Like most fighting games, Disaster Club has each player control 1 character and fight each other. The battles take place in a first-to-2 format, meaning there can be between 2 and 3 battles in any one match (although this can be increased or decreased in the options menu).
The controls are as follows:
The control numberings will be used to explain the game mechanics bellow. All of the directions in this and the character pages assume the character is facing right.
Meters and UI
Timer: The timer is shown in the middle of the screen between the two health bars, and counts down from 90 seconds each round. If the timer runs out and the round isn’t over, the round is discounted and the match continues as per normal.
Health: A standard health bar, as per most fighting games. When it runs out, the character it is connected to loses.
Strike Meter: A yellow bar at the bottom of the screen. This bar is used for special offensive moves. It is filled up whenever you damage the opponent or move, and starts to go down when you block moves. The Strike Meter resets at the end of each round.
Guard Meter: A green bar at the top of the screen just below the health bar. It is used for special defensive moves. It is filled up whenever a move is blocked, Perfect Parried (see below) and starts to go down when you damage the opponent. The Guard Meter also charges a lot quicker than the Strike Meter. The Guard Meter resets at the end of each round.
Airdash (Dash in air): The character dashes through the air.
Overclock (+++ when you are at least a round down): Your character gains a massive damage boost, regenerates health and takes less damage for a short time. The effects of Overclock increase the more rounds the opponent is ahead of you. You can only use Overclock once per match.
Grab ( + on the ground): The character grabs the opponent. Hitting any directional input except down will throw the opponent in that direction. Grabs cannot be used during combos unless specifically stated otherwise.
- Forward Throw ( during grab): Throws the opponent a distance away. Most forward throws put a large distance between you and the opponent.
- Back Throw ( during grab): Throws the opponent backwards. Most back throws are purely for switching sides with the other character.
- Up Throw ( during grab): Throws the character up. Most up throws are combo openers.
- Down Throw ( during grab): Pushes the opponent into the ground. Down throws are the highest damage throws characters possesses, but usually cannot be comboed out of and knock the opponent down.
- Release ( during grab): Lets go of the character. The character who was grabbed can act before the one who grabbed them can.
Wall Bounce ( + ): A universal attack that knocks the opponent into the wall and reflects them back toward the character. There can only be one Wall Bounce attack per combo (although other wall bounces can be caused by special moves).
Auto Combo (Mash ): An automated 6 hit combo, with the opponent being knocked into the air on the 3rd hit and being knocked to the ground on the 6th. In the air, the character just performs the last three hits. Every hit before the last can be cancelled into other attacks. The auto combo will also lose potency overtime if used in succession.
Air Hurl (+ when the opponent is knocked down): An attack that knocks the opponent back into the air, allowing the combo to continue. Uses a quarter of the Strike Meter. Only one Air Hurl can be used per combo.
Push Block (+/+ when blocking a melee attack): Knocks the attacking opponent away. Uses up half of the Guard Meter normally. However, if the Push Block is timed just as the attack lands, it performs a Perfect Push Block, which only uses up a quarter of the Guard Meter.
Charge In (+/+ when blocking projectiles): Perform an invincible dash. Uses up half of the Guard Meter. As with Push Block, timing the Charge In correctly will result in a Perfect Charge In, which only uses up a quarter of the Guard Meter.
Perfect Parry (/// while being comboed): If the button pressed is the same as the one the opponent is pressing while attacking you and you timed it correctly, the character will perform a Perfect Parry. This halves the damage of the attack and builds the Guard Meter, although it doesn't break the combo. Cannot be used on Supers and some specials.
Return Fire (+ while being comboed): An invincible, unblockable attack that knocks the opponent away and frees the character from combos. Uses up the entire Guard Meter. Doesn’t build Strike Meter, unlike most attacking moves.
Each character has two unique throttles that change how they play, similar to the variation system in Mortal Kombat X. Throttle can range anywhere from new moves, special moves gaining new properties or even stat boosts. The character's throttle is chosen before the start of each battle.