Initiating a MS...
It starts with an attacker swooping toward someone, of course...
If the defender is blocking or has the melee attack selected (nobody needs to be targeted necessarily), the MS starts. If not, they get thrown into the ground (if from the back), kicked across the screen (if from the side), or for head on attacks, they get punched in the gut and stagger/float back a little ways, doubled over and stunned. If they get meleed again while they're stunned, they fly across the map. (it makes sense that this should do more damage, especially since the player is more likely to see it coming from the front...)
When the MS begins, the players have five basic controls...forward, backward, left/right, turbo and teleport...
The forward and backward keys would determine each player's aggressiveness in the MS...If the player is attacking, he would be hitting very rapidly, but would drain ki at the same time. A defensive player would block attacks, taking very little or no damage, and would drain ki very slowly.
If both players are in attack mode, they would deal damage to each other, but they would also automatically block about half the shots, draining ki the whole time...
If both players go into defensive mode, they will back out of the struggle after about 1-2 seconds
If the player hits the left/right keys they will start dodging attacks, which will drain ki about as fast as attack mode, but the player takes no damage while dodging...
We can add maybe a 2.5% chance per hit that it will connect while the defender is in dodging mode, but if it does, the dodger will fly across the map and the struggle will end.
Going into Turbo mode will double this chance of striking a dodging person, but otherwise it only increases the damage done by each hit.
If both people are in dodge mode or defensive stance, they will exit melee after 4-5 seconds. During this time ki drain will be minimal for both people. Teleport escapes
If the person lets go of the directional keys he will continue whatever stance he was last in
If someone needs to teleport out of a MS they can attempt it, but the other player will automatically follow with his own teleport and continue the melee...This gives the weaker opponent a way out of the struggle, if he has enough ki to do multiple teleports...If someone attempts to teleport out, they have a 20% chance for success...If one player attemps a teleport to escape and is followed, the other person teleports with reduced loss of ki - this will prevent teleport spamming from people with higher pls
When someone runs out of ki in a power struggle they will be kicked across the map if the other player was in aggressive mode, thrown if he was in defensive mode, or gut punched/stunned if he was in dodge mode at the time.
During melee the punches can deal maybe 5 pts of damage each (1 "punch" per sec for damage purposes, though hopefully it will look much faster), this will drop to 1 point or no dmg if the other player blocks it. In turbo mode, the damage will increase by 3 points for either case. This can be adjusted based on the difference in pls, but I think it's a good base damage for roughly equal pls.