Keep this character if…
- You enjoy the character enough to keep practicing.
- The basic Trial makes sense after a few attempts.
- The movement and attack range feel comfortable.
Start here · a simple first-session route
Start with one character, learn what the four core buttons are for, use Demo and Breakdown before chasing Trial completion, then play Offline before entering Online.
One character · core controls · Demo to Trial · Offline before Online.

Keep the first session narrow. You do not need an advanced route or a perfect win record; you need one character, consistent controls, and a repeatable way to learn.
Start with a character you already want to play. Enjoying the character makes it easier to repeat the same movement, buttons, and Trial without restarting your learning every few minutes.
Use the 12-slot roster to choose a name, then stay with that character through the rest of this route.
Use these as quick learning cues. Character moves can add their own timing, direction, and resource rules, so keep the full controls guide nearby.
Begin with the lighter, generally faster attack.
Try the stronger option when you need more reach.
Use C when you can accept a heavier commitment.
Use Flow to dash, evade, and outmaneuver.
Watch the complete goal once. Focus on the rhythm and the point where each action changes.
Return to the smallest part you are missing. Learn that piece before repeating the whole sequence.
Perform the full sequence yourself. If it fails, decide whether the problem is order, direction, or timing.
If a Trial behaves differently from its instructions or demonstration, check the dated Combo Trial reports before changing your entire practice plan.
Matchups, timing, position, and available resources can change the options. Treat each sequence as a chance to recognize the return to movement—not as a test of who can press more buttons.
You know which physical inputs your setup uses for A, B, C, and Flow.
You are not switching after every failed Trial or Offline round.
You can explain its order even if the final timing still needs practice.
You have seen how movement, spacing, and hit sequences feel outside Training.
Watch the full sequence and notice the point where your character can move again.
Your first match is practice, not a test of whether you chose the right character.
Unlockable characters are optional for this route. If you want them first, use the character unlock guide. For the site’s game, controls, and mode references, open the Sources page.
Guide updated July 27, 2026. Check the controls shown by your setup after a mapping or game update.
Start in Training so you can move, press each core button, and stay with one character without match pressure. Use Combo Trials next, play one Offline match, and enter Online after the controls feel consistent.
There is no single beginner pick for every player. Choose someone you already want to play, try that character’s basic Trial, and keep the same character for the rest of your first session instead of switching after every loss.
Use A as the quicker starting attack, B when you want a stronger option with more reach, C for a heavier commitment, and Flow as the movement-focused action used to dash, evade, and outmaneuver. These are learning cues rather than a full command list.
During a hit sequence, pressing more buttons does not guarantee an immediate action. Watch the sequence, notice when normal movement returns, and use that moment to defend, move, or reset your spacing. Matchups, timing, and resources can change the available options.
Watch Demo to see the complete goal, use Breakdown to focus on the part you are missing, then return to Trial and perform the full sequence. Practice only the part you missed, then try the full Trial again.
You are ready for a first Online match when your controls feel consistent, you have chosen one character, you understand one basic Trial, you have completed an Offline match, and you can recognize when normal movement returns after being hit. Online may include experienced opponents, so enter with one small goal instead of a win requirement.
Start in Training with one character, then use the controls and Combo Trial pages whenever you need a closer look.