This page lists fighting game moveset shitposts based on Offetstine characters. While there is no intent to add these to an actual game, they were all written to be theoretically part of the same game. The universal mechanics and buttons are as follows:
- L - Light attack, usually the character's fastest button and low damage.
- H - Heavy attack, Usually slow and high damage. 2H is universally a sweep, leading to knockdown if not blocked low
- T - Technical attack, always has forward, down, and backward Command Normals. Very different across characters and often used in Specials tied to the characters' individual specific mechanics.
- A - Additional attack, can pretty much be seen as the button of "The Other Character-Specific Mechanic Based Specials"
- Blocking is via moving away from your opponent, like most Street Fighter-based fighting games. As with those games, Crouching can be used to block low attacks (while risking damage from overhead hits).
- Dashing is via double tapping a direction or optionally the dash button while moving. Grounded forward dashes are universal, with aerial or backwards dash capabilities differing by character.
- The Super Meter is split into four segments, with the final segment being twice as long as the others. Super moves cost between 1 and 3 segments, with the fourth being solely for "leftover" meter (with some character-specific exceptions).
- Burst can be used to escape a combo (or to instantly return to neutral, if used during your own actions). The Burst Meter begins each round full and is completely depleted when Burst is used. The meter slowly fills when you hit your opponent, and fills more quickly when your opponent hits you. Bursting out of your opponent's combo less than 0.3 seconds after the burst meter is filled will result in a hard knockdown, discouraging long combos against opponents with a nearly-full Burst Meter.
- Grabs are slow unblockable moves performed by hitting L and T at the same time. Most characters can only use Grabs while grounded, and they only hit grounded opponents. Players can't burst to escape grabs, neither can they cancel out of their own grab.