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Twenty Super portraits in motion

This film documents the deployed October 12 checkpoint 20261012-cutin1, which introduced a unique illustration for every fighter and boss Super. It records four individual identities and a simultaneous Nia/Ren example in labeled Practice mode, separating the real 0.9-second introduction from a 4× slow inspection of Nia’s recorded frames. The blue painted speed layers shown here are the earlier presentation. The later 20261012-defense1 update adds character-colored layers, Guard breaks, parries and crouching punch drawings; those later changes are outside this film.

Recorded checkpoint 20261012-cutin1 · Practice prototype · 4× inspection labeled · Captions included in the video · Download video · Download transcript

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A different portrait for every Super

All fifteen fighters and five bosses have an individual transparent portrait for their named Super. Built-in ImageGen generated and, where needed, reframed the new illustrations using the canonical character references. Identity, costume and palette are retained, with dramatic colored values and a pose chosen for the move. These cut-ins belong to Super attacks; ordinary punches, kicks and specials do not use them.

The filmed samples and setup

The footage shows Nia Brooks’s Lastlight Barrage, Ren Hoshino’s Ribbonrail Cyclone, Bruno Almeida’s Anchorlight Avalanche and Cindermaw’s Mawforge Meltdown, plus Nia and Ren together. Practice mode prefills and replenishes health and Super meter through the existing UI; the demonstrations reset matches between samples. Nia’s recorded introduction is slowed 4× for inspection. All other footage plays at recorded speed. The simultaneous example uses deliberately dispatched same-frame keyboard inputs, as labeled. All twenty identities were verified separately; they do not all appear in this film. The browser recording is presented with the existing Codex score remixed in Suno; the film’s audio is music only.

One introduction, one activation

The introduction lasts 0.9 seconds of game time: 0.252 seconds to enter, 0.432 seconds to hold and 0.216 seconds to exit. Two supplied painted speed layers scroll behind the portrait at different rates. The fight freezes during the introduction; afterward the deferred Super activation is released once. Existing Super multi-hit behavior continues after that single activation.

Pause and reduced motion, tested

Separate browser tests verified these behaviors beyond the filmed scenes. Pause and Moves panels suspend the same presentation and attack clock. Resuming continues the introduction without replaying it or releasing the attack early. A fighter change discards the in-flight presentation and deferred action. Reduced-motion preference removes portrait travel and speed-layer scrolling while retaining the fade and activation timing.

The artwork must load before the fight

Separate failed-asset browser tests verified this loading gate and retry. The arena requires the valid twenty-character manifest plus the selected portraits and both painted backdrops. A missing manifest or failed portrait is shown as a loading problem rather than silently admitting a fight without the new presentation. Startup failures offer a Retry loading button that reloads the page.

What was tested

The recorded 20261012-cutin1 build passed fourteen isolated browser checks, including all twenty actual named Super activations, normal/special exclusion, pause and modal suspension, scene changes, simultaneous keyboard activations, reduced motion, emulated 390px/320px layouts and portrait/manifest retry. All twenty-eight release files matched their expected hashes in the browser. Its separate static gate matched all 28 release files and 107 retained files. These are checkpoint results, rather than a test claim about every later game revision.

Read the full video transcript
SUPER PORTRAITS IN MOTION
Actual deployed website build 20261012-cutin1 — October 12, 2026

00:00:00.000 — Super portraits are live.
Practice mode refills the meter.

00:00:04.233 — Punches, kicks and specials keep moving.
They do not trigger a portrait card.

00:00:08.467 — Nia’s named Super.

00:00:09.667 — 0.9s of game time.
Slowed 4×: enter, hold, exit.

00:00:13.667 — The fight resumes.
One Super activation follows.

00:00:19.133 — Ren has his own move-specific portrait.
The attack follows the introduction.

00:00:26.733 — 20 unique portraits: 15 fighters, 5 bosses.
Samples shown; the full roster was tested.

00:00:33.633 — Bosses have their own Super identity.
Original-game footage from the deployed build.

00:00:40.533 — Both committed identities appear.
Same-frame keyboard inputs are simulated.

00:00:46.867 — Original designs and artwork
by Keyeske Yamada

00:00:50.867 — Game made completely
in Codex GPT 6.1 SOL

00:00:54.867 — Music scores by Codex,
remixed in Suno

Production notes: Fresh actual-game browser rendering. Practice UI prefills and replenishes meter and health; matches reset between demonstrations. Nia’s recorded introduction is shown at 4× slow motion for inspection; all other footage is real-time. The simultaneous keys are deliberately browser-dispatched. Existing verified Codex score remixed in Suno is added as music; no game-SFX or microphone claim. The film shows four individual identities plus Nia/Ren together; all 20 identities were separately tested live. At 320px, the existing HUD still crowds part of the banner and portrait; separate viewport-emulation tests, not physical-phone footage.