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Lethal League Cheats

Lethal League

Cheat Codes:
------------
Submitted by: David K.

-= Play as Doombox =-
Doombox is the Challenge Mode boss and can be selected as a secret playable character
in Versus, Challenge, and Training.

At character select, highlight/select the following characters in this exact order:

 Sonata -> Raptor -> Switch -> Candyman -> Raptor -> Dice -> Latch

After the final Latch selection, the player slot changes to a question mark/Doombox
selection. Doombox is not permanently unlocked by this code; repeat the sequence when
you want to use him again.

Doombox can hover, has very large attack hitboxes, and can use a homing Special that
targets an opponent. His boss movement and homing release make him play differently
from the six regular characters.

Hints and Tips:
---------------
-= Learn Bunt Before Chasing Speed =-
Lethal League rewards control before aggression. Every normal hit makes the ball
faster, but a faster ball also creates longer hitlag after contact. If you only keep
swinging harder, you eventually give the opponent more time to move while you are
frozen.

Use Bunt to break that rhythm. A bunted ball turns purple, slows sharply for the
temporary bunted state, and gives the next hitter reduced hitlag plus two meter bars.
The speed returns when the ball is struck again, so Bunt is a setup tool rather than
a permanent reset.

* Bunt up when you want an easy follow-up close to your character.
* Bunt sideways or down to change the opponent's expected interception point.
* Expect opponents to race toward a bunted ball because the next clean hit gains two
  meter bars.
* Do not mash Bunt during high-speed exchanges. A predictable Bunt gives the other
  player a simple timing target.

-= Watch the Hitlag Timer =-
At high ball speed, the character who just hit the ball can remain frozen while the
other players reposition. The small timer around the boombox shows when that hitlag
will end.

Move into the next likely ball line before the timer expires. When you are the player
in hitlag, use the same timer to decide whether to release a normal trajectory, spend
meter on a Special, or threaten a Parry.

-= Smashes Trade Control for Speed =-
A normal grounded or neutral aerial hit adds speed and can send the ball in several
directions. An aerial directional Smash doubles the current ball speed and uses a
large, long-lasting attack hitbox, but it also creates heavy hitlag.

Use Smash when the opponent is badly positioned or when doubling the speed will force
a difficult reaction. If the opponent is already waiting near your release point, a
Smash can hand them a predictable intercept while you remain frozen.

Core Mechanics:
---------------
-= Normal Hits and Angles =-
Grounded attacks and neutral aerial attacks are your flexible shots. They can send
the ball up, straight, or down depending on directional input and character angle
rules.

Most shots travel toward the side your character faces. Learn each character's angle
set in Training before relying on visual intuition; some character-specific angles
break the simple left/right expectation.

-= Charged Neutral Hits =-
Hold Attack instead of tapping it to charge a normal hit. A fully charged neutral hit
doubles the current ball speed and reduces the hitlag on that shot, giving you a much
faster release than an ordinary hit at the same ball speed.

Releasing before full charge produces a partial charge. The ball still gains speed
based on how long you held Attack, but the hitlag reduction does not apply. Starting
a charge too early is dangerous because you must finish or release the swing before
you can act normally again.

Use full charges when you can predict where the ball will arrive and have enough time
to complete the wind-up. At high speed, begin the charge late rather than locking
yourself into a swing before the trajectory is certain.

-= Bunting =-
Press Bunt near the ball to place it in the purple bunted state. Directional input
lets you send the Bunt up, forward, backward, or down.

The bunted state has three major uses:

* Slow the visible ball movement long enough to reposition.
* Give the next successful hitter two meter bars instead of one.
* Reduce the hitlag on the next hit, which is especially valuable once the match
  reaches extreme speed.

A Bunt does not itself give meter. The player who lands the next hit receives the
two-bar reward, even if that player did not perform the Bunt.

-= Parry =-
During your own hitlag, press Bunt to Parry. A blue shield/circle appears around the
ball area. If an opponent attacks or Bunts into that active Parry, they are stunned
and can be left directly in the ball's path.

