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Development

How the moves are made

Published 15 September 2026. The process behind every move in STIX Duel, for people who like to know.

Every move in the game is twelve points, traced by hand from reference footage of the fights everyone knows, one key pose at a time. The game plays those keys exactly as drawn.

Reference figure · guard and the traced moves

Twelve points, one head

The figure is a head, a neck, a pelvis and a bend point in the torso, then an elbow and a hand on each side and a knee and a foot on each side. That is the whole rig. It stands 3.8 heads tall, the head is 27 percent of its standing height and the limbs are drawn a third of a head thick, which is what makes it read as the stick figure people already know rather than a diagram.

height3.8 heads
head, of standing height27%
stroke, of head34%
points per frame12

Traced, not computed

A move starts as footage. Each key pose of the move is traced onto the twelve points by hand, at 24 frames a second, and the trace is checked against the footage until the timing reads right: the wind-up, the moment of contact, the recovery. Hand-authored poses, carefully timed motion: the game preserves the deliberate holds and the sharp impacts, with controlled transitions between the poses, so what you see on the phone is what was drawn.

That is why a move can be traced on a Tuesday and thrown on a phone on a Wednesday, and why players will be able to make their own.

Six on the buttons, forty-six in the library

Six buttons: jab, uppercut, front kick, jump kick, sweep and block. The library holds forty-six traced moves, and twenty-two of them are mapped to those buttons and their directions; the rest are the bench, kept so the vote among founders is a real one. The figure at the top of this page is running the same numbers the game runs.

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