Discuss Scratch
- Discussion Forums
- » Show and Tell
- » The Official Super Fighter Re:Tournament Thread
- ScratchRunning
-
11 posts
The Official Super Fighter Re:Tournament Thread

Hello everyone!
Welcome to the official discussion thread for Super Fighter Re:Tournament.
If you're here, that means that you either already played SFrT,
or found this thread randomly in the list of discussions, in which case you might want to check out SFrT before continuing to read:
Link to the project page on the Scratch website
In this thread, people can talk about their favorite character, strategies, report bugs and discuss the balance of the game.
If you have trouble beating higher level CPUs or getting far in survival mode, this thread might be for you!
Similarly, if you think you got the hang of the game and want to share some valuable tips, let the people know!
If you think a character, attack or CPU difficulty is under- or overpowered, be sure to share your thoughts as to why you think that is and how it could be improved!
These are just some ideas. If you have anything else you want to discuss about SFrT, let nothing stop you!
If you just want to give general feedback, I suggest commenting on the actual project page.
This thread is meant to be for deeper discussion of the game and it's mechanics.
As always, keep it civil and enjoy discussing!
Changelog:
(FULL RELEASE)
08.08.2025 - 1.1.1
- Added a red contour to the random-dice-icon, so it's easier to see character alts on it
- compressed code a bunch (many thanks to @pickle_poweder and @ga1asta!)
28.06.2025 - 1.1.0 (DARC Update)
Main Content:
- Added a new fighter unlocked by the community: Darc!
Survival Mode
- New Survival Mode stage for the upcoming Season: Darc Realm!
- Survival mode now scales up in difficulty as you play!
You can still choose a Difficulty to start out with, and get a score multiplier based on the difficulty you chose!
- When playing Co-Op, a second opponent will spawn right from the start of the fight
- (extra patch: fixed survival mode difficulty not being displayed and saved correctly)
CPU Changes:
- Further polished the CPU to allow for less cheesing strategies
Visual Changes:
- Added Overhead Player arrows that can be toggled on/off in the game settings
- Added a new, more clear Shield visual, especially when the shield is broken by NeutralAttacks
- Changed combo charge animation and removed the arrow
- Increased contrast between different Phantom alts
Audio Changes:
- Compressed the Soundtrack files and re-added them as stereo tracks
Menu Changes:
- The game now remembers when you chose “random” as your character
Tutorial
- Green flag now always makes the tutorial reappear at the start (just press p if you want to skip it)
Character balance:
- Gnaw:
DownAttack: Adjusted hitstun
C5: Changed fireball trajectory to be more vertical than horizontal
GroundFire: Stays around for a little longer now
- Phantom:
DownAttack has less invulnerability, also more lag afterwards and gives less combo points now
C5: Fixed the attack grabbing opponents even when they were invulnerable, also made the sparks appear a little further out
- Xavier
ForwardAttack: Hitbox is active earlier now
Note: Further compression of the scripts will be done in the coming weeks, as the game is pretty close to not being able to save on Scratch due to the .json file size of the project
24.05.2025 - 1.0.1
- Re-Added some missing sounds on Arc C5
- changed Framedata on Arc C5 slightly - it's now active from the moment you use it instead of about 8 frames in
- Fixed Xavier C5 changing gravity of teammates
- Fixed Arc using up jumps during his C3
- Fixed stunned camera change staying if the stunned character dies
- Fixed the Planet of Xavier's C5 appearing in front of characters
- Fixed in training mode, description and combo attacks tabs being swapped
- Fixed when clicking the back button with the cursor the return bar showing up for a tick
- Fixed changing on difficulty on survival without a character selected making the character switch to “random” for a tick
- Fixed when adding an extra player, the player next to it changing to “random” for a tick if left blank
- Fixed: selecting a character when the other player has an empty frame will change their frame to “random” for a tick
- Manually exiting out of a match will now send you back to the character select of the respective mode
- Fixed: When using the cursor to go back in the survival menu, the character will switch to random and an additional dash will be added under “local leaderboard”
- Fixed Xavier C5 affecting different players differently
22.05.2025 - 1.0.0
- Released the game, now containing 5 Characters, 7 Stages, big improvements to the engine, CPU and menus.
- Added Survival Mode Co-Op
- (Some day 1 patches included)
(DEMO)
26.06.2024 - 1.0.4
- New Music by @komicguy35 ! Battlefield now also has a custom made soundtrack and it's incredible.