Parry requires at least one meter bar and consumes your current meter. Activating
Parry also increases the ball speed by 3. A successful Parry refills the Special
meter completely. You can then trigger a Special during the resulting hitpause; it
activates when that hitpause ends.

Against players who always rush the ball immediately after your hit, this can turn
their interception attempt into a stun followed by a full-meter counterattack. If
they wait outside the Parry window, you lose the meter you spent without stunning
them.

-= Clash =-
Clashes occur when two players face each other and matching attack types meet: swing
against swing or Bunt against Bunt. A swing does not clash with a Bunt. Both players
are pushed apart and briefly stunned. Smashes do not clash this way.

Clash when an opponent is planted in a comfortable interception point. Matching their
swing or Bunt can knock them out of position before the ball arrives.

-= Meter and Specials =-
Normal successful hits build Special meter. Four bars fill the meter. Hitting a
bunted ball awards two bars, while the Bunt itself awards none.

For Raptor, Candyman, Sonata, Latch, and Dice, hit the ball and press Attack again
during hitlag with a full meter to activate the character Special. The Special spends
the meter. Switch uses the Switch Flip instead of this normal activation pattern.

A full meter does not mean you should spend it immediately. At close range, another
player can steal the ball during a Special setup. Spend the meter when the changed
timing or trajectory forces them to cover a different line.

Movement:
---------
-= Jump Height and Fast Fall =-
Tap Jump for a shorter hop or hold it to stay airborne longer. The exact height and
air time differ by character, but the tap/hold rule applies across the cast.

After reaching the top of a jump, release Jump and press Down in mid-air to fall
faster. Fast Fall does not activate properly before the jump reaches its apex.

Use the short hop when the interception stays near the floor and hold Jump when the
ball is crossing the upper stage. Fast Fall then lets you return to ground
positioning sooner instead of floating through the opponent's next hitlag window.

Characters:
-----------
-= Raptor =-
Raptor is fast, has a small hurtbox, and can wall-jump to move across large parts of
the stage. His Special can cancel the remaining hitlag and redirect the shot across a
wide set of angles.

Use the Special when an opponent has already committed to the trajectory implied by
your first swing. Releasing early can remove the hitlag window they expected and send
the ball to the opposite side or another angle.

-= Switch =-
Switch is the fastest mover and can ride walls and continue along the ceiling. His
Switch Flip changes the ball to Switch's shallow square-angle pattern.

Use the three Flip forms differently:

* Jumpflip: While airborne, press Jump again. This has very short hitlag and can send
  the ball left or right based on directional input during hitlag.
* Crouchflip: Crouch on the ground and use the Flip from that state. Like Jumpflip,
  it has very short hitlag and gives you directional control.
* Quickflip: After an overhead Smash produces the upside-down Smash pose, press Jump
  during hitlag. This changes the expected Smash line into the square-angle pattern,
  but it does not receive the same hitlag reduction as Jumpflip or Crouchflip.

Switch can also hit the ball while wall-riding. Practice the three Flip states
separately in Training; treating every Switch Flip as the same move hides the timing
difference that decides whether the opponent can prepare for it.

-= Candyman =-
Candyman has the highest normal jump and a relatively long Smash. His Special turns
the ball into the candy-ball state, letting it pass through stage boundaries and
reappear from the opposite side.

If the ball enters a side wall, expect it from the opposite wall. If it enters the
floor, it returns from the ceiling. Another Candyman hit can refresh the special
state; a hit from a non-Candyman ends it.

Send the candy-ball through a boundary when the opponent is simply standing between
you and its current path.

-= Sonata =-
Sonata has a double jump and strong air control. Her Special lets you steer the ball
with directional input while it remains airborne and has not yet touched a surface.

Change direction after the opponent starts moving toward the first projected line.
Once the ball touches the relevant surface and leaves the controlled state, return to
normal angle prediction.

-= Latch =-
Latch is the slowest runner but accelerates strongly and can climb walls. While
hanging on a wall, use normal hits to send the ball up, straight, or down without
dropping first. These wall hits cannot be charged and add only the normal +1 speed;
if the ball is pressed directly against the wall, move enough to create contact space
before swinging.

