Mighty Fight Federation

Mighty Fight Federation
N/A
Metacritic
77
Steam
51
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$29.99
Release date
26 February 2021
Developers
Steam reviews score
Total
77 (27 votes)

Slam opponents into walls, launch them into the air & follow up with fast, high-flying attacks in this brand new arena fighter. Choose from 13 different characters with unique play styles. Face off in head-to-head matches, team up with other fighters or embrace the chaos of 4-player free-for-all.

Show detailed description

Mighty Fight Federation system requirements

Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7 64-bit
  • Processor: Intel Core i3-4160 @ 3.60GHz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 480, GTX 570, GTX 670, or better
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 7 GB available space
  • Additional Notes: Compatible with XInput and DirectInput USB devices including gamepads and arcade sticks based on Xbox 360, Xbox One, and DualShock controllers. Steam Controller also supported.
Similar games
Popularity
Reviews
Write a new review
Nocx
Nocx

Don't be fooled. This isn't a Power Stone ripoff. The movement feels stiff, and the game has a weird emphasis on traditional fighting game combos. The stages don't have fun, interactive elements or exciting pickups.

This game doesn't know if it wants to be a fighting game or a party game, and fails at both as a result.

CrazyMRANZ
CrazyMRANZ

Has some decent sound tracks here and there but overall has a hint of power stone but not so great. I am happy at least this game got a story mode. Other than that the characters models looks ugly af other than the cameos, mechanics are bad, has bugs, graphics looks plastic. If they gave this to a modding community the probably mugen the crap out of it.

Iyzeekiil
Iyzeekiil

An insane 3D Arena brawler with a bunch of tech and an emphasis on high level play, just as much as dumb tactics. Characters are varied with some really wacky designs, a few cult legacy characters and a few Indie reps. Super fun with friends, but basically this is a discord fighter. Worth it for online and local multiplayer chaos!!

Da Scribbler
Da Scribbler

I feel like I should have spent more time with this game than I did before writing my review previously.

I have taken more time to play this on my own and at a friend's house and I have a really different feeling right now.

Graphics -

I did have qualms on the character models and animations previously. I thought they didn't mesh well with each other like they looked modeled with really different direction. I thought the animations were stiff and awkward.

After some time looking at everyone a little more, I do see a cohesive nature that actually does tie the majority of the cast together aesthetically, bar two. L.exe and Originelle. I think they could use some work with a re-design, but they really don't fit.

Some animations were and still feel off like some air attacks. Hecksbane's regular air attack (x button on xbox controller) looks like he's got his feet flat on the ground, but he's up in the air. That feels like something small and it is.

Sound -

I didn't really think anything negative of this before and now I feel like there may have been some details I wasn't privy to before. I think some of the voice actors are the musicians who provided the tracks for the game. That's pretty dang cool.

Some of the voice tracks for pre and post match dialog are a little on the low side, but that's also small.

Gameplay -

Here's where I feel there was a major overhaul in some way. It might have been that I spent more time with it or it actually got changed, but I feel there's more autoaim that you can use now to target when you are close. I thought I kept missing before when right next to the opponent, but it feels better now.

Some air attacks that hit straight down seem very picky on the impact. I think that could be changed by making the hurt boxes bigger when hitting the ground, make the shadow of the opponent in the air seem more prominent or add some more tracking for those moves within reason.

Overall -

I see potential. This is a love letter to powerstone, as I've heard, but I don't think that means this is trying to be powerstone. Mighty fight federation is it's own thing and with more love coming along the horizon I think this could make a pretty big splash.

I will be playing this a bunch more.

Al
Al

This is a high thumbs up from me. I've played some matches online (with a friend who bought the game with me) and played a bit of the arcade. The online was rock solid for us, no lag or dropping out so far.

Before getting to the positives (paragraphs below, it's been by far mostly positive), I will mention the obvious about early access titles: it's a work in progress still and some things don't feel quite ready yet, otherwise this would have been a final release. This is, of course, true at the time of writing this for Mighty Fight. The quit menu doesn't always work (I used alt+F4 to exit because esc didn't bring it up) and the arcade mode is not yet saving progress, assuming that's intended for the final release. The online worked very well during the fights for us, but the menus weren't clearly telling us who was selecting what character and level. Most importantly though, the Strikefist ai is way better than me, and this needs to be fixed! (/s I eventually won).

