Papercut
A paper sword duel. One greedy swing can end it.
Your fighter
Looks never change the fight: every sword has the same reach. Online, your rival sees your look. One fighter always wears a dark robe and the other a light one, so if you both pick the same, player 2's robe flips.
Room ····
Making your room…
Tournament ····
Click anywhere or press a key to turn the sound on.
Bracket
Click anywhere or press a key to turn the sound on.
Looking for a rival…
You'll be paired with the next person who presses "Find a fight". Send a friend to papercut.marz.gg to make it quicker.
Joining…
Something went wrong.
Controls
Pick a box, then press the key, mouse button or controller button you want there. Press the same one again (or Delete) to empty it; Esc or Menu cancels.
| Action | Keyboard and mouse | Controller | ||
|---|---|---|---|---|
Always: Esc frees the mouse and opens the menu. On a controller the left stick or d-pad moves (left / right) and guards (up / down), and Menu opens the menu.
New here?
Learn to fight in about 3 minutes: guard, slash, parry, and the counter cut that ends a round in one hit.
The tutorial is always on the title screen.
You're ready
Read your rival, punish greed, and never swing at the air. One counter cut ends any round.
How to play
- Guard
- Flick the mouse up to guard high, down to guard low.
- Light slash: quick, small cut.
- Heavy slash: slower, steps in, big cut. Blocked, it staggers their guard and you keep the turn. Press light again (or ) early in the wind-up to feint.
- Walk. Double-tap to dash (or ).
- Jump over low slashes. A slash in the air always comes in high: swing on the way down, or it sails over their head.
- Esc
- Free the mouse (the game holds it during a fight). Press again for the menu.
- Menu
- The menu. In menus, A picks and B goes back.
Hit where they aren't guarding. A slash at the height they guard is blocked. Press to see the hitboxes. Change any key or button in Controls.
Counter cut = instant K.O. While a heavy winds up, and for a moment right after a missed slash, you're open. Land any hit then and the round is over, however much strip is left. So don't throw heavies they can see coming, and don't swing at air.
Jumpers: guard high to block a jump-in, or slash high to cut them out of the air (no one can block mid-air). Landing after an air slash leaves you stuck for a moment.
Parry: switch your guard to the right height just before a hit lands, then slash back for a big riposte.
Win 3 rounds to take the match.