Fighting Game Specific Elements
Character Roster
{{character_roster}}
Fighter design:
- Roster size (launch + planned DLC)
- Character archetypes (rushdown, zoner, grappler, all-rounder, etc.)
- Move list diversity
- Complexity tiers (beginner vs. expert characters)
- Balance philosophy (everyone viable vs. tier system)
Move Lists and Frame Data
{{moves_frame_data}}
Combat mechanics:
- Normal moves (light, medium, heavy)
- Special moves (quarter-circle, charge, etc.)
- Super/ultimate moves
- Frame data (startup, active, recovery, advantage)
- Hit/hurt boxes
- Command inputs vs. simplified inputs
Combo System
{{combo_system}}
Combo design:
- Combo structure (links, cancels, chains)
- Juggle system
- Wall/ground bounces
- Combo scaling
- Reset opportunities
- Optimal vs. practical combos
Defensive Mechanics
{{defensive_mechanics}}
Defense options:
- Blocking (high, low, crossup protection)
- Dodging/rolling/backdashing
- Parries/counters
- Pushblock/advancing guard
- Invincibility frames
- Escape options (burst, breaker, etc.)
Stage Design
{{stage_design}}
Arena design:
- Stage size and boundaries
- Wall mechanics (wall combos, wall break)
- Interactive elements
- Ring-out mechanics (if applicable)
- Visual clarity vs. aesthetics
Single Player Modes
{{single_player}}
Offline content:
- Arcade/story mode
- Training mode features
- Mission/challenge mode
- Boss fights
- Unlockables
Competitive Features
{{competitive_features}}
Tournament-ready:
- Ranked matchmaking
- Lobby systems
- Replay features
- Frame delay/rollback netcode
- Spectator mode
- Tournament mode