His Special takes the ball into his mouth. You can hold it until the hitlag timer
ends and fire it, or Bunt it out earlier. The hold creates a timing problem for the
opponent, so reposition while they wait for the release. Latch cannot Parry while the
ball is held in his Special.

-= Dice =-
Dice has short normal jumps but can reach a high super-jump either by crouching
before Jump or by holding Up for the super-jump input. His Special sends the ball
through a controllable arc and then changes the exit based on the surface it reaches
and your directional input.

Use the arc to move the ball away from the obvious intercept line rather than firing
straight at an opponent who is already waiting. Dice can also use the Special to
cancel remaining hitlag and reposition during the arc.

If Dice's Special ball is in the bunted state and reaches the ground, hold Down to
choose the grounded release instead of accepting the default continuation. This gives
you another way to break an opponent's expected exit timing.

Match Rules:
------------
-= Ball Tagging =-
The ball takes the color/tag of the last player who hit it. While your tag owns the
ball, that ball cannot damage you. Once another player hits it, ownership changes and
the ball can hurt you again.

In Team mode, a teammate's tagged ball also does not damage you. This makes passing
control through the team safer than treating every friendly-colored rebound as a
threat.

"Ball Tagging" can be disabled in the match options. With it off, ownership
protection disappears and your own ball can hit you. Treat every rebound as dangerous
until you regain control.

-= Serve Auto-Parry =-
At the beginning of a new burst/serve, an automatic Parry protects the player who
starts with control. Rushing into their ball immediately can trigger the knockback
and stun before the normal exchange has developed.

Wait for the opening protection to clear before trying to steal a fresh serve at the
release point. Once normal play is underway, use the manual Parry rule instead.

-= Stocks and Knockouts =-
In stock-based matches, being hit by an opponent-controlled ball costs one stock.
Free-for-All normally ends when only one player still has stocks remaining. Losing a
stock starts a new burst with the ball assigned for the next serve.

Do not confuse surviving your own rebound with dodging. Your tagged ball is harmless
to you because of ownership, not because the collision failed.

-= Strikers =-
Strikers changes the objective from knocking out players to scoring on the opposing
target. Players cannot be eliminated by the ball in the normal way; protect your
target and drive the ball into the enemy target instead.

The common Strikers goal is 10 points. Treat positioning differently from stock play:
standing between the ball and your own target matters more than preserving a personal
stock count.

Match Strategy:
---------------
-= Position Before the Ball Releases =-
At low speed, reaction time can carry you. At high speed, prediction matters more.
Use the opponent's facing direction, attack type, character angles, and hitlag timer
to move before the ball actually launches.

Do not stand directly on top of the opponent during every hitlag. That makes your
timing obvious and exposes you to Parry. Approach only when you have a reason to
challenge the release point.

-= Own a Safe Interception Zone =-
A safe zone is a place where your current position covers several likely angles with
one movement or jump. Force the opponent away from those positions with clashes,
Bunts, Special timing changes, or shallow angles before trying to score.

When defending, do the opposite: stand where up, straight, and down lines can be
covered with the smallest possible movement.

-= Use Corpse and Player Positioning =-
In free-for-all matches, the most dangerous player is not always the one who hit the
ball last. Watch where every living opponent is standing before choosing an angle.
Sending the ball through a crowded line may score quickly, but it can also give a
third player an easy interception and control of the next shot.

After a knockout, the corpse can still be hit while the next burst is being prepared.
Bunts and neutral hits can keep it moving until the ball is fully returned to play.
Once the new ball becomes active, corpses stop taking hits and every player's Energy
meter resets.

Training and Challenge:
-----------------------
-= Use Training for Character Angles =-
Training is the fastest way to learn a new character because Lethal League is built
around fixed angle families and timing rather than long command strings.

