How to Play World Meme War 3
World Meme War 3 is a best-of-three arcade fighter that runs entirely in your browser. There is nothing to install and nothing to pay for. This page covers every control and rule in the game.
Setting up a match
The menu moves through three steps. First pick Player 1, then pick your CPU rival, then choose a difficulty. All nine fighters are available on both sides, so mirror matches are allowed.
Keyboard controls
| Action | Key |
|---|---|
| Walk left / right | A D or ← → |
| Jump | W or ↑ |
| Block (hold) | S or ↓ |
| Punch | J |
| Kick | K |
| Super move | Space |
| Pause / resume | Esc |
Every one of these eight actions can be remapped. Open Customize Controls from the main menu, the match top bar or the pause screen, click an action, then press the key you want. If you pick a key that is already in use, the two actions swap. Your choices save automatically in your browser, and Restore Defaults resets everything.
Phone and tablet controls
On a touch device the game uses an on-screen joystick on the left and attack buttons on the right. Hold the movement and block buttons; tap jump, punch, kick and super. The game asks you to turn your phone to landscape when a match starts, because the arena is a 16:9 view.
Super moves: how to charge them
Each fighter has one super move. The power bar fills by 20% per connected normal attack, so five clean hits fills it to 100%. Attacks that miss do not charge the bar at all, and taking damage adds a small amount of power too. Once the bar is full, press Space or tap the super button.
Super damage ranges from 35 HP to 40 HP depending on the fighter. Compare all nine on the fighters page.
Blocking and damage
Holding block reduces incoming damage from normal attacks. It does not make you immune, and it does not stop a super that has already connected — Uncle Majboor's grab in particular cannot be escaped once it lands.
Match rules
- A match is best of three rounds — first to two round wins, so matches end 2–0 or 2–1.
- Each round starts both fighters at 100 HP with empty power bars.
- Rounds run on a 60-second timer. If time expires, whoever has more health wins the round.
- A draw replays the same round without awarding a point.
- At 0 HP the losing fighter falls backward and stays down — a knockout.
Difficulty settings
| Difficulty | Behaviour |
|---|---|
| Easy | Slower movement and longer reaction delays. Room to learn the controls. |
| Normal | The CPU attacks, guards and uses its super. A fair fight. |
| Hard | Fast reactions, frequent blocking and full-power supers. |
Difficulty changes CPU movement speed, reaction delay, attack frequency, guard probability and how often it uses its super.
Tips for new players
- Start with Khan on Easy. His super is the most forgiving to land.
- Do not throw out attacks at random — misses charge nothing. Wait for an opening.
- Watch the CPU's power bar. When it hits 100%, back off and block.
- Learn one fighter properly before trying the rest. The universal skills transfer.
- Use the 60-second timer: if you are ahead on health, staying safe wins the round.