fighting-design · git:20260913.0472540 · 2026-09-13 · sha256 f8dff7aff62572ad
fighting-design git:20260913.0472540A
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--- name: fighting-design description: Use when a versus or arena fighter needs explicit neutral, space, round/win, roster-resource and interaction grammar while timing, combos, hit resolution and netcode remain delegated to their specialist owners. --- # Fighting design This skill owns **match/interaction grammar**, not the low-level combat clock. ## Compatible columns `grounded-footsies` | `air-dash` | `tag-assist` | `platform-fighter` Use these as project directions, not franchise implementations. ## Contract Publish the applicable arena/space model, movement/resource affordances, round/stock/KO/blast/win rules, guard/throw/projectile or other interaction classes, roster/team/tag rules, stage/hazard policy and comeback/resource constraints. ## Ownership - `action-feel`: logical combat clock, hitstop/cancel processing and move commitment. - `combo-design`: route graph. - `hitbox-hurtbox`, `throw-tech`, `parry-guard`, etc.: contact/defense mechanics. - `netcode-feel`: prediction/rollback/delay/correction. This skill does not prescribe a networking architecture. - `super-meter` / other resource owners: resource transactions. ## Rules 1. “Neutral,” pressure, defense and comeback tools are described through observable project rules; no universal throw/projectile/block triangle is required. 2. Character identity is gameplay affordance/data selected by the project, not copied named-character movelists. 3. Stage collision/hazards follow their owners; platform/blast/health win models are column/project choices, not interchangeable hidden defaults. 4. Input parsing, hitstop and rollback policy are referenced, never duplicated here. ## Accept A match-state trace explains legal neutral/engagement options, resources, round/stock progression and win outcome while the referenced specialist skills explain timing/contact/network details. Mirror or asymmetric matchups use the same published system rules.