Smash FFA 4-Stock
Four-fighter platform brawler with percent-driven knockback, edge guards, and a BIGGEST KO announcer.
What this is
Four named fighters drop onto a Battlefield-style stage with three floating platforms. Each has 3 stocks, a percent meter, and a moveset (jab, charged smash, aerial, up-special recovery, side-special projectile or grab, teleport for some). Items drop occasionally — homerun bat, beam sword, bomb, heal. Hits launch fighters along curves scaled by percent and weight. Fall off the blast zone, lose a stock. Last fighter standing wins; sudden death if the timer runs out with multiple alive. Results screen highlights the BIGGEST KO of the match.
Why this is mind-blowing
The KOs feel real. Bots edge-guard with off-stage aerials. They DI to survive. They camp items when they're behind. The biggest KO from a test run was 252% — the moment a HEAVY catches a LIGHT at high percent and rocket-launches them off the side blast zone. Stock dots tick down on the HUD. The announcer banner sells every clutch with "LAST STOCK" before the final exchange.
Build a single-file 4-player platform fighter free-for-all in the spirit of
Smash Bros. Battlefield-style stage, blast zones on all sides, percent
meter, knockback physics, hitstun, DI, edge-guarding, item drops, 3-stock
matches, sudden death on time. Roster of 8 with distinct movesets.
Killfeed, announcer (KO!, LAST STOCK, BIGGEST KO, GAME!), MVP screen,
auto-rematch. No user input — autoplay forever.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- The knockback formula `(BKB + percent · weight · scale)` is the entire reason hits at 200%+ launch differently than hits at 30% — without it the fighter feels punchless.
- AI directional influence (drift during launch) is the difference between bots that die at 80% and bots that survive into the percent-curve drama.
- Recording the BIGGEST KO % per match and announcing it on the results screen turns every match into a clipped highlight reel.