genre

Use when

You want a high-ceiling competitive duel decided by reads and spacing.

Fighting Game

What it is. A one-on-one duel at a distance, decided by who controls the space between two characters and who reads the other first. Under the mind-game sits a fully legible frame system: every move has a startup, an active window, and a recovery you can be punished during.

Player fantasy / why it’s fun. “I read you.” The pull is the mental duel — whiff-punishing a button they threw too early, calling the throw and teching it, walking them into the corner one step at a time. Depth without hidden rolls: you lost because you were read, not out-rolled.

Pillars

  1. Neutral is the game. The footsies phase — spacing, dashing in and out of range, baiting a button to whiff-punish it — is where matches are won. Combos are the reward for winning neutral, not the point of it. If your neutral is shallow, the whole duel is.
  2. Commitment & punish. Every action commits you to recovery frames. Frame advantage is the currency: act and you’re vulnerable until you recover; read the opponent’s commitment and you punish it. The tension is when do I press?
  3. The strike-throw-block RPS. Up close it collapses to a legible triangle — strike beats throw, throw beats block, block beats strike. That readable rock-paper-scissors under pressure is the mind-game surface; see system-counter-systems.

The loop stack

ScaleThe beat
MomentRead range → throw a button or bait one → win or lose the frame exchange.
EncounterA round: win neutral, land a hit, convert to a combo, reset to neutral.
SessionA set (best-of-N): adapt to this opponent’s habits, punish their patterns.
MetaLearn the cast’s frame data, matchup knowledge, your own execution ceiling.

Essential systems

SystemWhy it’s load-bearing
system-counter-systemsThe strike-throw-block RPS and every soft/hard counter — the readable triangle that IS the mind-game.
system-mastery-curveThe skill ceiling: neutral reads, spacing, adaptation. A high floor is fine; a high ceiling is the genre.
system-combat-modelThe frame system itself — startup/active/recovery, hitboxes, advantage on block. Deterministic, legible.
system-telegraphsStartup frames and animation tells ARE the telegraph; a move you can’t see coming is unfair.
system-onboardingBridging the execution gap so the mind-game isn’t gated behind fingers (the trap — see pitfalls).

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Prove it in FUN.md §4 · Action-adventure: same-input/same-frame determinism, each move’s startup/active/recovery asserted as data, the strike-throw-block interactions proven in isolation, and a golden round replaying from an input log to an identical end-state.

Composes with

See also

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