AFTER SCHOOL
THE LONG WAY HOME
Choose a fighter, then cross the avenue solo or with a friend.
Solo ready · choose Akari or Ren.
Controls & settings
Move — WASD / arrows or stick
Attack — tap J for combo; hold/release for ground heavy. Ordinary jump: one air strike, no ordinary slam. Launcher: two air strikes, then hold/release for slam. Carrying a bin throws it.
Landing — the visible landing pose briefly locks new actions; movement remains available
Special — Akari: K / DRAGON BARRAGE = 1 SP segment (50), four punches → uppercut → palm, ~2s on contact / early whiff; L / CRIMSON DRAGON = 2 segments (100), five pulses. Ren: K / RAIL CYCLONE = 1 SP segment (50), two spins → board throw/return → slam, ~2.1s on contact / early whiff; L / NEON RAILGUN = 2 segments (100), five pulses. All require ground; touch specials only appear when usable. Rejected starts cost nothing.
Defense — hold Shift while still to guard/parry; press while moving to dodge
Jump — Space; second hit → release → Space launches, otherwise jumps
Context — E near a bin or downed partner
Rain check?
Controls
Move — WASD / arrows
Attack — J tap combo · hold ground heavy
Air — ordinary jump: one strike, no slam. Second-hit launcher: two strikes + held slam
Landing — visible pose briefly locks new actions; movement stays available
Special — Akari: K / DRAGON BARRAGE = 1 SP segment (50), four punches → uppercut → palm, ~2s on contact / early whiff; L / CRIMSON DRAGON = 2 segments (100), five pulses. Ren: K / RAIL CYCLONE = 1 SP segment (50), two spins → board throw/return → slam, ~2.1s on contact / early whiff; L / NEON RAILGUN = 2 segments (100), five pulses. All require ground; touch specials only appear when usable. Rejected starts cost nothing.
Defense — Shift: still guards, moving dodges
Jump — Space; after second hit in recovery launches
Context — E when prompted
Home free.
The rain never stood a chance.
A little rain.
A longer way home.
Opening the shutters…
Loading street artwork