Air Melee Drive — reuse ground slashes (Demo + Full)
Status: Locked · 2026-11-02
Scope: Melee Strike while airborne (regular jump · double jump · post wall-jump-off air).
Out of scope: Authoring downward-slash clips · air Pose Search DB · turning Singularity into an aerial slam · gun Airborne Effectiveness
Authority: FS-CMB-002 · FS-CMB-005 (Singularity stays grounded) · FS-ARCH-013 · look-vs-body (ch. 22) · hit reg 2026-11-02-melee-hit-registration-design.md
1. Decisions locked
Section titled “1. Decisions locked”| Topic | Lock |
|---|---|
| Products | Demo + Full — mid-air Melee Drive is in |
| When legal | Airborne from regular jump or double jump (incl. air after wall jump-off / auto peel). Falling after those jumps still counts as airborne for this rule |
| Strike in air | Allowed — Square / X / Melee Strike fires |
| Anim now | Same directional Melee Drive slash montages as grounded Melee Drive (stick / camera chooser unchanged) |
| Anim later | Dedicated downward slash / air set when art exists — swap air chooser; not a Demo exit gate |
| Root motion / Motion Warp | Disabled or zeroed while airborne — keep jump ballistic arc; do not replace with a ground lunge |
| Hit auth | Same hybrid notify + capsule/box (FS-CMB-002 / FS-ARCH-013). No magnet |
| Camera / look | Melee stance WideTPP; air slash may twist mesh only |
| Land mid-swing | Finish notify in air or blend out on land per cancel tags — do not auto-convert into a slam |
| Wall Run attached | Use grounded Melee Drive rules (not air). After peel → air rules |
| Singularity | Unchanged — grounded Burst Storm (FS-CMB-005). No baseline aerial slam as Melee Drive |
| Flow | Whiff / connect rules unchanged (FS-CMB-004) |
| Owner | TFAMelee strike GA + family DA flag / air branch |
2. Runtime shape
Section titled “2. Runtime shape”- Press Melee Strike.
- If not airborne (and not Wall-Run-as-ground): play ground directional slash; Motion Warp allowed only on explicit Attack toward stick/scored point (existing shall).
- If airborne: play same slash montage table; suppress root motion + Motion Warp for that activation; gravity / jump velocity continue.
- Anim Notify gates hits on server as ground path.
- Future: when
bHasAirSlashSet(or equivalent) on family DA is true and clips exist, air chooser prefers downward / air set — still same auth path.
Demo: no Pose Search for air (montage table only). Full may later MM-pick air clips with the same notify contract (FS-FX-002) — polish, not Ladder exit.
- Jump → Square mid-air → slash montage plays; camera look unchanged; mesh may twist.
- Air strike does not yank the pawn with ground-lunge root motion / warp.
- Dummy in reach during notify → trail same frame; HP after server auth.
- Land during swing → no auto slam; cancel/blend only.
- Singularity climax still grounded (no jump/hang-time in Burst Storm).
- Downward-slash art missing does not block Demo exit.
4. Implementer
Section titled “4. Implementer”- FS: FS-CMB-002 air paragraph · AC-CMB-002 air row
- Bible: docs/22-demo.md · docs/08-camera-input-movement.md · Melee Drive tutorial pointer
- Inventory: docs/inventory/HAVE-NEED.md — air = ground set; downward slash NEED art
- Kanban:
demo-singularity-flowMelee foundation · optional Fullmelee - Hit reg companion: 2026-11-02-melee-hit-registration-design.md