Practice these in order:

1. Hit the ball straight, up, and down from the ground.
2. Repeat the same angle checks in the air.
3. Bunt in all four directions and follow the Bunt with a normal hit.
4. Practice full charged neutral hits until you can feel the difference between a
   full charge and a partial release.
5. Smash a normal ball, then repeat after a Bunt.
6. Fill meter and practice the character Special until its release timing is clear.
7. Practice Parry only after the normal hitlag rhythm feels predictable.

-= Challenge Mode =-
Challenge Mode is a ten-match AI sequence with three chances to complete the run. The
opponents become progressively more aggressive and the final fight is against
Doombox.

Treat the middle and late fights as timing practice rather than trying to outrun the
AI. High-speed instant interception is easier when you stand near the opponent's
release point, but mix in Parry-safe spacing instead of repeating the same rush every
exchange.

Multiplayer:
------------
-= Local Play =-
Lethal League supports up to four local players on one PC in free-for-all and team
play. Steam also supports Remote Play Together for this local-multiplayer setup.

Before the match, open the Input settings and bind each local player's keyboard or
controller slot. On character select, only Player 1 is shown at first; additional
players join by pressing their Swing/Attack input. Then each joined player can choose
a character normally.

Two players can share one keyboard if their bindings use different keys. A
keyboard-plus-gamepad setup works the same way once the two player slots are
assigned.

For local practice, keep the same stage and stock settings for several matches so
players can learn angle and timing differences without changing multiple variables at
once.

-= Quick Match =-
Use Quick Match when you want public matchmaking. The search can include 1v1 and
free-for-all games and offers a distance setting that controls how broadly the game
searches for opponents.

If local search takes too long, widening the search distance can find more players at
the cost of potentially worse latency.

-= Online Input Delay =-
Online play uses GGPO rollback networking, but Lethal League still exposes an Input
Delay setting below the friend-invite controls. It starts on "AUTOMATIC".

Click "AUTOMATIC" to switch to "MANUAL", then use + or - to raise or lower the delay.
Lower values make your controls feel more immediate, but a connection that cannot
keep up will show more visible rollback or correction. Raising the value trades some
responsiveness for a steadier presentation.

Do not treat one manual value as universally correct. Start with Automatic. If the
match feels consistently sluggish on an otherwise stable connection, try a low manual
value and adjust one step at a time.

Lethal League does not use a central gameplay server for these matches. Changing who
hosts does not fix a bad route between players; the session is limited by the weakest
connection in the group, and larger distances or more players can make problems more
visible. Input Delay cannot repair packet loss or an unstable connection.

-= Match Setup Options =-
The host can tune the basic rules before starting the match.

* "STOCK" can be switched to point play and its value can be changed.
* "TIME" changes the match timer or can be set to unlimited.
* "BALL TAGGING" controls whether your own tagged ball can hit you.
* "MIN BALL SPEED" changes the starting ball speed from 4 up to 128.
* "BALL TYPE" selects unlocked ball variants.

Raising "MIN BALL SPEED" skips the slow opening exchanges and is useful for
high-speed reaction practice. Leave it low when teaching a new player because the
normal acceleration curve gives more time to read angles and hitlag.

-= Private Match =-
Hosting creates a private lobby. Invite friends through the Steam invite control; do
not expect random public players to fill a hosted private lobby.

After choosing characters, each participant sets "READY". When everyone is ready, the
host gets "START GAME"; select it, choose the stage, and begin the match.

Lobbies support up to four active players. The original online system uses GGPO
rollback networking.

-= Spectator Mode =-
Join an online lobby without taking an active player slot when you only want to
watch. If all four player slots are already occupied, the game assigns additional
lobby entrants to spectator positions automatically. Spectators can watch the match
without participating, which is useful for tournament rooms and streamed sets.


Unlockables:
------------
-= Level Rewards =-
Playing matches awards XP and raises your player level. Early levels mainly unlock
character color variants, while later levels add additional flavors and ball types.

One useful gameplay unlock is Big Ball at level 12. It behaves like the normal ball
but uses a much larger hitbox, changing interception spacing and making crowded
multiplayer matches more volatile.

