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Combat Mechanics & TTK

Ultra-lethal, high-speed paradigm. Combat is rapid decisive actions, not drawn-out trades.

  • Basic Grunt — Melee (TPP): 1 hit clean decap/slice · Ranged (FPP): 1 head / 2 torso.
  • Elite / Brawler — Melee: 2–3 balanced inputs · Ranged: shield/armor breakdown first.

Melee Drive (TPP)

  • Melee Strike performs a directional lunge/slash based on Left Stick facing and camera.
  • Range and connect are skill/spacing expressions — player closes distance; no auto target pull.
  • Cadence: a kill can chain into the next strike if the player keeps positioning and timing; momentum is player-driven (dash/slide (Vault WILL NOT USE)), not auto-leap radius doubling.

Precision Fire Engine (FPP)

  • Manual aiming rewards: headshots neutralize immediately when TTK rules allow.
  • Gunfeel layer: Range, Accuracy/Bloom, Aim Assist (Rotation, Strafing, Bullet Magnetism, Stickiness), Recoil, Stability, Barrel Jump/Sway — full programming in Aim Assist section (vol. 02 / 05). One shared baseline for all modes; affixes may modify on top.
  • Perspective Shift-Out: during a TPP melee strike, holding LT pulls the camera through the back of the head into FPP before the melee animation ends — 0.2 s bullet-time window for a distant headshot.
Verb Stance / cam Fantasy Flow credit
Melee Drive Melee active → always TPP Directional lunge/slash; dash/slide (Vault WILL NOT USE) cadence; no auto target pull +1 per kill
Precision Fire Gun + aim → FPP Manual aim · gunfeel · headshots when TTK allows +1 per kill

Mix mid-fight via stance / Square–X melee-from-gun (hybrid camera). Singularity sequence always TPP — no player button. Ultimate stays a separate meter on the Shiv.

Demo Ladder requires this spine: Kinetic Flow → Overclocked → Singularity with Asymmetric Flow, a second combat meter (≠ Ultimate), and full Burst Storm art. Melee Drive + Precision Fire both feed Flow.

Verb Cam System Flow
Melee Drive TPP Cone on Attack press + grounded Motion Warp · ANS hit · optional Counter window +1 on kill / successful Counter
Precision Fire FPP Firehand / manual aim — no Melee Drive warp while ADS +1 on kill (same Kinetic Flow)
Mix Hybrid Melee from gun → TPP strike · ADS suppresses Counter (default) One Flow ring · Singularity at Tier 3

Counter: AI opens a window → OmniVisor / world prompt → Counter warps to ActiveAttackingEnemy (not a blind 360° re-scan). Fail dumps Flow like a whiff. Singularity: auto at Flow Tier 3 — always TPP Special Takedown / Burst Storm; no player button. Ultimate stays a separate Shiv meter (FS-CMB-006).

Demo Ladder (in): Asymmetric Flow · second combat meter = Kinetic Flow (≠ Ultimate / Skill Energy) · full Burst Storm art · Melee Drive (no auto-pull) · stance mix · gun + melee feed Flow. Out: Final Ult 4×4 trees · campaign-only Flow variants · merging Ultimate into Flow · dump Flow on missed gunshots · warp while ADS.

Kill thresholds are triple the original draft so Singularity is a deliberate payoff, not a short-chain freebie.

  • Tier 1 (0–15 combo): baseline velocity.
  • Tier 2 (15–30 combo) Overclocked: +30% move speed.
  • Tier 3 (30+ combo) Singularity: 0.5 s auto bullet-time on the trigger kill; Special Takedown fires automatically — Singularity Burst Storm (10 random grounded radial energy releases + Kinetic outward kick; no button press).
  • Special Takedown camera: always pulls to Third-Person (TPP) for the sequence.
  • Tier 3 ends with the takedown: when Special Takedown resolves, Flow resets to Tier 1 (combo 0). Player must rebuild kills to climb again.
  • Failure: miss execution window, strike empty air, or take any damage → Flow resets to 0 / Tier 1 and 0.5 s stagger.

Singularity is a climax, not a sustained state. One auto takedown → back to Tier 1.

Figure 3. Kinetic Flow → grounded Singularity Burst Storm → reset Tier 1 (Asymmetric Flow).

  • Anti-Ultimate boundary: grounded 360° flourishes are the Singularity signature; jump / hang-time / multi-second cinematic roots stay reserved for Ultimates and authored combo skills. Exact burst count per takedown and RNG weights are tuning data.
  • Read: chaos spin → prism whip → shove. Chip damage then unified launch.
  • Character: Glitch strobe-spin — micro-turns + channel color flickers — then one clean 360° prism flourish ending in a palm V-thrust bang.
  • VFX: Rapid color-band strobes in a low cylinder (channel roulette), ends with a white kinetic bang.

10 — Prism Storm (Multi-channel + Kinetic)

  • Read: pull in → spin the void out. Hardest slingshot outward.
  • Character: Inhale curl (suck), then a violent 360° reject-spin — body whirls as if throwing vacuum off the skin, arms wide on the exit frame. Strongest outward fling pose.
  • VFX: Brief inward suck, then a violent outward vacuum cough.

