Roaring Knight Fight
Asgore Fight Simulator
Practice eekeekturtle's three-family Asgore remake: aimed fire, blue/orange beams and shrinking rings. Includes dated keyboard play notes and an internal-start hard-mode check.
Keyboard required for this build. On a phone, read the guide below or open the player with an external keyboard. Read the fight guide · Loading and controls help
Keyboard needed. Touch-only play is not supported here. Press Play, then click the game. Arrows move the heart and pick a button, Z chooses and stops the attack bar.
Fight guide
Build notes: what we actually checked
This is eekeekturtle's Scratch Asgore remake, not the executable from UNDERTALE. On 22 October 2026 we inspected the project archive served by this player and made three keyboard practice starts in Chromium: two normal starts and one hard-mode start. We reached the opening fire, the blue/orange beams and the shrinking fire rings. The screenshots below come from those sessions. We did not complete the battle, measure a world-record route or test every possible ending.
The useful difference is scope. The hosted scripts cycle through three attack families, rather than reproducing every attack listed in an original-game wiki. Treat the instructions here as a starting practice route for this package. Original-game statistics, such as Asgore's canonical HP, are not measurements of this remake.
Controls, focus and the FIGHT bar
Use arrows to move the red heart during attacks and to choose FIGHT, ACT or ITEM between them. Z confirms. Click inside the loaded game if input stops after using a website button. There is no drawn touch movement pad in this build. A phone can display this guide, but touch alone is not a substitute for the required keys.
FIGHT has a separate timing step. Release Z after choosing the action, watch the marker cross the target, then press Z again. Do not hold confirmation continuously and expect a well-timed hit. The source separates the target into damage categories; the displayed number and actual outcome are more useful than assuming the original game's damage formula applies. Practice one deliberate stop before trying to optimize it.
Opening fire: leave an escape lane
The opening is easier to understand if you watch the white fire shapes rather than Asgore's large sprite. In our run the fire formed a curved cluster inside the smaller battle box. Moving immediately to a corner made the next correction awkward. Start with space on both sides, let the shape approach, and use a short sideways movement toward an opening instead of tracing the entire border.
The Fly sprite's source creates groups of eleven clones and aims their travel toward the heart after the formation step. That explains why standing still forever is not a universal safe spot. It does not prove that a particular pixel is safe on every run. For practice, make one move after a group starts travelling, then look for the next group before committing to another long sweep. White-fire contact subtracts four HP in the inspected heart script.
Blue and orange: change the rule, not just the direction
The next family sends colored beams across the box. Blue and orange require different responses: avoid holding movement during blue contact, and keep an arrow held during orange contact. This is not a test of pressing Z at a particular color. In the inspected script, the damage check asks whether any arrow key is down; at a wall, a held arrow and visible travel are not necessarily the same thing.
Read each incoming color before correcting your position. Release movement fully for blue, then use a controlled tap or held direction for orange while leaving enough room for the next beam. Our early attempt lost HP here after carrying movement over from the fire pattern. Make your first goal a clean change from moving to released keys, not maximum damage on the previous FIGHT bar.
Shrinking rings: look for the opening early
The third family creates large fire rings that shrink and rotate. We reached this pattern in the first normal attempt and lost the run shortly afterward. A ring can look harmless while most of it is outside the box; waiting until it is tight leaves little room to choose an opening. Look at the whole circle before returning your eyes to the heart.
Try a small adjustment toward the visible break, then reassess the following ring. Avoid making a full lap simply because the graphic rotates. The ring sprite changes size and direction in its own loop, so a route copied from an original-game video may not match. Our recommendation is a practice method, not a demonstrated no-hit path. Restarting after a failure is useful if you can name whether the miss came from reading the gap late or moving too far.
ITEM, ACT and recovery decisions
ACT opens a text response rather than offering a guaranteed escape. In the third start we checked Asgore and then entered another attack. Read the response with Z before expecting the next movement section. The familiar battle presentation does not mean that talking, food bonuses or late-turn defense changes from UNDERTALE were all implemented here.
The inspected ITEM script starts its counter at seven and decrements before checking it: a remaining positive count restores HP to twenty, while the later branch describes throwing a stick. That is six healing uses in that script, not seven. We have not exhausted them in a completed runtime run. Use ITEM before another dangerous pattern when you need recovery, and remember that recovery still leads into the enemy turn. A healed bar is not permission to stop dodging.
Hard mode: start it inside the game
Hard mode is real in this package, but the outer website Play button is only a loader. The project checks A in its startup script. We verified the hard-mode state by holding A while clicking the green-flag start inside the loaded game; the runtime variable changed from zero to one. Holding A only while loading the outer page is not a reliable instruction.
The source changes projectile travel and ring rotation in hard mode. Those are code observations, not a measured difficulty multiplier or a hard-mode clear. Learn the normal color rules first. If you cannot tell whether the switch activated, start a fresh loaded game and repeat the internal startup step rather than assuming a difficult-looking volley proves hard mode was enabled.
A three-attempt practice routine
Attempt one: spend the first enemy turn identifying the fire's travel direction. Record whether you kept a spare lane. Attempt two: focus on releasing arrows for blue and using them for orange, even if your attack timing is poor. Attempt three: work on the ring opening and choose ITEM deliberately if you need another observation. Change one habit at a time so the retry teaches something.
A short session can improve control without producing a win. Record the build date, mode, last pattern reached and reason for restarting; do not compare your attempt count with an invented site average. For a continuous shooting contrast, try the Mettaton EX fight. If keys or loading fail before any pattern starts, use our browser loading and controls guide instead of changing your combat strategy.
FAQ
Is the Asgore fight simulator free?
Yes. It's free in your browser. eekeekturtle shared the Scratch project for free. Press Play. Nothing to install.
Why is there no MERCY button?
Because Asgore breaks it. On the Neutral Route he destroys MERCY before the fight starts, and eekeekturtle's build copies that. You only get FIGHT, ACT, and ITEM.
Does the Asgore fight have a hard mode?
Yes. Load the game first, then hold A while starting it with the internal green flag. We verified that startup state on 22 October 2026; the outer Play button only loads the frame.
Can I play the Asgore fight on a phone?
Touch-only play is not supported by this build. You can read the guide on a phone; use a keyboard-equipped device for play. External-keyboard compatibility depends on the device and browser.
Is it unblocked?
This is a normal website. A school or office filter can still block roaringknightfight.com, or cdn.roaringknightfight.com, which is where the fight loads after you press Play.
Who made this Asgore fight?
eekeekturtle made the Scratch project. Toby Fox made Undertale and its music. Roaring Knight Fight is a fan site and is not affiliated with them. Email support@roaringknightfight.com if you want the project removed or credited differently.
Credits
Made by eekeekturtle. eekeekturtle made this Scratch project. Music is credited to Toby Fox.
Shared on Scratch under CC BY-SA 2.0. The original project is linked above.
Game authors who want a game removed or credited differently can email support@roaringknightfight.com.