Fighting Game · Guides & deep dives

V2 Bike Racing

Lean angle is the primary turn input.

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Section 108 defines motorcycle physics, bike-on-bike combat, bike classes, bike race modes, bike customization, and mixed bike-vs-car racing.

Bike Physics#

Lean angle is the primary turn input. Each bike has a per-bike lean limit and lean-recovery rate. Throttle-back and weight-shift inputs tune cornering.

Wheelie and stoppie input combos are available. High-speed instability makes a faster bike produce more wobble at max-lean.

Bike Combat#

Bike-on-bike combat uses a street-racer ruleset. The rider can punch, kick, and elbow an adjacent rider at speed. Each hit causes stagger and lean-loss.

Extreme hits trigger a knockdown cinematic. The bike continues riderless briefly and then crashes.

Bike Classes#

Bike class library entries are Sport Bike, Cruiser, Naked Sport, Adventure, Supermoto, and Electric. Sport Bike is litre-class track-focused, Cruiser is heavy with lower speed but stable, Naked Sport is mid-weight track-friendly, Adventure is off-road capable, Supermoto is urban agile, and Electric is silent with high torque.

Bike Race Modes#

Bike race modes are Circuit Bike, Sprint Bike, Drag Bike, Drift Bike, Off-Road Bike, Bike Pursuit, and Bike Combat Racing. Drift Bike has limited sliding rear tire behavior. Bike Pursuit is cops on bikes vs racer bikes. Bike Combat Racing cross-references Section 104 combat racing.

Customization#

Bike customization slots are tank, fairing, wheels, exhaust, seat, handlebars, rider helmet, leathers, and boots. Each bike has a per-bike eligible kit list.

Mixed-Class Racing#

Mixed-class race options allow bikes and cars in the same race. The per-class handicap gives bikes +25% acceleration vs car to balance mixed grids.

Verification#

BikeRacing_V2_Contract.json, bike-racing.json, the RaceModes.Module automation spec, and check-v2-bike-racing.py validate Section 108.