That being said, from what the game has shown me so far, I am 100% certain that it will be in amazing shape come launch day. The Dev team is small, but they're clearly dedicated to this game and they are very responsive on discord. Full disclosure though, I have met some of the devs in person and they are super warm and friendly people, and they are clearly hardworking to have accomplished this level of quality. They've also announced some pretty exciting up-coming characters and levels (Yooka-Laylee and Toejam & Earl), which seems to me a big deal and I trust this team to pull it off.

I've tried 5 of the 11 fighters at this point, and they each felt unique and competent in their fighting styles, and responsive to my input. In my few hours of playing, I would say there is definitely an easy-to-play but hard-to-master learning curve to each of the characters, perfect for this style of game imo. Overall, thumbs up on the gameplay.

My favourite character to play so far is Strikefist, but my favourite character concept is Remi Redcard. Strikefist feels straightforward to play, but Remi has some really dope moves like throwing up a shadow that will hold your opponent down, but I haven't quite gotten the hang of this yet.

My friend rocked Tunestone until I was frustrated with how OP he felt, but I couldn't pull off the same thing when I played Tunestone myself. It's ok, I've accepted that my friend is better than me, for now.

The level designs are well thought out and clearly built for a fighter game by fighter fans. Everything is focused on the fighting being unobstructed, so that no annoying collisions bump or block your characters while you're trying to pull off some wild moves. They are also sometimes dynamic in pretty cool ways that can change up or open up the playing field during a fight.

Great music to go with the levels too, they really give it that fighter atmosphere. I wish the default track for the level was automatically selected when I chose a level though, because I want the track to fit the arena I'm fighting in and when I enter a match, the music can help immediately pull me in and 're-familiarise' me instantly with what I'm about to play in.

Anyway, long review. Absolutely Recommended, I can't wait to see more people jumping in on this! The game holds amazing promise and it's already made its way to my favourite list on Steam.

GrahfMetal
GrahfMetal

A super cool arena brawler in the vein of Power Stone. This is an absolute blast to play with several unique characters all with very different playstyles making for some great variety. The actual gameplay is pretty tight and feels satisfying to chain combos, juggle opponents and perform combo breakers. It's balls-to-the-wall action that also happens to have a better online connection than most AAA fighting games, lol. I played a bunch of matches online and the game didn't hiccup once.
I also love how fascinatingly bizarre the character designs are. They must of had a LOT of fun coming up with the wacky roster and their respective silly stages and dialogue. The music is also FANTASTIC with several guest musicians contributing to an awesome OST. My only complaint is that the graphics have a bit of a shinny, almost plastic-like quality to them, I'd prefer a more matte look, but that's purely my taste in aesthetics. This is overall super cool, especially for an early access game that's still going to have content and updates added in the future. Fun stuff, I look forward to where this game goes in the future, especially with Yooka-Laylee and ToeJam & Earl announced :D

Deusnowa
Deusnowa

I came for Tee Lopes legendary music, stayed for everything else.

soundtrack is dam perfection.

gameplay its great ,no flaws there.

as an early acess game, the content is a lot more than i thought.

now lets talk characters, they have this wacky cartoon feel which is cool.

the game has its own style, is a party game, cause it seems like laugh with lads, say to other fighters but they have there charms.

hope to see a lot more characters in the future , hopefully a giant vintage toy robot, maybe something badass and wacky like Toy Robotus from the scooby doo games, man that robot was cool.

but word of warning there are a few bugs like opening the menu will sometimes make the game to crash.

over all great game its a working progress easily get money worth.

OriginalVin
OriginalVin

Summary - Despite being in Early Access, this is already one very nicely-made indie fighting game.

As far as "Power Clones" go (read: a Power Stone-esque free-roaming arena fighter), this one sports a combat system with a nice amount of depth. It's not impenetrable for casual fight fans, just that it has all the systems you'd want in a fighting game and they're well implemented here. Like Shrek SuperSlam, One Piece Grand Adventure, or LastFight, MFF focuses a lot of energy on besting Power Stone by focusing on solid combat (versus throwing boxes and items at opponents), and it largely pays off.

