Fast, precise, counter-focused champion. Signature: Desert Falcon.
Strongest in the story lore. Heavy counters, wall pressure and Lionheart.
Night waterfront β’ moving boats β’ fountains β’ drones β’ crowd β’ LED walls β’ wind β’ reflections β’ championship fireworks.
Stage transition: heavy wall splat at the breakable railing moves combat from the main arena to the lower waterfront level.
| Event | Feel |
|---|---|
| Light Strike | 4f hit-stop β’ short pulse |
| Heavy Strike | 8f β’ camera kick β’ bass impact |
| Counter | 10f β’ snap zoom β’ double pulse |
| Wall Splat | 10f β’ debris β’ 70% haptic |
| Super Final | 14f β’ cinematic β’ 100% haptic |
| Championship KO | slow-motion β’ crowd β’ fireworks |
Starts from the opening logo. In the final game it becomes adaptive: oud/melody, percussion, bass, brass/strings, guitar, choir and final-round intensity run as separate layers.
Super attacks duck the music briefly; the final hit cuts it for a fraction of a second, then the full championship mix returns.
CPU fighters learn your habits without cheating. The AI tracks attack frequency, guard timing, throws, sidestep direction, preferred range, repeated combo starters and how you react under pressure.
Game modes: Adaptive CPU β’ AI Coach β’ Ghost Fighter trained from your style β’ Smart Training. Ranked PvP stays human-vs-human with no hidden AI assistance.
Unreal combat shell: FighterCharacter + CombatComponent + InputBuffer + Hitbox/Hurtbox + MoveData + ImpactProfiles + AdaptiveFighterAI + deterministic state machine.
Next visual milestone: Character Select β Rayan vs Haider β VS dialogue β live Jeddah entrance β playable Round 1.