Combo Dojo
Learn combos the way fighting-game players do, with frame data on screen. Then build your own fighting game with the same kit.
Combo Dojo is the home of comboKit 1.1.8, a combat kit for fighting games, brawlers and action RPGs. Play the dojo here, or install comboKit into your own world and build on it.
In the dojo
- Seven stations, one per move set. Two training dummies at each station run that set's strings: one attacks, the other blocks every other string and shows off the set's defensive tricks (counter stance, perfect dodge).
- Look at a pair and read it. An input display shows every press, as an arcade lever, a numpad notation log, or Xbox / PlayStation / keyboard glyphs. Frame data shows as a live timeline bar or the full move table. Health bars and combo counts sit on top.
- Hitboxes on. One button shows red hitboxes, blue hurtboxes, yellow throws, white invincible frames and orange armour, frame by frame.
- Fight them yourself. Open Move sets & schemes to pick any move set, input scheme and motion leniency, then Fight here.
- Plays on a phone. The touch scheme gives you an on-screen arcade stick and big attack buttons, laid out around the read-outs.
- Play together. Two players can share a station; every hit lands once, and both screens show the same health.
The move sets
| Set | Style | |
|---|---|---|
| 1 | Brawler | punch and kick strings, invincible uppercut, rushing elbow |
| 2 | Swordsman | three-slash string, launcher, long thrust, counter stance |
| 3 | Grappler | 360 command throw, half-circle backbreaker, armoured charge |
| 4 | Zoner | quarter-circle fireball, invincible anti-air, long pokes |
| 5 | ARPG Light/Heavy | one-button light string, heavy finisher, hold-to-charge heavy |
| 6 | Phantom | invincible dodge roll, dodge-cancel counter, perfect-dodge punish |
| 7 | Commando | charge moves: sonic boom, flash kick |
The input schemes
Classic six-button (three punches, three kicks, strict motions) · Simplified (Light, Medium, Heavy + Special, easy motions) · One button · Touch (on-screen stick and buttons). Every move set plays on every scheme, on keyboard, gamepad and touch.
For creators: comboKit
- 60 fps fight clock with a 6-frame input buffer; deterministic, so the same inputs give the same result everywhere.
- Motions: quarter and half circles, dragon punch, 360, double quarter circle, charge, double-tap dashes. Strict or lenient, and a refused motion says why.
- Cancel windows that refuse a late cancel and name the frames allowed.
- Frame data for every move, and a checker that catches numbers that don't add up.
- Hitboxes, hurtboxes, invincible frames, armour, counters, throws and projectiles.
- Animation hooks (wind-up, hit, recovery end) and a default animation driver.
- Moves and move sets are plain data; swap a fighter's whole move set with one setting.
- Multiplayer: the attacker's owner decides each hit, and other players re-check move starts and hit claims.
- One install brings controlsKit, SecondWind (with MatchFlow and Lifeline), juiceKit and weaponsKit.
Two guides ship with the kit
- How to add combos, special moves, frame data and hitboxes to your game: what comboKit is, how move sets, input schemes, the input buffer, frame windows, hitboxes and the multiplayer side fit together, and what to do first.
- How to make a fighting game: from an empty world to a two-player brawler with health bars, best-of-three rounds, hit effects, a CPU stand-in and controls on keyboard, gamepad and phone.
Open them with the guides tool at comboKit.package/howToUse and comboKit.package/fightingGameExample once comboKit is installed. The package README is the short reference, with a first example you can paste into a scene.
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