Drawn punches from a crouch
Crouching punches now have their own drawings in the 20261012-defense1 checkpoint. This film shows Nia and Ren performing light, medium and heavy punches from a grounded crouch with native keyboard input. A labeled cropped replay follows the heavy punch through its pose changes.
Checkpoint 20261012-defense1 · Controlled Practice · Labeled replays · Captions included in the video · Download video · Download transcript
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A full roster of low punches
Built-in ImageGen created twelve dedicated crouching-punch poses for each of the fifteen fighters and five bosses using their canonical character references: light, medium and heavy punches, each with load, extension, retraction and return poses. The native packed drawings preserve character identity and are integrated into the existing lighting, shadows and weather surface data. Nia and Ren are the filmed samples; all twenty sets were verified separately.
Keep the crouch through recovery
Grounded down-plus-punch chooses the matching crouched attack in Arcade mode. Accessible mode also reserves down-plus-punch for a crouching normal; its dedicated special buttons remain available. Once the low attack commits, its stance stays low through startup, active contact and recovery even if down is released. The new drawings do not change the existing move duration, damage or reach.
What was tested
The deployed browser checks exercised light, medium and heavy crouching punches for both player slots, plus the Accessible legacy-punch input. They verified actual low-profile attack selection, authored pose loading, stance retention after releasing down and the versioned lighting catalog. Separate all-roster input and pose checks cover the characters outside the film.
The filmed setup
This is one of five focused films from the same deployed 20261012-defense1 checkpoint. Private Practice sessions start with full Super meter; health and meter refills are disabled through the existing training API. Timing-sensitive contacts use a disclosed scripted input driver in the ordinary real-time engine loop. It supplies player inputs without changing the clock, combat results, health, Guard or effects. The crouching-punch sample uses native browser keyboard events. Repeated footage and 4× slow inspection are labeled; the credit tail is reused across the five films. The soundtrack is the existing Codex score remixed in Suno, without captured game effects or microphone commentary.
Read the full video transcript
DRAWN PUNCHES FROM A CROUCH Current checkpoint: guard-parry-and-crouch-punches-2026-10-12 Actual deployed build 20261012-defense1 00:00:00.000 — Native keyboard test. Nia: light, medium, heavy. 00:00:03.133 — Ren: light, medium, heavy. Both keep a low recovery. 00:00:06.167 — These punches use dedicated crouched drawings. 00:00:09.300 — 4× cropped replay: load, extend, retract, return. 00:00:13.467 — Original designs and artwork by Keyeske Yamada 00:00:17.467 — Game made completely in Codex GPT 6.1 SOL 00:00:21.467 — Music scores by Codex, remixed in Suno Production notes: Fresh actual deployed HTTPS gameplay, build 20261012-defense1. Private Practice sessions are reset between demonstrations. Practice starts with full meter; health and meter refill are disabled through the actual training API. Timing-sensitive contacts replace only the normal loop's two semantic input objects; dt, combat results, health, Guard and effects are never fabricated. The crouched punches use native browser keyboard events. All replays and 4× slow motion use recorded source frames; no interpolated poses. All ordinary sequences and the live-motion credit tail play at real time. The credit tail is reused across these five films. Raw browser capture is silent. Existing authorized Codex score remixed in Suno is added; no game-SFX, microphone or physical-listening claim. Controller reads are disabled only in the isolated recording context. Visitor-statistics and service writes were blocked; human tabs and tracker reports were untouched. Limits: - Only Nia and Ren are filmed; all 20 character sets were separately verified (12 poses each). - Existing combat durations remain. The one-tick light-punch return pose can be skipped by realtime rendering during frame catch-up. - This film shows grounded art and recovery, not new combo balance or hitbox tuning.