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Fully automated. Both fighters are AI-driven — their stats
(power, speed, defense, aggression, technique) drive a utility scorer, so
each archetype fights differently. Bars: health,
stamina, special.
Stamina never refills on its own. Attacking and guarding spend it;
the only way back is to disengage and charge — rooted, guardless,
committed until the bar is full, and taking extra damage if caught.
Three range bands. Energy bolts and beams at long range, a dashing
gap-closer at mid, melee up close. The camera zooms to follow. Cornered
fighters dash through the opponent to swap sides.
Air combos. An uppercut launches the opponent; the attacker jumps
after them and juggles with air punches before spiking them down. Each
juggle hit does less than the last. Jump or dodge to beat projectiles.