Technical Issues:
-----------------
-= Cannot Create or Join a Lobby =-
If Quick Match and private lobbies both fail before a match is created, exit Lethal
League and restart Steam itself before trying again. This is separate from the
crash-at-connect recovery below: restart Steam when lobby creation/joining is the
problem; restart the game client when a match has already entered the broken loading
state.

-= Online Match Hangs or Crashes on Load =-
If an online match hangs on an empty stage with a disconnect symbol or kicks you out
during loading, close Lethal League completely and restart the game client before
joining another lobby.

Do not keep retrying from the same running client. After this failure state occurs,
later matches can continue crashing on load until the client is restarted, and other
players from the affected lobby can encounter the same state. Restart first, then
return to Quick Match or rejoin the private lobby.

-= Configuration File =-
The Windows configuration file is stored inside the installed game folder:

  [Lethal League install]\resources\config\lethal_settings.cfg

Exit the game before editing or backing up this file. Keep a copy before manual
changes so broken video or input settings can be restored without reinstalling.

If the game opens to a black screen or unusable fullscreen/video state, close the
game and delete "lethal_settings.cfg". Launch Lethal League again so it rebuilds the
configuration with default settings, then reapply your video and input choices.

-= Save and Steam Cloud =-
Progress is tied to Steam Cloud rather than a normal user-facing local save file.
Keep Steam online when you need level/unlock progress to synchronize normally.

If unlock progress appears missing after using Steam offline, reconnect Steam before
assuming the data is permanently lost.

-= Flashing Effects =-
If the white/black impact flashes are uncomfortable or distracting, open the Game
options and disable flashing effects. This option was added to the original Lethal
League release and does not require a config-file edit.

-= Original Lethal League vs. Blaze =-
The original Lethal League Steam release remains available for Windows and is
separate from Lethal League Blaze. Blaze-only characters, Story Mode unlocks, Sparks,
cheat codes, and mechanics do not apply to this game.

Reference:
----------
-= Core Inputs =-
* Attack: Hit the ball; hold for a charged neutral hit.
* Full charged neutral hit: Double ball speed and reduce hitlag.
* Partial charge: Add speed according to charge time without the full-charge hitlag
  reduction.
* Bunt: Slow the ball temporarily and alter its direction.
* Parry: Press Bunt during your own hitlag with meter available.
* Smash: Attack in the air with left, right, or down directional input.
* Special: With four meter bars, hit the ball and press Attack again during hitlag
  for every normal character except Switch.

-= Meter Rules =-
* Normal successful hit: Gain one meter bar.
* Hit a bunted ball: Gain two meter bars.
* Bunt itself: Gain no meter.
* Full Special meter: Four bars.
* Parry: Requires meter, consumes the current meter, and raises ball speed by 3.
* Successful Parry: Refill the Special meter completely.
* Character Special: Consumes the full meter.

-= Match Rules =-
* Last hitter's tag: The tagged ball cannot damage its owner.
* Team mode: A teammate's tagged ball is also harmless to you.
* Free-for-All stock play: Last player with stocks remaining wins.
* Strikers: Score on the opposing target instead of knocking players out; the common
  goal is 10 points.

-= Universal Movement =-
* Jump height: Tap Jump for a short hop; hold Jump for more air time.
* Fast Fall: After the jump apex, release Jump and press Down to fall faster.

-= Character Mobility =-
* Raptor: Wall-jump and glide across much of the stage.
* Switch: Wall-ride; Jumpflip and Crouchflip shorten hitlag, while Quickflip changes
  an overhead Smash without the same hitlag reduction.
* Candyman: High jump.
* Sonata: Double jump.
* Latch: Wall-climb and use uncharged up/straight/down wall hits.
* Dice: Crouch before Jump or hold Up to super-jump.

-= Online Setup =-
* Input Delay: Automatic by default; switch to Manual and adjust with + or -.
* Lower manual delay: More immediate controls, but more visible rollback if the
  connection cannot keep up.
* "MIN BALL SPEED": Set the starting ball speed from 4 to 128.

-= Doombox Code =-
  Sonata -> Raptor -> Switch -> Candyman -> Raptor -> Dice -> Latch
 
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