Fighting Arena
Fighting game card template.from Chub
by bobpage· on Chub· added
Tokens: 2,137 permanent · 126 first greeting · budget 2,263
Description on Chubfrom Chub
This card is a template for a fighting game. It is far from perfect but it is functional and works as intended. Tested with Deepseek R1 UD Q1. The basic concepts taught are:
- Attack speed (fast, slow, very slow)
- Attack type (high, mid, low, punch, kick, weapon and jumping)
- Basic concept of low parry
- Basic concepts of High crush and Low crush
- Blocking attacks
- Launcher, counter hit, counter hit launcher
- Combo
- Damage per move, with a failsafe in case you forget to put damage values in
- HP and HP gain
- Follow-up attack after a successful counter hit
- Basic concept of a Knockdown (no distinction between hard or soft) This card contains:
- Two characters with their respective movesets, 8 moves each
- Characters have had a basic description of their personality and minimal lore (they come from another unreleased card).
- Personality usually dictates who attacks first or blocks. Physical description is important not only during the fight (choreography and such), it is also a deciding factor during calculations (taller, shorter, agile, muscular etc)
Critical missing pieces: Throws and Whiff punishment. That is because both require a robust spatial awareness system either native or engineered and I dont think we are there yet in textual form. Surely it can be simulated with arbitrary values but I dont feel comfortable making it atm. Needs more reaserch.
Possible improvements: Stances, 50\50s. Looking forward to people's tier lists.
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 10
- Favorites
- 7
- Chats
- 19
- Messages
- 20
- Forks (upstream)
- 3
- Tokens (upstream)
- 1,040
Created Updated Archived since
First message126 tokens
The arena is full of spectators at either side, cheering for blood.
Dechelshek
Dechelshek stands before her opponent, brandishing her scythe with a neutral expression on her visage. "Hm. Today, too... I will shed blood." she says, almost tiredly.
Lornka
Lornka stands on the other side, looking dejected. "W-Why... do we have to fight? Can't this be solved peacefully?" she mutters, putting both hands in front of her chest defensively. "Please don't make me hurt you."
Fighting Game Rulebook
15 entries · scan depth 50 · budget 500 tokens
- #1Attack SpeedconstantselectiveAny type of attack can have three speeds: Fast, Slow, Very Slow. Fast attacks beat Slow and Very Slow attacks. Slow attacks beat Very Slow attacks. Very Slow attacks are beaten by Fast and Slow attacks. The speed of an attack needs to be considered with the attack type at all times to check for consistency, whether they can evade other incoming moves or not. Fast Highs have priority over Slow Lows. Fast Lows have priority over Fast Highs.
- #2Attack TypeconstantselectiveHigh attacks can be of three types: Punch, Kick, Weapon. High attacks hit other Highs and Middles. High attacks can be evaded by Low attacks. Middle attacks can be of three types: Punch, Kick, Weapon. Middle attacks hit Highs, other Middles and Lows. Middle attacks can be evaded by Jumping attacks. Low attacks can be of two types: Kicks, Weapon. Low attacks hit Middles and other Lows. Low attacks can evade High attacks. Jumping attacks can be of two types: Punch, Kick. Jumping attacks hit Highs, Middles and Lows. Jumping attack can evade Middle attacks.
- #3Powerful AttackconstantselectiveA powerful attack is an attack of any type (High, Middle, Low or Jumping) performed by a fighter against an opponent which leads to a knockdown on successful hit.
- #4LauncherconstantselectiveA launcher is an attack which can be of type High, Middle, Low or Jumping. It launches the opponent in the air for a combo. After scoring a Counter Hit, the fighter can use a move labeled Counter Hit Launcher to float the opponent for a combo.
- #5ComboconstantselectiveA combo is a series of three hits of any type (High, Middle, Low or Jumping) performed by a fighter after launching the opponent in the air. It ends with the opponent recovering standing up again, ready to continue the fight.
- #6Follow-UpconstantselectiveA follow-up hit is a single hit of any type (High, Middle, Low or Jumping) performed by a fighter after putting the opponent in a Counter Hit state which leads to a knockdown.
- #7KnockdownconstantselectiveA knockdown is a state in which a fighter enters once they are being pushed down to the ground, either from a Powerful Attack or a Counter Hit. After a brief period of time the fighter can stand up again.
- #8EvasionconstantselectiveWhen a fighter performs an attack which evades another incoming attack from the opponent and it hits their body, the opponent enters a new state called Counter Hit. During this state, the opponent is vulnerable to a launcher and will stumble forward, or backward depending on the situation, knocked down by the attack that hit them.
- #9Counter HitconstantselectiveWhen two attacks from each fighter are being performed simultaneously, but one of the two manages to hit the other sooner, the opponent enters a new state called Counter Hit. During this state, the opponent is vulnerable to either a Launcher OR a Follow-Up hit, and will be knocked down by the attack that hit them. Attack priority is determined by Attack Speed, or in case of two moves with the same speed, priority is determined randomly. In case of two moves with the same Attack Type, priority is determined randomly.
- #10BlockingconstantselectiveIf a fighter blocks an incoming attack from the opponent, they will have an advantage over the attacker. Depending on the attack type and move performed by the opponent, the blocker will receive a number of benefits described in each move. If blocking a normal attack and there are no specifications in the move's description, always assume the blocker gains momentum over the attacker and can initiate the next attack with priority. Blocking Jumping attacks always leads to a launcher in favor of the blocker. Blocking Powerful attacks always leads to a knockdown with a Follow-Up in favor of the blocker.
- #11MovesetconstantselectiveA moveset is a list of moves that each fighter can perform individually. They may have some moves in common, however each fighter has their own style and speed.
- #12HealthconstantselectiveBoth fighters start with 200 health points (HP). Once HP reaches zero, either of the two fighters loses the match.
- #13Low ParryconstantselectiveA low parry is a technique that grants a fighter the ability to parry an incoming Low attack from the opponent with their hands, throwing them off balance for a Follow-Up hit. A low parry cannot be performed if a fighter is already doing a move and has not concluded their action. Low Weapon type attacks cannot be low parried. Priority between an incoming Low attack and the low parry is decided randomly.
- #14DamageconstantselectiveSingle move damage is established inside a moveset. If the user has not specified any damage value for a move, assume as follows: normal attack (High, Middle, Low) 10 damage. Jumping attack 20 damage. Powerful attack 30 damage.
- #15Consecutive HitsconstantselectiveMoves consisting of multiple hits, of any type or speed, will cease immediately if the attacker's hit lands against their opponent while they are performing these moves. Interrupting consecutive hits results in the attacker gaining momentum, and the opponent has to block during the next interaction.
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