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3D roster fighting game

K.O.R.E. controls: keyboard defaults and controller setup

K.O.R.E.’s default player-one keyboard uses WASD for movement, U/I/J/K for four attacks, Space to jump, O to charge, Enter to confirm and Escape to pause. Saved bindings and control schemes take precedence.

K.O.R.E. game menu showing Story, Arcade, Versus, Training and Online
K.O.R.E. browser game menu · captured from playkore.com on October 20, 2026.

Default player-one keyboard

These defaults come from the inspected game settings source. They are a starting reference, not an instruction to overwrite customized controls. The chosen scheme and saved bindings can change how actions are interpreted.

ActionDefault keys
MovementW A S D
Jab / attack 1U, 1 or numpad 1
Heavy / attack 2I, 2 or numpad 2
Kick / attack 3J, 3 or numpad 3
Special / attack 4K, 4 or numpad 4
JumpSpace
ChargeO
ConfirmEnter
PauseEscape
Lock targetPeriod

A menu confirm key is not necessarily the attack you expect after a match starts. K.O.R.E. also has control-scheme and combo-binding data, so a familiar letter can play a different role than it does in another fighting game.

When learning a fighter, inspect its actual move list and the current input display. A button label describes an input slot, not a promise that every fighter performs the same animation, range or damage from that slot.

Set up a controller deliberately

Connect the controller, focus the page and confirm that menus respond before entering a match. Check the game's binding options and displayed button prompts. Physical gamepad positions and the labels printed on different controllers are not identical conventions.

For local two-player keyboard play, inspect both players' bindings together. Number and numpad defaults can overlap depending on the keyboard and configuration. If both players respond unexpectedly, resolve the mapping rather than trying to compensate during a fight.

A short input check

  1. Move in each direction and release to neutral.
  2. Confirm one attack button at a time.
  3. Jump, pause and resume.
  4. Check a configured target or movement action in its applicable mode.
  5. Only then practice a command sequence.

Avoid holding a direction while leaving a modal or setup panel. Fresh presses after a focus transition make it easier to see whether a problem comes from the binding, the current screen or a device connection.

For timing and spacing, use beginner combat. For the broader rendering/movement distinction, use 2D, 2.5D and 3D fighting. This reference is source-backed; it does not claim that every controller model was physically tested in this review.

Sources & verification

View the research record

Coverage: Named source passages inspected; practical routines are original advice. Production entry and selected source comparisons are recorded separately. No whole-roster, full-campaign, physical-device or universal network certification.

First-party facts: Named runtime/source passages and the selected live entry checks recorded here. Original additions: Explanations, comparison framing and practice routines. Gaps: No full-campaign, whole-roster, universal device or network certification. Development tooling is distinct from public capabilities.

Source review: October 20, 2026. Public claims remain bounded by the scope of each source.

kore controls

Default P1 WASD, U/I/J/K, Space, O, Enter, Escape. Saved settings override defaults.

Inspected named local source passages and public response; bounded coverage below.

Inspected source fingerprint: a43e1af0089e4842e93e70366e9bacf900676cca35043247914f50f198224d7f. Public response fingerprint: 38cc2f2a18a415a64a9cea8d0af2880043ff8c826d00f37d973b5f28e0f80d9d. Local source and public response differ or are different representations; no complete build equivalence is claimed.

kore app

Inspected menu, mode and importer source. Character import and MUGEN stage import POST to /__kore/dev/ endpoints. Source inspection is not a complete production compatibility test.

Inspected named local source passages and public response; bounded coverage below.

Inspected source fingerprint: c91886ba1e3ebc951e3c3ef50356cfe64fb2718164bdccf7ea59d636960160ae. Public response fingerprint: 38cc2f2a18a415a64a9cea8d0af2880043ff8c826d00f37d973b5f28e0f80d9d. Local source and public response differ or are different representations; no complete build equivalence is claimed.

Article fingerprint: e7abaf28ce5e2cc05eb965ca92fac3d941a104dd1249d4ca010770dadd648294.

Keep playing. Keep learning.

kore / guide

K.O.R.E., MUGEN and IKEMEN GO: what differs?

K.O.R.E. is an independent 3D browser fighter. IKEMEN GO describes support for MUGEN resources and a compatibility goal. Choose by the current engine, supported content and workflow rather than treating the names as interchangeable.

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