Roaring Knight Fight
Mettaton EX Fight Simulator
eekeekturtle's Mettaton EX fight. Yellow SOUL, Z to shoot, a box full of legs and bombs.
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. Arrow keys move the yellow heart and Z shoots upward.
Fight guide
Tested build and limits
This player hosts eekeekturtle's Scratch Mettaton EX fight. It is a continuous yellow-SOUL shooting remake, not a full recreation of UNDERTALE's ratings interface. We inspected its hosted project archive and made three fresh keyboard starts in Chromium on 22 October 2026. We observed the opening legs, falling boxes and bombs. We did not finish the battle or verify the final choice by playing to it. Later sequence and ending notes below are explicitly source-derived.
Our three short practice starts ended or were stopped at different health values. They are not a difficulty ranking or evidence that a particular corner is safe forever. The screenshots preserve the actual objects and health shown at capture time; no enemies were removed and no invulnerability was enabled.
Arrows move; holding Z shoots
Click the game after it loads. Arrow keys move the yellow heart in the battle box; Z sends shots upward. Unlike Asgore, the opening does not wait for a FIGHT menu selection. Be ready to move soon after the internal green flag starts the project. There is no on-screen movement pad, so a phone without a keyboard should be used for reading rather than touch-only play.
Holding Z produced repeated shots in our test. The source permits a new bullet when its Bullets variable is zero, and clears that state when the previous bullet finishes. In practical terms, this is not an unlimited spray that erases the screen. A blocked shot can leave another object approaching. Keep watching the yellow heart and its escape lane even while the fire key is held.
Opening legs: move out of the column
The opening script creates three left-leg attacks and then three right-leg attacks before introducing boxes. The large character art makes it tempting to watch the pose above the box. Instead, notice which column the incoming leg occupies and move the heart out of that column before it reaches you. A long sweep all the way to the opposite wall is often more movement than this first exercise needs.
Try one small horizontal correction and then stop to read the next leg. Holding a direction because the first dodge succeeded can carry you into the opposite side's attack. Later source branches use a different Leg Type with sideways movement; the opening route is not a promise for those later patterns. Learn to identify the leg in the box, not just memorize one starting position.
Boxes: shoot a lane, then use it
White hollow boxes arrive after the opening. Line up below an approaching breakable box when doing so does not require crossing another object. Shoot upward to reduce the clutter above your lane, then keep enough sideways room to respond to the next object. In our practice, moving while holding Z was more useful than stopping to aim every individual shot.
The package also has a separate Unbreakable Box sprite. Its presence is a warning not to infer that every white outline can be erased by one shot. Watch the result of your bullet: if the path is still occupied, change lanes rather than insisting on firing from the same spot. Do not chase an object horizontally when a different open lane is already available. Survival is the useful first goal, not a count of destroyed boxes.
Bombs and mixed waves: budget an exit
Bombs add another shape to the falling stream. They should change how you plan a route: avoid parking beneath a cluster with no sideways exit just because you are firing. In the captured mixed wave, bombs and square outlines occupied the box together. Treat the nearest collision threat as the priority and move to open space before trying to line up another shot.
The inspected sequence pairs boxes with bombs repeatedly and later mixes them with legs. A plan that only works against one isolated sprite is not enough. Practice looking one step ahead: where will you move if the object above survives, and is that space already occupied? We have not measured a universal bomb timing window. Read the visible state instead of relying on an unsupported exact countdown.
Health and recovery are build-specific
The project starts Hp at twenty. Its source checks several hazards separately: most listed contacts subtract one, while the Sprite1 contact branch subtracts three. These are script values, not a claim that every visible collision in a busy frame produces exactly one loss. Different checks and repeated contact can make the displayed bar fall faster than a single touch suggests.
There is also a source loop adding one HP every eight seconds, capped by another script at twenty. We did not run a controlled isolated healing experiment. Use the bar as feedback rather than waiting in danger for a recovery tick. The remake has no opening item menu to pause and heal between every wave. If you are near defeat, a careful lane change is still more useful than continuing a risky shot alignment.
What the later script does, not what we cleared
The inspected body scripts progress through messages named message1, message2, message3 and message4. They add unbreakable boxes, different leg movement and mixed object groups. Separate broadcasts remove arms and legs as the sequence advances. Those scene changes belong to this package's scripted progression; they should not be described as ratings thresholds imported from a different remake.
A later WIN broadcast leads to text offering A to fight or S to spare. We found those branches in the hosted project source, not in a completed run. If you are following a video with an essay quiz or a conventional ratings counter, check its author and version before using it here. The newer remakes linked elsewhere are different games and may have different routes to an ending.
An original practice plan for this shooting build
On the first start, ignore score optimization and survive the left-to-right change in the opening legs. On the second, hold Z and compare what happens to different box outlines without chasing them. On the third, focus on one escape lane during the mixed bombs and boxes. Note the last pattern reached and the movement that caused the most avoidable damage.
Stop a practice run deliberately when it has answered its question; you do not need to claim a clear for it to be useful. Repeating the same uncontrolled sweep gives little feedback. Return to the browser controls guide if the game loses focus, and use the Asgore simulator when you want to practice separate menu selection and attack timing instead of simultaneous movement and shooting.
FAQ
Is the Mettaton EX fight simulator free?
Yes. Free in the browser, nothing to install. eekeekturtle shared it on Scratch for free.
How do I shoot in the Mettaton EX fight?
Press Z. The yellow heart fires straight up. Arrow keys move it.
Does this build have ratings and the essay?
This hosted build focuses on continuous dodging and shooting, not a ratings-and-essay interface. Other remakes have different features; do not use their instructions as proof about this package.
Is Mettaton EX the same as Mettaton NEO?
No. EX is the Neutral and True Pacifist fight with ratings. NEO is the Genocide form, and it goes down in one hit.
Can I play the Mettaton EX fight on a phone?
Touch-only play is not supported. The guide works on a phone, but playing requires a keyboard. We do not guarantee every external-keyboard and mobile-browser combination.
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 Mettaton EX fight?
eekeekturtle made the Scratch project. Toby Fox made Undertale. 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's project is an original, shared in February 2016. The same author made the Asgore fight on this site. Undertale and its music belong 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.