There's also a lot of content here, even in Early Access too. That's something you really can't say about enough indie fighters - they're usually HURTING for content. MFF already sports a good sized roster of characters & stages, and a decent amount of modes with a good tutorial to round everything out and ease people into the action. The presentation too is pretty good; the sound design and music tracks are the stand-outs here, and that should be obvious if you glanced at the Steam Page or watched the trailer. Not a single composer is a weak link, and all of these songs are ****ing bangers. The visuals are technically really solid too, though the mileage you'll get with the character designs will vary. It's hard not to love the more cartoonish ones - the "Swole Wolf" that looks like Werewolf Randy Savage, or the skeleton cowboy with the keytar/scythe combo, for example -- but the more human characters - like Strikefist (the shirtless guy) and Originelle (the angel girl) -- suffer a bit. Their faces could look better. It's a bit inconsistent is all, though the key art used in the Arcade Mode sports a really nice "western anime/cartoon hybrid" style - a bit like Double Cross or Speed Brawl - for everything though, and that all looks great. Plus the arenas look terrific too. Really good use of color throughout the game helps MFF really "pop."

Is there anything I would like to see improved here? Sure. While this is in Early Access, I would love to see the following issues tightened up a bit. The biggest one for me is the lack of "homing" and "travel" on attacks:

Travel - Your characters don't move forward from the momentum of the attacks they're throwing out at all, unlike a lot of fighting and beat'em up games. I'll try and explain this in detail, but you'll know what I'm talking about. Even when you connect with that initial hit, they don't slide forward into following hits. Even when you're running and hit an attack button, there isn't a running attack that pops out - they just cancel straight into standing attacks. This makes things feel a little lacking in terms of movement or flow. This element of the combat feel a bit... stilted, I guess. And it also means you'll sometimes end up doing a combo when you're not close enough to actually land anything, and just be parked in place, like, an inch away from their face whiffing attacks until your opponent decides to put your out of your misery and punish you :P The only exception to this is L.Exe, and I suspect that's because of her very short stature. If she didn't move forward a bit with her normal attacks, she simply wouldn't reach anyone.

Homing - Couple this with the fact that your character doesn't automatically aim attacks at whoever's in the broader direction you're aiming, and well, projectile attacks feel a bit off. I hate how vague that is, but sometimes it just doesn't feel as tight as you want it. Usually fighting or brawler games with free-roaming tend to either opt for a lock-on button, or break down "aim" into about 4 or 8 zones for the analog stick to pick up (at least a northeast, southeast, southwest and northwest quadrant; sometimes split into 2), and as long as you're aiming the stick towards that "zone," your attacks will hit the enemy in there. If they're at 2 o'clock, and you're aiming at 1:30, your character still gets that you want to throw some punches at 2 o'clock, y'know? Mighty Fight Federation is a bit more picky than most other games here, and so you'll definitely sometimes miss by sending your attacks slightly to the left or right of your enemy up-close.

These issues with travel and homing/aiming make it feel like, say, the hitboxes are just working against you sometimes, even when they're working perfectly. Make no mistake about it; MFF's combat already feels pretty damn good and is pretty fun to play! Plus traversal mechanics like rolling or dashing, and having combo breakers, keeps the playability high despite these issues. It's just that when you hop on over to games like Mortal Kombat Shaolin Monks (hey; in VS Mode, it counts as this type of game!) or whatever, you can tell it's not quite up to that level yet in terms of being totally satisfying or fluid. It's feels like it's almost there, but just not quite where you want it to be. Not yet anyway.

(Another, but far less important, quibble regarding the character controller here is that the jumping feels and looks wrong - at the apex of your jump, your character will plummet down SO MUCH FASTER than they went up. That doesn't really affect combat at all, it just looks weird :P )

TL;DR - At the end of the day, this is a remarkably polished Early Access title, and a fun game in and of itself right now. This gets a hearty recommendation from me for any fan of free-roaming "diorama style" brawler (versus those over-the-shoulder arena-style fighters, like the Naruto Ultimate Ninja Storm games). Fans of that type of action should get this and LastFight and support both indie efforts to fill the void left by Power Stone, then settle in for some over-the-top fighting action with a killer soundtrack.

Oh, and I will update this review after it exits Early Access, just to see what's been changed and added.

Patavinas
Patavinas

Not quite what I was looking for, but really good if you want a competitive arena fighter.
If you want a more casual, "Power Stone"-like approach, this ain't it.

Rayuka 🏯
Rayuka 🏯

Mighty Fight Federation.. Is a call back to classic 3D arena type fighting game with a modern twist and a new coat of paint!

