
- Roar burns 10% of the opponent’s maximum mana on hit
A+W Rageart: Mid, No interrupt, multihit
- 120 damage at 135 range, 16i +6/-13/-14
- 120 damage at 135 range, 14i +6/-13/-14
- 120+90 damage at 135 range, 14i +6/-13/-21, Launch
Standing normals
S Slide kick: Special mid 75 damage at 90 range, HC, Launch, hits ground
- start 11i -7/-27/-31
- end 16i -2/-22/-26
- Slide kick does not launch crouching opponents, but forces them into standing
W Blade spin: multihit, LC
- High 60 damage at 105 range, 11i -2/-6/-11
- High 60 damage at 105 range, 11i -8/-12/-17
A Stab: Mid 75 damage at 90 range, 10i -1/-5/-10
D Kick: Mid 90 damage at 90 range, 13i -3/-9/-22, Launch
Crouch normals
dW Backflip: Special mid 60 damage at 100 range, 10i -2/-27/-32 Launcher, HC, LC
- counts as crouching until the hit frame, then counts as air
dA Stab: Special mid 50 damage at 90 range, 7i -4/-8/-13, HC
dS Sweep kick: Low 55 damage at 100 range, 13i +11/-14/-19, HC, Launch
- against crouching opponents, +1/-14/-19 and doesn’t launch
dD Mid kick: Low 45+45 damage at 100 range, 12i +6/-19/-24, HC, Launch, doesn’t hit ground
Air normals
uW Backflip: Special mid 60 damage at 100 range, 10i -2/-27/-32 Launcher, LC
uD Air kick: Mid 60 damage at 110 range, 12i +12/-23/-25, KND, LC, wallsplat +40
uS Air slide: Mid 90 damage at 135 range, LC, KND
- start 10i +4/-25/-32, end 14i +8/-21/-28
A+D Flamestrike [2 bars]: 195 damage, KND, Unblockable
- targets the enemy position at 6i, 21 frames later creates a radius 320 explosion +11/-/-25
QCF+W Fireball [1 bar]: Mid 115 damage at 135 range, 16i +8/+8/-16
- if the punch misses, creates a High 115 damage projectile, 16i -4/-4/-16
Combo
W, A (f16, hit): Special mid 90 damage at 90 range, 11i -3/-22/-25, Launch
W, A, D (f16, hit): Mid 80 damage at 110 range, 14i +12/-13/-18, Tracking, Launch
Rageart
A+W Rageart: Mid, No interrupt, multihit
- 120 damage at 135 range, 16i +6/-13/-14
- 120 damage at 135 range, 14i +6/-13/-14
- 120+90 damage at 135 range, 14i +6/-13/-21, Launch
Standing normals
W Chop: Mid 100 damage at 120 range, 15i -9/-14/-21
A Rend: High at 90 range, multihit
- 35 damage, 8i -3/-6/-8
- 35 damage, 8i -3/-6/-8
S Sweep: Low 65 damage at 100 range, 13i +13/-12/-17 Launch
D Tail uppercut: Special mid 25 damage + 75 poison at 90 range, 12i -5/-24/-33 Launch
Crouch normals
dD Leap: Special mid, 80 damage at 90 range, HC, No interrupt, LC, KND
- start 13i +7/-13/-29, end 29i +23/+3/-13
- against a crouching or air opponent, only does 40 damage, only +13 on hit, and doesn’t knock down
dS Knee: Special mid 60 damage at 85 range, 9i +7/-34/-23 LC, KND
dA Stab: Low 55 damage at 90 range, 9i -4/-8/-13 HC
dD Mid kick: Low 45+45 damage at 100 range, 12i +6/-19/-24 HC, Launch, doesn’t hit ground
Air normals
uS/D Air kick: Mid 60 daamge at 110 range, 12i +12/-23/-25 LC, KND, wallsplat +40
uW/A Air slash: Mid 80 damage at 90 range, 9i -11/-15/-17 LC
Special moves
S+D Blink [1 bar]: 9i -13
W+D Throw [1 bar]: Throw 150 poison +20 fall damage at 100 range, 9i -9/-21/-55 Launch
QCF+W Spin [1 bar]: No interrupt, multihit
- High 75 damage at 100 range, 12i -4/-6/-16
- High 75 damage at 100 range, 12i -4/-6/-16
- High 75 damage at 100 range, 12i -8/-10/-20
fD: Axe kick, multihit
- Special mid 55 damage at 90 range, 12i -7/-2/-12
- Mid 65 damage at 90 range, 12i +6/-19/-24 Launch
fS: Power kick, Special mid 40 damage at 90 range, 12i -13/-15/-20 wallsplat +25
- on counterhit or against crouching opponent, does 65 damage, +0 instead of -13, Launch
fW: Throw 20+65 damage -21/-21/-55 KND
Crouching normals
dS: Low kick, Low 50 damage at 90 range, 11i -9/-13/-18 HC
dD: Knee, Special mid 55 damage at 90 range, 11i +12/-13/-18 HC, Launch, wallsplat +40
dW: Uppercut, Special mid 70 damage at 90 range, 12i +7/-12/-24 HC, Launch
dA: Staff attack, multihit
- Low 55 damage at 90 range, 15i -3/-9/-12, HC, doesn’t hit ground
- Special mid 75 damage at 90 range, 12i -13/-19/-22 HC, Launch
(ground) S: Get up kick, Low 80 damage at 100 range, 10i -6/-10/-12 HC
Air normals
uW/A Air staff: Mid 140 damage at 110 range, 13i -13/-15/-19 KND, LC
uD Air spin kick: High 80 damage at 100 range, 14i +12/-13/-18 KND, LC, Tracking
uS Air kick: Mid 80 damage at 90 range, 9i -17/-21/-23, hits ground
Special moves
A+D Blizzard [1 bar]: 140 damage at 120-280 range, Unblockable, freezes for 100 frames
- start i30 +50/-/-50, end i70 +90/-/-10
S+D Slow [1 bar]: 10i, halves the opponent’s movement speed for 360 frames (including knockback)
QCF+W Frost bolt [1 bar]: High 30 damage projectile, 12i +80/-20/-20 freezes for 100 frames
You don't need to write the number of players in brackets; the game and site knows it.
It's an OKish map. Sometimes, the controls are unresponsive especially when more than 1 keys are pressed.
Sounds could be better for abilities, hits, falls...
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