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Melee Drive · Counter window contract

Status: Locked · 2026-11-05 (Session C — pre Phase E build)
Product: Melee Drive Counter verb (FS-CMB-002)
Implementer path (DEFERRED): docs/tutorials/melee-drive-guns-singularity.md §5–§7
Packing: Counter GA + window helpers in TFAMelee; AI opens via server message / Logic Driver notify — no Tick magnet.


Arkham-style timed intercept: AI telegraphs a punishable attack → player presses Counter → warp/connect to that attacker (ActiveAttackingEnemy) → Flow credit on success; fail = whiff-class Flow dump.


Rule Lock
Window owner Exactly one ActiveAttackingEnemy for the player at a time
Open Server-only. AI wind-up telegraph start (ANS / Logic Driver OpenCounterWindow(Self))
Close Commit frame · interrupt · stun · death · timeout — whichever first
Duration 450 ms default; family/AI DA clamp 300–600 ms
Per-AI cooldown 2.0 s after that AI’s window closes before it may open again
Overlap New open replaces prior window (old closes clean — not a player whiff)
Who may open Melee / hybrid AI melee attacks only — guns never open Counter windows
Warp target Always ActiveAttackingEnemy — never blind 360° re-scan
ADS Ignore Counter input while ADS (bSuppressCounterWhileAiming = true) — not buffered
Fail Miss window / wrong timing / cancelled = whiff-class Flow dump (FS-CMB-004)
Success credit Non-fatal Counter → +1 Flow; fatal Counter → Melee Drive kill path (Asymmetric +2) via TFA.Combat.KillConfirmed
Net Server opens/closes + authenticates hit; client prompt is presentation
Prompt OmniVisor / world chrome on attacker (W_CounterPrompt)

  • Counter success never forks a second combo meter — credits Kinetic Flow only.
  • Fatal Counter uses the same KillConfirmed path as Melee Drive kills (Asymmetric table).
  • Singularity Burst Storm kills do not re-open Counter windows mid-climax.

  1. Window open → Counter connects to the window owner, not a different cone pawn.
  2. ADS → Counter input ignored (not buffered).
  3. Timeout / commit without Counter → no silent success; next Strike is normal.
  4. Failed Counter dumps Flow like a whiff.
  5. Two AIs trying to open → player sees only the latest ActiveAttackingEnemy.

  • Full Logic Driver product-brain catalogs (AI Tracks A/B/C).
  • Difficulty scaling tables for window duration (lab may dial 300–600).
  • Phase E C++ until Melee Drive foundation ships.

  • Duration / open / close / cooldown / ADS / credit locked
  • Plugify + KillConfirmed path cited
  • No invented fourth meter