SAFFRON RIDER

COMBAT LAB / PROTOTYPE 01
ISOLATED GRAYBOX
TEST FLOOR / 01

The bazaar

Training targetReady
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SAFFRON RIDER100 / 100
AGNI
0 / 100
TRAINING TARGET600 / 600
Passive · launchable
0HIT CHAIN
60 HZ SIMPROCEDURAL ACTORS / NOT FINAL ART
STILLNESS WITHIN. STORM WITHOUT.

Find your opening.

Launch. Follow. Choose your finish.
No beat matching. Just the fight.

Keyboard, gamepad, or the fight stick below on touch screens
SAFFRON RIDER · FIGHT STICK
▲ LAUNCH
▼ SLAM
LIVE FRAME DATAUNFROZEN
READYF 00
StartupActiveRecovery
HEIGHT 0.00 mGUARD 0 / 100JUGGLE 0 / 3LAST No contact
MOVEAD / arrows
ATTACKJ Light K Heavy
DEFENDI Guard Shift Dodge
SPECIALL Agni 25 meter
CONTROL SHEET

Make the opening yours.

Attacks happen when you press them. Chain the next input shortly after contact. On a successful launcher, press jump immediately to pursue.

Ground branches
J → J → K knockback
J → ↑ K → Space launch and pursue
Air branches
J → J → ↓ K slam
J → K horizontal knockback
Defense
Hold I to guard. Press just before contact for a counter. Shift dodges; add a direction, or backstep by default.
Special
L spends 25 meter on Agni. Meter comes from confirmed hits, counters, and perfect dodges.
Standard gamepad
West: light · North: heavy · South: jump · East: dodge · LB: guard · RT: Agni · Start: pause.
Fight stick (touch)
Lever left / right moves; hold it up or down while pressing HEAVY for the launcher or the slam. Six buttons: LIGHT, HEAVY, AGNI over JUMP, GUARD (hold), DODGE. On a phone held sideways the arena fills the screen and the stick floats over it.
Threats
Cyan spark: blockable strike. Amber claw: unblockable grab. The closing ring shows impact timing.

Prototype poses, not final character animation. Real gamepad hardware validation is still pending.