- Tutorial can now be skipped instantly instead of having to wait a few seconds
- Tutorial does not reappear after you've pressed green flag
- You can now replay the tutorial by pressing the switch button in the game settings
16.06.2024 - 1.0.3
- The CPU was refined! Beginner is overall a bit easier and Insane is harder to cheese, with all the difficulties inbetween adjusted accordingly
- Controls menu got a new look and an export/import feature, as well as some fixes
- Added more time to input directions for Edwards C1
- space and shift can now properly be set as controls
- you can now press p in the in-match controls menu to unpause
- Edwards UpAttack and Gnaws UpAttack now have slightly stronger upwards knockback, their DownAttacks were adjusted to have a bit less
- Little thing for easier modding: Stage names are now stamped by the text engine and defined in the List “Data_Stages_Names”
- Fixed Gnaw sometimes doinga a little hop after letting go off a ledge
- Fixed Teammates shielding and dodging each other's attacks (again)
- Fixed being able to exit out of the controls menu while setting a button
27.05.2024 - 1.0.2
- Added a “Modding Help” sprite that will get more information and useful custom blocks with time (but maybe it can already help you now)
- Fixed Shielding while on ledge and along with that, a bunch of strange things
- Fixed CPUs on the same team dodging and trying to block each others attacks
- Made survival mode a little harder after a while???
24.05.2024 - 1.0.1
- Jumps now buffer (if you were in hitstun, but keep holding the jump button, you will jump when you exit hitstun)
- Parrying ranged attacks should no longer push the opponent away
- Fixed Sudden Death happening in Survival Mode and some more shenanigans that had to do with pausing at the end of Survival Mode
- Updated Spaceship Soundtrack
22.05.2024 - 1.0.0
- Release (with a few bugfixes on the same day)
Last edited by ScratchRunning (Aug. 8, 2025 11:42:29)
- jocers
-
6 posts
The Official Super Fighter Re:Tournament Thread
First- jk.
Gnaw is fire, but edward is chill
Gnaw is fire, but edward is chill
- ScratchRunning
-
11 posts
The Official Super Fighter Re:Tournament Thread
We already got a bug report that you can't set player 2 in the character select in versus mode. This will be fixed asap, but what you can do to fix it is go into a training mode match once and exit, then it works again.
- ecfdrd
-
1 post
The Official Super Fighter Re:Tournament Thread
third jk lol
Last edited by ecfdrd (May 22, 2024 13:36:33)
- Huckleberry256
-
100+ posts
The Official Super Fighter Re:Tournament Thread
(fourth if we're keeping this up lol)
I think Gnaw could really use an Up C1 variant like Edward has, that's a big reason I don't enjoy Gnaw as much as I do Edward. All it takes is an Edward s-air close enough to the ledge and Gnaw can't really recover. Maybe if I put more time into playing Gnaw I'd find a way to work around it, who knows. Even if it's intentional for his recovery not to be great, I think he would still benefit from an Up C1 variant even if it's not super strong.
Either way, fire game! That's the main piece of feedback I have at the moment
I think Gnaw could really use an Up C1 variant like Edward has, that's a big reason I don't enjoy Gnaw as much as I do Edward. All it takes is an Edward s-air close enough to the ledge and Gnaw can't really recover. Maybe if I put more time into playing Gnaw I'd find a way to work around it, who knows. Even if it's intentional for his recovery not to be great, I think he would still benefit from an Up C1 variant even if it's not super strong.
Either way, fire game! That's the main piece of feedback I have at the moment
- the_secret_cheeser
-
1 post
The Official Super Fighter Re:Tournament Thread
here is a nice combo for Edward. down attack which throws them into the air then up air attack for easy dmg
- Huckleberry256
-
100+ posts
The Official Super Fighter Re:Tournament Thread
here is a nice combo for Edward. down attack which throws them into the air then up air attack for easy dmg
if the enemy is at low percent then crouch attack -> sair or crouch attack -> nair works pretty well too, although using uair is more reliable in general
- komicguy35
-
29 posts
The Official Super Fighter Re:Tournament Thread
I've played as both Edward and Gnaw, and it seems much easier to cheese your opponents and dodge attacks with Edward. I think that Edward's jump and his down attack could be more limited, while Gnaw's up attack could take him higher and his down attack could flow into other actions more smoothly. It feels a lot more restricting to play as Gnaw, if you know what I mean.