Pros
1.Arcade Mode
2.Local & Online Multiplayer
3.Story Openings & Endings for each characters in arcade mode
4.Solid Gameplay
5.Great Soundtrack!
6.Guest characters

Cons
1.Small Character Roster
2.Lack unlockable content

Overall
I enjoy mighty fight federation and look forward to the updates and future content for the game and there so much potential for mighty fight federation becoming the best 3D arena fighting game at a time where there not so many.

Skooms7
Skooms7

Really wanted to like this but the game play just gets too samey along with other strange design choices, at 40$ i just cant recommend this game. character Art compared to their in game renderings is just too jarring i cant help but wonder why they'd make the artwork so beautiful paired with such ugly in game character design. though all characters are supposedly designed with different strategies in mind too many just seem to have the same combo set ups even basic attack animations just start blending in with each other across most characters. defense options are really questionable and i can see the killer instinct influence but just doesn't feel as well executed. i understand its early access but the core idea of the game play i just cant see catching on in the fighting game community. from the videos i was "hype" for possible 2d fighter mechanics in a brawler setting but once you actually start putting combos together yourself it just doesn't feel as satisfying. overall my problems are too many shared animations, character design choices, defense options, combo capabilities, speed of game lending to slightly janky feeling.

SINISTAR
SINISTAR

Was pleasantly surprised at this arena brawler! Nice graphics, characters with attitude, and a killer soundtrack make for a good time!
One caveat: If playing on PC, you really need a controller to be able to kick ass effectively.

WIth the free-for-all 4p mode, it's CRAZY CHAOTIC--but in a GOOD WAY!
The camera handles the action well, scaling around the action effectively and not jarring at all. Really reminds me of the classic arcade brawlers of the early 90's (only with MUCH better graphics).

Love that there's an online mode too! If this is only Early Access, it's very polished state bodes well for the future of this game!

John
John

I love the game, good gameplay with a banger soundtrack, and cool, unique characters.

madhatsgalore5764
madhatsgalore5764

I love everything this game has to offer! The music, the voices, the characters, and the story!
The only gripe I have with this game is that the CPU are insanely hard, but the hard CPU are still fun if you know what to do! I'm not a programmer, so I don't know how hard this is, but perhaps add a difficulty meter, from easy to hard? anyways, this game is a must have, so ill see you on the battlefield, reader!

TOILET PAPER
TOILET PAPER

Edit: After playing on controller, my previous complaints are out. This game was legit fun and worth the cost. If you have friends that live cross-country, or across the ocean, try this out.

Cons:
Removed. Keyboard mapping & value.

Pros:
Retro, fun, and moves well
Characters are unique but should be intuitive for most fighter players
Toejam and Earl? Love it.

Biggest Pro:
Even with high ping, I was able to play competitively with friends online. This is huge for players that want to play with friends that are in other countries/ time zones.

gELLY
gELLY

While arena fighters ultimately take a backseat to platform fighters in terms of options and popularity, I feel as if Mighty Fight Federation is an entry into the former genre that punches above it's weight in terms of the quality-to-resources ratio.

MFF has an eclectic collection of characters both original and guest that all have their own playstyles, though they all fit well into the system that's been built. I will say that if you are not as versed in arena fighters like myself (save for Shrek Super Slam) then it may be an adjustment, though the basic principles such as the neutral game, juggling, combo breaking etc are all pretty intuitive to learn and I felt as if I was decently proficient after my handful of hours with the game so far despite not being a huge fighting game person.

I would say that they game is a pretty solid value proposition and am looking forward to the gameplay optimizations and content additions coming in the future, and that if you are looking to get into Arena Fighters then this game would be a fair alternative to a genre staple like Powerstone.

