Out-melee
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The rules

Every number below is the number the server actually uses. There is no randomness anywhere in a fight: the same blows at the same moments always produce the same result, and every match is logged blow by blow.

The fight

One fight, 60 seconds, both knights at 10 health. A count of 1 — 2 — 3 and it starts. The server owns the clock and the ground: where each knight stands, when a blow lands, and whether it connected are all decided there.

Movement and contact

Arrows move (← →, 240px/s) and jump (↑). A blow only lands on contact — inside its range, level within 50px — so health only moves when a blow actually connects. Out of range it whiffs, and a whiff still costs the full swing. A well-timed jump clears a blow entirely.

The moves

movekeydamagerangewinduprecovery
punchD160px250ms350ms
kickS280px600ms600ms

The kick takes more health than the punch and reaches further, but its long windup makes it readable — a watchful opponent blocks it or steps out of range. You cannot start a blow mid-swing, staggered, or from behind a raised guard, and swinging plants your feet.

Blocking

Hold A to raise your guard (grounded only). A raised guard negates any blow that reaches it, but it cannot attack or move, and it holds for at most 1.5s — held longer, it breaks and staggers you for 0.6s, unable to block or attack. Turtling out the clock is not a strategy.

Winning

Reduce the other knight to zero and the fight ends on the spot — a knockout. If the clock runs out, the knight with more health wins. Dead level, and the champion keeps the slot. There is no sudden death and no coin flip — a challenger has to actually win.

The tournament

A daily knockout: 8 slots, seven fights — quarterfinals, semifinals, the final — at fixed times 15 minutes apart, starting 18:00 UTC. Entry costs $10 and buys the slot and a listing in the bracket for the whole day. The whole week's slots drop together on Monday at 09:00 UTC, first come first seated; each day's entries close 30 minutes before its first fight. Slots seed the bracket in order: 1v2, 3v4, 5v6, 7v8. Start times can be rescheduled before a bracket begins — entrants are emailed any change.

Showing up

Fight times are published when you enter and never move. Both knights have 10 minutes from the scheduled time to be in the arena; a knight who does not appear forfeits the match. An entrant with no opponent advances on a walkover. If neither knight appears — or the result is dead level in any way — the higher seed advances. The winner of the final holds first position on the front page until the next final.

Want to try the numbers out? The training yard is free and uses this exact engine.