docs/design-packages/DPS-002_CombatFoundation/03_ENGINEERING/COMBAT_STATE_MACHINE.md

Combat State Machine

Combat owns attack phase, active hitboxes, combo index, input buffer, attack recovery, hit confirmation and damage events.

Movement owns velocity, grounded state, dash availability, jump state, facing, landing and air control.

The prototype uses CombatStateMachine composed into ExperienceLabScene.

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