The prototype is titled II, while its URL says heavy-hands

Heavy Hands II is scrubgud’s superhero brawler prototype on itch.io. The author calls it a greybox: the page presents a game-feel experiment before finished artwork. Its current title includes II even though the original page address ends in heavy-hands.

This reference covers that creator page. Read its current build information before expecting a finished campaign, polished art or a final control scheme. Nisu has not played the prototype.

Learn movement and defence on the ground

Use a small opening practice goal: move, look around and distinguish a quick press from a held attack. Then practise defence separately. That makes it easier to notice whether an unwanted action came from input timing or from your position.

Heavy Hands II practice diagram: ground inputs, airborne state and defensive cue
An original Nisu practice plan based on the creator’s instructions. It is not a tested combat combo. Open full-size diagram
InputPublished ground action
WASD / mouseMove / look
ShiftSprint
Left mouse / hold left mousePunch combo / charged heavy
Right mouseBlock; a late tap can parry
SpaceDodge roll
EGrab, finish or pick up
QLock on

Flight changes what some inputs do

The creator lists F or a double Space press for take-off and landing. While airborne, Space and C change height; Shift boosts or gives an air dash on a tap. Holding left mouse in the air performs a dive slam, and holding R fires the eye laser.

Because Space and left mouse have different ground and air roles, practise changing state before trying to combine several attacks. Observe whether you are grounded or airborne before diagnosing an unexpected move as an input failure. This is a practice suggestion, not a tested combo or an optimal damage sequence.

Read the bolt cue before practising the timing

The author identifies red lines as incoming bolts and a white flash as the parry cue for sending them back. A successful timing window in frames or milliseconds is not published in the checked description.

Start by recognizing the cue; then attempt a deliberate defensive input. If you change settings, keep a note of what you altered so you can compare attempts. A failed attempt alone does not reveal whether your timing, spacing or configuration was responsible.

The tuning panel is for experimentation

The backtick key opens a tuning panel. The author names hit-stop, screen shake and knockback among the adjustable settings.

Change one setting at a time if you want to understand its effect. Avoid treating an unfamiliar configuration as the default experience. This guide does not prescribe competitive values, a minimum hardware requirement or an accessibility result that has not been tested.

Quick help

Where is the Heavy Hands II creator page?

scrubgud’s itch.io page is titled Heavy Hands II, but its URL ends in /heavy-hands. This guide links that original page.

How do I fly?

The author lists F or two Space presses for take-off and landing. Space and C adjust height while airborne.

What is the bolt parry cue?

The creator describes a white flash on an incoming bolt as the timing cue. No exact frame window is established by this reference.

Source and scope

Checked October 29, 2026 against scrubgud’s original description. This is a greybox prototype; controls and the defensive cue are author statements. Nisu has not played it or measured timing. Practice suggestions are editorial.