Player 1: Player 2 move / crouch / jump: W A S D arrow keys light: F I medium: G O heavy: H P assist: V K tag: B L block: hold away from the opponent same training overlay: T movement double jump: up again while airborne air dash: forward, forward in the air super jump: hold down, then up mash light: the AUTO-COMBO, ending in a launcher QCF + light: KI BLAST — on the ground or in the air QCF + medium/heavy: AURA RUSH forward, down, down-forward + medium: SKY LANCE — invulnerable air-OK launcher HCF + heavy: STARFALL — super, one stock of three The standing heavy launches. In this game getting airborne is a normal, not a special, because the air is where the fight happens: gravity is 0.46 against IRON's 0.68, the jump squat is two frames, and there are three air normals all faster than their grounded versions.
The mobile one. Three fighters a side with one active, assist calls, air dashes, a double jump, a super jump, ki blasts, an auto-combo for anyone who does not want to learn a motion input, and a super whose hitbox really does cover most of the arena. Six original fighters. Player one leads HALCYON / ZEPHYR / EMBER, player two leads PULSAR / VOLT / KITE; pick your leader and the other two follow. Best of three, 75-second rounds, two players at one keyboard or versus the AI. TEAMS Tagging swaps to your next partner and their own health comes with them. A benched partner recovers slowly (0.055 HP a frame), so tagging out is a real decision and not just a panic button. If your active fighter is knocked out and anyone is left, they come in automatically. Your side loses the round when all three are down. The three bars under each health bar are the team: the highlighted one is active. The tag is 10 invulnerable frames and then a real landing recovery, so it is neither a free escape nor a free hit for the opponent. ASSISTS Pressing assist runs your next partner in from behind you. They throw one attack with a real hitbox — a lunging PARTNER STRIKE or a PARTNER BEAM depending on who it is — and leave. 110-frame cooldown. They are drawn as a ghost of themselves, because they are not really there, and they are invulnerable while they are on: an assist is a tool for covering your own recovery, not a second body to be punished. How it works is worth stating, because it is the one place a game in this set reaches into the engine. The assist is fighter slot p+2. All the fighter-state lists are extended from two entries to four in setconfig, and after that every shared routine — the move driver, the hitbox builder, the overlap test, the damage application, the renderer — works on it unchanged, because none of them ever assumed there were only two fighters. The assist then hands its combo count and damage back to the player who called it, so the counter reads as one combo rather than two. THE AUTO-COMBO Press light four times. You get LIGHT → AUTO 2 → AUTO 3 → AUTO LAUNCH, ending in a launcher, with real frame data at every step. It costs nothing new. It is four link rows on the light button in a text file — the same mechanism IRON's memorised strings are built out of, pointed at the opposite goal. The links do not require a hit, so it works on block too and a new player is never stuck holding a button that does nothing. FRAME DATA Full table in FRAMEDATA.md. Selected: | | startup | active | recovery | dmg | on block | |---|--:|--:|--:|--:|--:| | LIGHT | 3 | 2 | 6 | 4 | ±0 | | MEDIUM | 5 | 3 | 9 | 7 | −2 | | HEAVY (launcher) | 7 | 4 | 14 | 11 | −7 | | AUTO 2 | 4 | 2 | 8 | 5 | −1 | | AUTO 3 | 5 | 3 | 10 | 7 | −3 | | AUTO LAUNCH | 6 | 4 | 15 | 9 | −9 | | AIR LIGHT | 3 | 5 | 6 | 4 | −2 | | KI BLAST | 6 | 1 | 13 | 6 | −5 | | SKY LANCE | 4 | 9 | 22 | 13 | −19 | | STARFALL | 7 | 12 | 28 | 34 | −21 | 30 fps engine, so a frame is 1/30 s. STARFALL's hitbox is 96 px wide and 90 px tall, starting 6 px in front of the origin and 6 px off the floor — at this scale that is most of the fighting area, and the renderer whites the stage out while it is live. Nothing whiffs over a crouch in AURA; every attack in the table can reach a crouching opponent, which is what a game about air pressure wants. All original - code, art and sound. See Inside is open.