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Animation and original art1:00 video

More expressive attacks: Nia and Ren

Nia Brooks and Ren Hoshino each have 48 selected standing-attack drawings: eight phases for light, medium and heavy punches and kicks. This film presents the original artwork slowly so the acting is easy to inspect. It is an animation and art preview assembled from the atlases, not a fresh gameplay recording.

Original animation preview · Explanatory captions · Captions included in the video · Download video · Download transcript

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A complete motion, not just the strike

Each move progresses through guard load, coil, launch, extension, follow-through, retraction, recovery and guard return. The preview shows all 96 selected drawings. A single fixed body scale per fighter keeps the presentation stable; pose changes come from the drawings.

Artwork follows combat timing

The authoritative attack frame selects the drawing. Startup and recovery durations remain unchanged; adding drawings does not make the light attacks slower or grant an early return to safety. The final guard return stays at the end of recovery. Short attacks can skip a drawing rather than stretching their combat duration.

An attack keeps its starting stance

An attack that begins in the air now keeps its existing airborne artwork through landing and recovery, matching the engine’s retained attack origin. Its next standing attack can select these new drawings. Crouch-origin attacks also keep their crouching artwork when the player releases down.

Verified progress, continued review

All 29 targeted stance-origin checks and the full 1,011-test combat suite pass. This establishes the controlled simulation and artwork resolver behavior. Anatomy, contact geometry and the visual feel still need continued review.

Read the full video transcript
More expressive attacks: Nia and Ren
Animation / art preview — original project artwork, shown slowly for inspection.

00:00:00–00:00:05
Nia and Ren: 96 original pose drawings, with eight phases for each of six standing attacks.

00:00:05–00:00:10
Light punches load, launch, and extend. This art preview slows each drawing for inspection.

00:00:10–00:00:15
Light kicks have their own leg motion, balance, and return to guard.

00:00:15–00:00:20
Medium punches add a stronger coil, follow-through, and visible elbow retraction.

00:00:20–00:00:25
Medium kicks extend, withdraw, and recover through distinct drawings.

00:00:25–00:00:30
Heavy punches commit the torso, then pull back before the stance settles.

00:00:30–00:00:35
Heavy kicks follow a longer arc and finish with a deliberate return to guard.

00:00:35–00:00:39
Startup prepares the action. Extension and follow-through show the strike.

00:00:39–00:00:43
Retraction and recovery remain visible until the final return to guard.

00:00:43–00:00:47
More drawings do not shorten startup or recovery. The combat frame selects the artwork.

00:00:47–00:00:51
Landing fix: an air-origin attack keeps its airborne art until that move finishes.

00:00:51–00:00:56
Verified: 29 targeted stance checks and all 1,011 combat tests pass. Visual review continues.

00:00:56–00:01:00
Original designs and artwork by Keyeske Yamada. Game made completely in Codex GPT 6.1 SOL. Music scores by Codex, remixed in Suno.

Credits
Original designs and artwork by Keyeske Yamada
Game made completely in Codex GPT 6.1 SOL
Music scores by Codex, remixed in Suno