This game is very cool and well-made, it's just that I personally wouldn't want to play as Gnaw because of the balancing.
Maybe I just don't understand the kinds of characters in fighting games though, idk. I don't play them that much.
This game is very cool and well-made, it's just that I personally wouldn't want to play as Gnaw because of the balancing.
Maybe I just don't understand the kinds of characters in fighting games though, idk. I don't play them that much.
Last edited by komicguy35 (May 29, 2024 14:22:17)
- arealcoolman
-
1 post
The Official Super Fighter Re:Tournament Thread
Edwards snowball is a great combo starter I'ma experiment with it you can do basic one twos with it or even chain 5
- royalguard006
-
29 posts
The Official Super Fighter Re:Tournament Thread
From what I can tell gnaw seems to be an absolute combo maniac,here are some basic bread and butter combos I have found.
(due note I have not experimented with his attacks that use the combo gauge very much yet.)
Neutral light->side light
Neutral light->down light(can be iffy depending on spacing)
Down light->up light or up air(can be inconsistent at too low or too high of percent)
Down air->side light
Down air->down air(at around 140-200 percent)
Down air->c1
Neutral light->c1(only with really tight spacing)
there are likely many more that I don't know of but as far as i'm aware they will all work most of the time. also sorry if these were hard to understand for any reason the only platform fighter i've ever put a good amount of time into is brawlhalla.
(due note I have not experimented with his attacks that use the combo gauge very much yet.)
Neutral light->side light
Neutral light->down light(can be iffy depending on spacing)
Down light->up light or up air(can be inconsistent at too low or too high of percent)
Down air->side light
Down air->down air(at around 140-200 percent)
Down air->c1
Neutral light->c1(only with really tight spacing)
there are likely many more that I don't know of but as far as i'm aware they will all work most of the time. also sorry if these were hard to understand for any reason the only platform fighter i've ever put a good amount of time into is brawlhalla.
Last edited by royalguard006 (May 30, 2024 17:42:55)
- royalguard006
-
29 posts
The Official Super Fighter Re:Tournament Thread
there's also a funny thing you can do with edward, if you jump REALLY quickly after a crouching attack you can make it go upward. I don't know if it's a bug or intentional but either way I don't think it should be removed because it adds more depth to the character and in high (about 120) percent you can combo it into his c1 or if you're fighting another edward you can use it to land his crouching attack->up air combo even though he's floatier and gets sent higher. This tech is also possible with gnaw and likely every other character in the full release but with gnaw it's worthless because the hitbox isn't connected to his body plus it's way harder.
Last edited by royalguard006 (June 3, 2024 19:06:48)
- jocers
-
6 posts
The Official Super Fighter Re:Tournament Thread
From what I can tell gnaw seems to be an absolute combo maniac,here are some basic bread and butter combos I have found.
(due note I have not experimented with his attacks that use the combo gauge yet.)
Neutral light->side light
Neutral light->down light(can be iffy depending on spacing)
down light->up light or up air
down air->side light
down air->down air(at around 140 percent)
down air->c1
there are likely many more that I don't know of but as far as i'm aware they will all work most of the time. also sorry if these were hard to understand for any reason the only platform fighter i've ever put a good amount of time into is brawlhalla.
Down light up light is true at around 80-90 (u can see if a combo is true by seeing if they ever stop being bright. once they light up white then that means they're in stun.)
Plus, his bigger combos require a stationary fire, that's where his combo game really shines.
An example would be:
Down air - Neutral punch - Side light (into stationary fire) - Down air - Down light - Up attack - Up attack - E1 (this is sorta theoretical idk which percent it works just yet :p
but this kind of combo does ALOT of damage and can even lead to a stock if done correctly
I will say however, I'd say edward has a crazier combo game than that, esp since gnaw's bigger comboes rely completely on situational stuffs. Edward's comboes can usually be done just about anytime
- royalguard006
-
29 posts
The Official Super Fighter Re:Tournament Thread
From what I can tell gnaw seems to be an absolute combo maniac,here are some basic bread and butter combos I have found.
(due note I have not experimented with his attacks that use the combo gauge yet.)
Neutral light->side light
Neutral light->down light(can be iffy depending on spacing)
down light->up light or up air
down air->side light
down air->down air(at around 140 percent)
down air->c1
there are likely many more that I don't know of but as far as i'm aware they will all work most of the time. also sorry if these were hard to understand for any reason the only platform fighter i've ever put a good amount of time into is brawlhalla.
