The engine allows the user to create his own custom characters. Using its Kokusai Fighter Editor, he can create animations, collision boxes, finite states, AI, combos, ecc.
The user can also create his own custom stages. Using the Kokusai Stage Editor, he can create stages with multiple layers, parallax backgrounds, animated sprites, particle emitters, collision boxes, ecc.
Data for characters and stages are saved in XML files, and loaded through the Custom Content Pipeline. But unlike MUGEN, there is only one XML file, for every character and stage.
Like MUGEN, characters AI uses Finite State Machines, but it's powered with Reinforcement Learning (Q-Learning), Fuzzy Logic and N-Gram Predictor.
The engine can detect combos, created through the Kokusai Fighter Editor. Like MUGEN, collision detection uses collision boxes for every animation frame.