Fifty-four ways to settle a family argument
The first swap put the family into a working fighting system. This pass gives all eighteen fighters their own decisions to make. Each has two authored specials and a Super, with descriptions that explain both the trick and the answer to it.

A family of different fighting styles
Will follows a low, rebounding basketball and checks jumps with Fresh Air Upper. Carlton switches between a low shoe slide and an evasive overhead shuffle. Hilary prepares delayed camera flashes; Geoffrey returns projectiles with silver service; Nicky leaves toy hazards; Hattie marks the floor with house rules. The distinction reaches movement, guard level, reach, timing, armor, counters, grabs, and projectile behavior.
Uncle Phil takes up space
Philip is bigger in the arena and built around close-range authority. Bench Press catches a grounded opponent; You Are Grounded! turns a full-power Super into a command-grab slam. Banks Family Lariat plants his feet and spins with both arms extended for three close-range hits. Sixteen new drawings turn his whole body through the spin. It can absorb one strike, but a throw beats the armor and a blocked finish leaves room for a punish.
Learn the trick, then learn the counter
The move guide covers all eighteen gameplans and all fifty-four signatures. It shows right-facing directional inputs, keyboard shortcuts for either player, guard advice, and the move’s actual effect. The arena’s Move List carries the same descriptions and offers pose previews. Accessible controls keep direct Special buttons; the six-button rules retain directional motions, attack strengths, parries, throws, and meter-powered Supers.