sirsmirkz
sirsmirkz

I've only gotten about 2 hours in the game right now and so far I'd say it's a decent arena brawler game, however there's a decent amount of stuff that I don't like about it so far. First and foremost the price, I'm a firm believer that devs can charge whatever they feel is appropriate for their games, but I'd like a lot more polish added to my product if you're going to keep the base price at $30. Luckily, I managed to grab this game during a sale for around a little over $3 which is certainly a steal. The game comes with your standard arcade /story mode, free-for-all and team matches with the inclusion of online play, but that's it. I would've like to see them come up with some more unique or complimentary modes for the game, but there just isn't that much to do other than that. Now that wouldn't be as bad if not for how stiff and janky the gameplay can be at times. For example, the ai is practically braindead, but if it manages to catch up to you, sometimes you'll find yourself getting bounced off the wall constantly as it mindlessly spams attacks and killing you if you can't manage to break free. The only challenge really comes from knowing when to take advantage of the openings you get when knockdown your open and then basically return the favor of spamming attacks which ultimately makes it predictable and boring.
I'm going to get to the point where I compliment the game soon, but I have just a couple more issues with it to address. The art style for the game is absolutely amazing, but the 3D models not so much. I really wish the game and characters had a more comic inspired look or were more based off of the game's own artstyle as seen on the store page and unlockable cutscenes. Not all characters apply to this one issue of mine though, Toejam and Earl look great in game as do Miriam and Yooka N' Laylee. However, Yooka N' Laylee along with Miriam's 3D models look as if they took the models from their original games and just adjusted them to work in MFF which looks really awkward compared to the looks and quality of the other characters. Lastly, the portraits used on the character select screen come off as something that you would expect to see as a place holder during a beta. What I'm getting at is, most of the characters just have a cropped headshot from their cutscene as their portrait meanwhile Miriam literally just has a cropped piece of official artwork as her portrait. The small details matter and I'm just confused as to why some parts of the UI didn't get as much effort as the rest. Which leads me into the font used for the loading screen and dialogue. During the loading screen the font is just too fast and jittery to actual read. And as for the dialogue, the font looks really out of place and sometimes covers most of the bottom of the screen during the character's intros. The character's themselves don't have many varying intro options, but that's asides the point although listening to the same repeated lines can get annoying. My last issue with the dialogue is the fact that they went out of their way to get good enough voice lines for the dlc's characters and even translated their authentic personalities within the MFF world and dialogue, but didn't go the step further and change the dialogue box to match the ones from the crossover character's original games. This would've been a small detail that could have been icing on the cake. To truly make me believe that Miriam came from the world of Bloodstained or Yooka N' Laylee from their wacky world where they talk gibberish and their heads pop up in the dialogue boxes. The reason I even bring of this small detail is because it's very apparent that this game is inpsired by Smash Bros to an extent and I wish I got just a bit more of that outgoing and creativeness when it came to expanding and making a genuine indie fighting game with crossovers.
To leave this review on a high note here's a couple things I did enjoy, Despite the stiff combat system the moves and their animations are actually pretty good. My favorite character to play so far has been Tunestone who has a pretty epic finishing move where a giant flaming skull smashes into the ground like a nuke. You may occasionally start head bopping and dancing to the music cause the OST definitely has some certified bangers. It may have seemed like this should've been a negative review, but I'm choosing to leave it as positive because you can see the genuine effort that went into making this chaotic arena fighting game which is no easy task. Mainly my grievances are with what the game could've been, but sadly isn't. So all in all I do recommend this game, but a sale would be the most level-headed time to choose to buy this game if you're not desperately waiting to try it out.

esport01
esport01

We started playing this for our Esport high school club! I LOVE this game, and I can't wait to get it on Switch! This is the one of the best fighting games I have ever played. It feels a lot like Smash bros to me but very different. I have seen people on Youtube compare to Power Stone or Shrek Super Slam, but I haven't played those games. For me, it is sort of feels like Brawlhalla meets Smash Bros! Definitely check it out!

Eternal Zero
Eternal Zero

Legit fighting game in my power stone? Love it!

OldManSkills
OldManSkills

Very good and fun game. with deep combat mechanics for a arena fighter.

Pros
-good character design
-combat.
-good story mode
-good music
-good netcode but nobody is playing it in NA

Cons
-buggy
-unbalanced
-terrible camera
-way too expensive.

Shirokuma
Shirokuma

With the whole cross-over characters i thought i'm gonna stumble upon some quality content,but ended up with stiff animations,unpolished combat system, this game has potential but i do not recommend it as of now.

devawing412
devawing412

Major controller issues to the point of being unplayable
My main issues with the controller are:
1. The game thinks that I am using two controller at the same time which I can't play non-arcade mode
2. I am unable to practice for the game make you play as the 2nd player while being first player at the same time
3. Everything is press twice when I am at the menu section of the game

I should mention that I am using PS4 controller while using DS4 program and the game does recognize PS4 buttons as well. Until the developers decided to fix this issues, I have to leave it as a negative.

callmecheesy
callmecheesy

while the visuals feel a bit uncomfortably bright, the soundtrack is phenomenal and the arcade stories are crazy fun. I wish there was an option to weaken or change the lights from the characters and stage, since it kinda hurts my eyes, but the gameplay and style is still super fun, with lots of combos to experiment with