Locate the floor beneath the figures
Stickman: Fighter 3D introduces its combat in a three dimensional arena. Begin by looking at the fighters' relationship to the visible ground, not just at the upper bodies. A floor feature, a nearby object, or another stable detail actually shown can help you interpret depth. This is a visual reading exercise; the description does not establish whether the characters can move freely along every depth axis.
Distinguish overlap from contact
Two figures may overlap in the screen image while the actual encounter still needs clearer evidence about their relationship. Watch the game's own response to an action rather than treating silhouette overlap alone as proof of a hit. If an impact effect, animation, or status change is provided, connect that feedback with the positions you saw. Let the actual presentation establish what counts as contact instead of importing a flat arena's spacing expectations.
Reorient when the view changes
If the camera or fighters change the visible angle, locate the floor reference again before interpreting the next exchange. The same distance can look different from another view. Mouse or touch is the stored input category, with the loaded instructions supplying the actions. Keeping a ground reference and contact evidence separate makes the three dimensional scene easier to understand than following only the most dramatic movement of the fighters' upper bodies.
Action
A flat screen presents a three dimensional fight, so apparent overlap is not the only evidence for where the fighters stand.