9 — Null Tooth (Void + Kinetic)

  • Read: cut a plasma orbit around yourself. Shear + skate backward.
  • Character: Full 360° disk dance — hips lead, lead arm sweeps a waist-high plasma ring for a complete circle; trailing arm counters. Finish in a planted surf brace.
  • VFX: Flat plasma disk spins once at waist/knee height, then dies.

8 — Corona Bite (Plasma + Kinetic)

  • Read: spin-compress → detonate. Micro-nuke flyout.
  • Character: Elbows in, fists at sternum (contain). Compact 360° whip winds the charge, then the spin breaks into an instant chest-bang open — still no jump.
  • VFX: Tiny bright pin at center pops (no mushroom cloud); air hardens.

7 — Atom Snap (Fission + Kinetic)

  • Read: sweep the field, then kick it away. Rad tick + shove.
  • Character: Clinical 360° scanner turn — one palm down, body rotates clean like a turret. Last eighth of the turn becomes a hard kinetic chop-reject.
  • VFX: Pale rad-ring expands along the ground like a scanner sweep, then collapses.

6 — Decay Ring (Isotopic + Kinetic)

  • Read: spin the poison out of the core. Toxin + cough-blast knockback.
  • Character: Hunched contain, then a dirty 360° rupture-spin — torso corkscrew, arms shove toxin mist into a swirling dome. Head whips with the spin; slight cough hitch.
  • VFX: Toxic bladder at feet ruptures into a low expanding dome.

5 — Sporeshock (Toxin + Kinetic)

  • Read: become the spark crown for one turn. Zap + cartwheel out.
  • Character: Fingers splay; arms draw a live 360° lightning hoop around the torso (spin with the hoop). Snap-stop; residual arcs on the gauntlets.
  • VFX: Horizontal lightning crown snaps once at chest/hip height.

4 — Volt Halo (Arc + Kinetic)

  • Read: freeze → spin-crack → blast. Ice pop + blast-away.
  • Character: Body locks icy-stiff, then a sharp 360° shatter-spin — elbows out, ice plates break off mid-turn. Stops abrupt; breath cloud.
  • VFX: Ice crystallizes underfoot, then explodes outward in shards.

3 — Rimeburst (Cryo + Kinetic)

  • Read: whirl and throw the heat sheet. Burn + skid outward.
  • Character: Chest fills with heat; a full-body 360° sheds a ribbon of fire/ash at waist height (burning-cloak shed). Ends braced, one palm trailing heat.
  • VFX: Heat shimmer along the floor; ash strips peel outward.

2 — Cinder Sheave (Thermal + Kinetic)

  • Read: spin the quake into the floor. Near foes ragdoll outward.
  • Character: Hard knee dip, then a tight 360° pivot on the lead foot while arms carve a horizontal shock ring. Finish planted, fists open at the hips.
  • VFX: Ground buckles in a ring; dust/shock lines race out.

1 — Pressure Quake (Kinetic)

  • Channel mix uses combat damage channels: Kinetic, Thermal, Cryo, Arc, Toxin, Isotopic, Fission, Plasma, Void (Prism Storm can flicker multiple).
  • Knockback tiers (baseline): 0–2 m heavy fly/tumble outward · 2–5 m strong stagger + slide out · 5–8 m hit react / light push.
  • Each burst is short (≈0.2–0.45 s) so varieties can chain inside the takedown window.
  • Character stays grounded — 360° flourishes and pivots are allowed; no jump, hang-time, or aerial slam (reserved for Ultimates / combo skills).
  • Kinetic is always present: release of energy shoves or flies enemies outward (stronger nearer the core).
  • Radial attack centered on the operative (TPP Special Takedown camera).
  • Automatic / random / no player control — the storm sequences itself.

Shared Rules (All 10)

  • When Special Takedown fires at Singularity (30 combo), the climax is a short automatic radial storm of energy releases. Bursts fire quickly, randomly, and without player aim or button input. Every burst includes Kinetic outward kickback — close enemies are thrown away from the operative as energy releases. Channels can appear in any order; repeats are allowed across the storm.

Figure D2. Singularity Burst Storm — 10 grounded radial varieties (360° flourish OK; no jump) + Kinetic outward kick.

Singularity Burst Storm (Special Takedown Payload)

Experimental Scenario (Early Chain — Still Tier 1)

Section titled “Experimental Scenario (Early Chain — Still Tier 1)”
  • 1 FPP breach — two hostiles ahead.
  • 2 RT headshot Grunt 1 — Combo 1 (Tier 1).
  • 3 Move toward Grunt 2 and tap Square — TPP lunge/slice — Combo 2.
  • 4 Hold LT during blade follow-through — FPP + dilation; sniper visible.
  • 5 RT neutralize sniper — Combo 3.
  • 6 Square + Vault over cover into Shielded Enforcer → spine execution — Combo 4. Arena clear.
  • (Optional: double-tap Left/Right Dodge to slip gunfire before the vault.)
  • Singularity example: continue the chain to 30 combo → auto Special Takedown pulls to TPP → Flow resets to Tier 1 (0). Climb again for the next payoff.

TBD-056 — Flow toughness (no Block). Locked 2026-11-05: Health damage dumps Flow to Tier 1 + 0.5 s stagger. Shield/Armor chips that do not reduce Health do not dump. FS-CMB-004 · singularity Spec.