FIGHTING IN THE STREETS — COMBAT LAB: SPACING, RECOVERY AND SUPERS Earlier original-game footage is contextual. Diagrams report controlled engine tests; they are editorial graphics, not runtime capture. 00:00:00 COMBAT LAB The combat lab measures spacing, recovery and super cancels. Earlier prototype footage provides context; diagrams show controlled test results. 00:00:06 ONE STARTING GAP. TWO OUTCOMES. From the same close starting gap, a light normal moves the defender 5.4 units on hit and 22.2 on block. 00:00:16 AT THE WALL, RECOIL CHANGES SIDES At a wall, nearby grounded melee transfers displacement into attacker recoil. Projectiles and airborne sources follow different rules. 00:00:24 A BLOCK CAN LEAVE AN OPENING Some blocked heavy normals leave recovery openings. A late, in-range response can punish; safe attacks and greater spacing change the result. 00:00:35 CONTACT CAN FLOW INTO A SUPER All 24 close Nia and Ren normal-to-level-one-super cases stayed true combos. The 12-tick activation freeze held gameplay state. 00:00:45 MOVING PRESSURE STILL NEEDS WORK Moving Crash and Switchback pressure consumed separation, ending at a 62-unit gap in blocked fixtures. That remains balance work. 00:00:53 FIGHTING IN THE STREETS Original designs and artwork by Keyeske Yamada. Game made completely in Codex GPT 6.1 SOL. Music scores by Codex, remixed in Suno. Scope: Nia and Ren fixtures, close range, both player slots. Results do not establish universal punishes, maximum-range routes, all-character balance or newly recorded gameplay. Motion can consume separation and remains under review. Caption-led explanation with an existing verified Suno remix.