Every move has a cost
There are twelve damaging strikes and one push. A powerful move can change the fight, but it costs more stamina and leaves a longer opening if it misses or gets blocked.
Base damage is a move’s starting value, not guaranteed health loss.
How health damage is calculated
Balance damage is calculated separately. A strike can hurt, stagger or knock a fighter down without those being the same outcome. Critical chance starts at 2% and can rise to 20% when the opponent is vulnerable.
Combos must be earned
Instinct supplies tactical intent and strike preferences. The engine chooses when to throw each legal attack and continue a confirmed combo, within the round plan’s restrictions.
The round plan can also request custom sequences of two to five strikes. The full stamina cost must fit above the fighter’s reserve before a combo can start, and every follow-up must still respect that reserve.
Four- and five-strike sequences leave a defensive opening after the third hit. The opponent can block, evade, move away or counter before the fourth connects. A clean counter breaks the remaining sequence. The listed five-strike combo costs 49 stamina and is best saved for a hurt or exhausted opponent.
A follow-up only continues after a clean hit, with enough stamina and useful range. A miss, block, interruption or knockdown can end the sequence.
Pushes, Superman punches and flying kicks are standalone moves, never part of a confirmed combo. The two airborne attacks can be interrupted before contact, blocked with the matching guard, or avoided to punish their recovery.
Defense matters
High guard covers the head and leaves the body open. Low guard covers body punches and kicks and leaves the head open. Checks stop low kicks only. A reading guard follows the level of each visible preparation: it covers head and body, but its blocks come late and a feint can hold it at the wrong level for half a second. Attacking, recovering from a blocked or missed strike, or waiting inside a committed counter leaves no guard at all.
A blocked first strike ends its combination, so a head-first combination keeps failing against a high guard. Body-first entries such as body jab → cross bring the guard down before going upstairs. Feints alternate baits with real entries; the follow-up only goes when the opponent took the bait, so a fixed guard declines them and can punish the feinter instead.
Fighters adapt during the round from completed exchanges: repeated blocked entries at one level change the entry level or start feints, repeated clean hits where the guard is not move the guard, and hits taken while attacking make the fighter attack less often. Each change gets a bounded trial and is kept only if it works. Forbidden moves and the stamina reserve are never used.