← All video updates

Battle system development0:35 video

Over the shoulder, into the street

Hold away from the opponent and press Throw to perform the new overhead back toss. The body loads, turns over the shoulder, releases behind the thrower, and descends into a real floor impact. Nia and Ren receive eight additional original ImageGen poses each, including an inverted victim and prone landing.

Verified own-game footage · Scripted Practice · Native game canvas · Captions included in the video · Download video · Download transcript

Jump to a chapter

A throw with a readable body sequence

The connected motion lasts 54 simulation ticks: secure, load, hoist, release, flight and landing. A standing thrower changes facing at tick 14. Standing victims follow one continuous released-air curve rather than stopping at intermediate animation keyframes. Their only damage contact occurs at tick 44 when the body reaches the floor; normal damage remains 135 and the existing once-per-throw meter budget stays 12.

Use it from either player slot

Hold away from the opponent and press the Throw shortcut: C for Player 1 or semicolon for Player 2. In Arcade rules, away plus medium or heavy punch also selects the back throw. Legal close grounded capture checks remain in force. Forward punch throws, kick trips, command grabs and Supers keep their existing profiles. After the connected motion ends, attacker recovery is eight ticks; inputs held during capture are discarded.

The existing defensive fall remains available

The eight-tick defensive-fall window opens at the real impact and accepts input buffered during impact freeze. A successful fall refunds 68 of the 135 damage, leaving 67 net, and safely releases the capture. The film includes an actual keyboard defensive fall with the captured hit/refund events; it is not a second hit or an added damage reduction applied to every throw.

New anatomy without changing every fighter at once

Nia and Ren each have eight dedicated overhead drawings. Other standing fighters use their existing genuine grapple artwork with the new movement, so their anatomical progression remains less detailed. A seated victim stays upright on the ground using a pivot and transfer adaptation. A seated thrower retains Rimlock Turn. The 16 additional artwork surface records preserve the previous 1264 lighting and attached rain/snow records.

What was verified

The final combined combat, audio and loader checks passed 1536 tests, and the relevant art, native surface, weather and lighting checks passed 72. Engine coverage includes 760 standing-thrower/opponent/player-slot combinations, both corners, pause/reset, interruptions, knockout, timeout, defensive fall, stale inputs and 30/60-display-frame determinism. Isolated browser checks used native keyboard events and simulated Gamepad API inputs. These are scripted development checks rather than proof of competitive balance.

What the film actually records

Fresh local Chrome captures from the frozen tested candidate on port 8793. Scripted native keyboard drives Practice; the public engine prepares close spacing before each capture and disables health/meter refill. The film is the actual 960 x 540 game canvas without the HTML HUD. No source-game capture audio, microphone, narration or copyrighted reference-game footage is used. The final soundtrack is the verified existing Lastlight stage arrangement remixed in Suno. Nia’s first throw is replayed once at one-third speed in a labeled actor crop; all other gameplay plays at recorded speed. No combat pose, trajectory or contact effect is composited or invented during editing. Captures request 30 fps; machine load affects cadence. Final output is 30 fps. Physical phone/controller and competitive-balance testing are not claimed.

Read the full video transcript
OVER THE SHOULDER, INTO THE STREET
Fighting in the Streets — development journal

00:00:00,000 — Over the shoulder.
Into the street.

00:00:03,500 — Back + Throw.
Both player slots.

00:00:07,000 — 1/3-speed replay.
Grab to release.

00:00:10,000 — 135 damage.
On floor contact.

00:00:13,000 — Defensive fall:
67 net damage.

00:00:16,500 — Chair victims
stay grounded.

00:00:20,000 — Seated thrower:
rimlock retained.

00:00:23,000 — New overhead art:
Nia + Ren.

00:00:26,000 — Original designs and artwork
by Keyeske Yamada.

00:00:29,000 — Game made completely in
Codex GPT 6.1 SOL.

00:00:32,000 — Music scores by Codex,
remixed in Suno.

Production notes:
Fresh local Chrome captures from the frozen tested candidate on port 8793. Scripted native keyboard drives Practice; the public engine prepares close spacing before each capture and disables health/meter refill. The film is the actual 960 x 540 game canvas without the HTML HUD. No source-game capture audio, microphone, narration or copyrighted reference-game footage is used. The final soundtrack is the verified existing Lastlight stage arrangement remixed in Suno. Nia’s first throw is replayed once at one-third speed in a labeled actor crop; all other gameplay plays at recorded speed. No combat pose, trajectory or contact effect is composited or invented during editing. Captures request 30 fps; machine load affects cadence. Final output is 30 fps. Physical phone/controller and competitive-balance testing are not claimed.

Current limits: Nia and Ren have the new dedicated overhead poses. Other standing fighters reuse existing grapple artwork; chair victims use an upright grounded transfer, and seated throwers keep Rimlock Turn. Current damage is 135, defensive-fall refund 68, net 67. Physical phones/controllers, microphone narration and human competitive balance were not tested in this film.