fighting-design · git:20260912.3ac5afd · 2026-09-12 · sha256 8146dc4fcf5fcf17
fighting-design git:20260912.3ac5afdA
Immutable. This exact content never changes and is served at /api/v1/blob/8146dc4fcf5fcf17.
--- name: fighting-design description: Versus grammar on a shared clock. Footsies, air-dash, tag-assist, platform-fighter. Stacks on action-feel. Ask the column first. Do not start from a named character movelist. --- # Fighting design Ask the column: | Column | Space | Combo owner | |---|---|---| | grounded-footsies | 2D plane, walk-in | links + special cancel | | air-dash | air mobility is a resource | juggle routes | | tag-assist | two bodies, one meter | tag extend | | platform-fighter | platforms + blast line | knockback growth, not long links | Street Fighter fills grounded-footsies. Air-dash is a column, not a franchise. Smash-likes fill platform-fighter. ## Rules 1. One shared logic clock. Hitstop freezes the two colliding ActorClocks only. See action-feel. 2. Motion parse is stepwise windows, not one fat pocket. 3. Neutral must exist. If every button is a combo starter that skips space control, the column is broken. 4. A throw / grab answers shield or block. A projectile answers walk-in. Publish the triangle. 5. Meter that skips neutral needs a visible cost and a punish window after. 6. Netcode: prefer delay + rollback over lockstep. Input delay is part of feel; hide it in buffer, do not add a second clock. 7. Character identity is a moveset shape (long poke, fast walk, meter monster), not a lore paragraph. ## Stages Keep collision stable. Hazards are a column (off / rare / constant). Platform-fighter blast lines are the health bar; grounded columns should not use blast lines as the win. ## Accept - A new player can block, walk, and poke in the first minute - A 2-hit confirm is possible on the chosen combo column without a 20-hit route - Mirror match does not require a patch to be playable