FINAL VERDICT / VOL. 01

FIVE OPPONENTS. ONE FINAL VERDICT.

FINAL
VERDICT

Care meets consequence.

Take Care Nova through the fighting ladder.
At the top, Asylum Nova is waiting.

BEST —

Best of three rounds. Retry any lost match.

CARE NOVAVSASYLUM NOVA

COMPASSION. CONTROL. COLLISION.

THE LADDERWIN TWO ROUNDS TO ADVANCE
  1. 01 / OUTER GATEGATEKEEPERDefense & timing
  2. 02 / NEON CROSSINGNEON FANGAirborne pressure
  3. 03 / CONTAINMENTIRON WARDENHeavy strikes & sweeps
  4. 04 / THE FRACTUREMIRRORSpirit-shot duels
  5. 05 / FINAL BOSSASYLUM NOVADirector of Nekura Asylum
CONTROLS & COMBAT GUIDE +
READ THE OPENING

Each button press is one attack. Punch is quick; kick reaches farther. Missed attacks leave recovery time. Stay close and press J, J, K as the hits connect to chain a combo.

HIGH & LOW

Hold Space to block. Add S to crouch-block sweeps. Jump attacks need a standing block. Guard recovers when released; repeated blocked hits can break it. Crouching ducks spirit shots.

SPIRIT & BURST

L fires a spirit shot for 25 meter. U spends a full meter on a powerful close-range burst. Meter builds over time and on hits. Both moves can be blocked or avoided.

CLIMB AT YOUR PACE

Win two rounds per match. Health resets each round. Losing a match lets you continue against that opponent. Relaxed mode gives more health, slower attack warnings, and less incoming damage. Practice uses a stationary dummy.

NOVA NEKURA NEKURA: FINAL VERDICT
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