anchor

Use when

You want a high-ceiling duel where mind-reading and spacing decide it.

What it is. Two fighters, one lane, a clock. Every attack has a startup, an active window, and a recovery tail — who acts next is decided by that math. Win the space, win the read, land the punish.

Player fantasy / why it’s fun. You are inside your opponent’s head. The joy isn’t the special move — it’s the moment you knew they’d jump, and you were already anti-airing. Skill reads as clairvoyance.

Design DNA

The compressed essence, in three linked ideas:

Everything else — supers, characters, art — decorates these three.

Load-bearing structures

StructureWhy it works
Frame data (system-mastery-curve)Turns feel into fact. “Minus 4 on block” is a rule you can learn, so mastery compounds instead of plateauing.
Footsies / neutral (pattern-pacing-and-tension)The whiff-punish loop makes empty space tense. Nothing happening is the game.
Strike / throw / block triangle (system-counter-systems, pattern-risk-reward)Legible RPS means no option is safe; every choice is a read against a read.
The punish (mechanic-combo-string)One mistake converts to a big, deterministic reward. Stakes on every button.
Anti-air / space control (mechanic-charge-attack, pattern-readability)Vertical threat (the jump-in) has a clean counter, so aggression stays honest.
Round/set structure (system-session-structure)Best-of-3 rounds inside a match give momentum, comebacks, and adjustment beats.
Character roster (system-combat-model, world-character-design)Distinct ranges/weights make the same triangle read differently per matchup.

What to steal

What’s just theme (drop it)

Composes into

Twist seams

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.