Design Action Combat Treat combat as explicit state machines with visible, testable timing rather than animation-driven guesses. Specify every combat verb For each player or enemy action, define: startup, active window, recovery, cancellation rules, resource cost, contact shape, damage/posture outcome, cooldown, and feedback. Make telegraph, danger, contact, and recovery readable at normal camera distance. Use authoritative outcomes - Drive hits, blocks, parries, and interrupts from authoritative collision/contact events. - Require direction, range, phase, and state validity before resolving…