Down light up light is true at around 80-90 (u can see if a combo is true by seeing if they ever stop being bright. once they light up white then that means they're in stun.)
Plus, his bigger combos require a stationary fire, that's where his combo game really shines.
An example would be:
Down air - Neutral punch - Side light (into stationary fire) - Down air - Down light - Up attack - Up attack - E1 (this is sorta theoretical idk which percent it works just yet :p
but this kind of combo does ALOT of damage and can even lead to a stock if done correctly
I will say however, I'd say edward has a crazier combo game than that, esp since gnaw's bigger comboes rely completely on situational stuffs. Edward's comboes can usually be done just about anytime
Thank you for letting me know I just wanted to leave some simple stuff and also I haven't experimented with edward too much yet because I personally find him less interesting than gnaw (both characters are great though)
- jocers
-
6 posts
The Official Super Fighter Re:Tournament Thread
From what I can tell gnaw seems to be an absolute combo maniac,here are some basic bread and butter combos I have found.
(due note I have not experimented with his attacks that use the combo gauge yet.)
Neutral light->side light
Neutral light->down light(can be iffy depending on spacing)
down light->up light or up air
down air->side light
down air->down air(at around 140 percent)
down air->c1
there are likely many more that I don't know of but as far as i'm aware they will all work most of the time. also sorry if these were hard to understand for any reason the only platform fighter i've ever put a good amount of time into is brawlhalla.
Down light up light is true at around 80-90 (u can see if a combo is true by seeing if they ever stop being bright. once they light up white then that means they're in stun.)
Plus, his bigger combos require a stationary fire, that's where his combo game really shines.
An example would be:
Down air - Neutral punch - Side light (into stationary fire) - Down air - Down light - Up attack - Up attack - E1 (this is sorta theoretical idk which percent it works just yet :p
but this kind of combo does ALOT of damage and can even lead to a stock if done correctly
I will say however, I'd say edward has a crazier combo game than that, esp since gnaw's bigger comboes rely completely on situational stuffs. Edward's comboes can usually be done just about anytime
Thank you for letting me know I just wanted to leave some simple stuff and also I haven't experimented with edward too much yet because I personally find him less interesting than gnaw (both characters are great though)
Of course! As the main combo man myself I'm always very happy when people explore the comboes of the characters and find stuff to do for themselves. Keep labbing

- royalguard006
-
29 posts
The Official Super Fighter Re:Tournament Thread
So I've been in the lab with gnaw for a while now and figured out you can do down air->down air much earlier and much longer than i thought which might make it the easiest infinite in fighting game history(about 50-300+) I have only practiced it for a little while and have struggled to hit it consistently so I may be wrong BUT if i'm not then this is incredibly funny yet concerning. However the timing gets REALLY tight and hard to perform in the later percents.
Last edited by royalguard006 (May 31, 2024 13:21:48)
- Huckleberry256
-
100+ posts
The Official Super Fighter Re:Tournament Thread
if you can do it right, Edward is crazy good at juggling. Both uair and nair (charged variant especially) are viable options, and it can ramp up serious damage and/or take a stock. It's really a timing thing and I'm still getting the hang of it but it's a great strategy. Just get the opponent into the air with jab/nair and then just smack them to the stratosphere
- Bear_GuiiYT
-
15 posts
The Official Super Fighter Re:Tournament Thread
we need like an actual tournament between player, but that requires the game to have online capabilities which will probably come soon if not later
- Huckleberry256
-
100+ posts
The Official Super Fighter Re:Tournament Thread
we need like an actual tournament between player, but that requires the game to have online capabilities which will probably come soon if not later
an SFrT tourney would go WILD
- MTEPlayer
-
2 posts
The Official Super Fighter Re:Tournament Thread
If you wouldn't mind telling us what are the characters for the actual game besides gnaw and edward.
- MTEPlayer
-
2 posts
The Official Super Fighter Re:Tournament Thread
And by the way if you uppercut Edward then use the first combo move, if you're close enough or have deadly aim then I can usually knock Edward off the map since he likes to jump a lot. Just a easy way to get a kill. But if you do it once, he never jumps that high again for me. Try to have fun with that combo tho.

- Discussion Forums
- » Show and Tell
- » The Official Super Fighter Re:Tournament Thread