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Godot Genre Fighting

thedivergentai/godot-genre-fighting

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.

12k tokens
context cost
the whole folder, loaded on every use
21
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-fighting

The instruction itself

27 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Genre: Fighting Game

Expert blueprint for 2D/3D fighters emphasizing frame-perfect combat and competitive balance.

NEVER Do (Expert Anti-Patterns)

Frame-Data & Logic

  • NEVER use variable framerates; strictly lock logic to a Deterministic Fixed Loop (using _physics_process with a frame-counter) and call reset_physics_interpolation() on teleport.
  • NEVER use standard Physics for hit detection; strictly use PhysicsDirectSpaceState.intersect_shape() to query hitboxes instantly without Area2D signal lag.
  • NEVER skip Damage Scaling; strictly apply 10% reduction per hit in a combo to prevent infinite matches.
  • NEVER make all moves safe on block; strictly ensure high-reward moves have Recovery Windows where the attacker is punishable.
  • NEVER rely on Area2D.get_overlapping_areas(); strictly use intersect_shape() for immediate, frame-perfect resolution.
  • NEVER forget Hitbox Proximity (Proximity Guard); strictly trigger guard states when a hitbox enters a nearby zone, even if it hasn't landed.

Character & Animation

  • NEVER use simple parenting (scale.x = -1) for character flip; strictly adjust the dedicated Visuals node while managing hitbox offsets programmatically.
  • NEVER use string-based animation triggers; strictly use AnimationMixer with ADVANCE_MANUAL for frame-synced playback.
  • NEVER use yield or await for frame-critical logic; strictly use Integer Frame Counting within state machines to manage recovery/startup windows perfectly.
  • NEVER store frame data in raw scripts; strictly use Resource files (.tres) with delegated logic for damage scaling, cancels, and combo-state tracking.
  • NEVER use deep node hierarchies for character parts; strictly keep skeletons shallow to reduce transformation overhead.

Input & Networking

  • NEVER skip Input Buffering; strictly implement a 5-10 frame buffer to ensure lenient, responsive execution for the player.
  • NEVER leave Input.use_accumulated_input enabled; strictly disable it to preserve sub-frame timing for precise combo links.
  • NEVER use client-side hit detection for netplay; strictly use rollback netcode or server validation to prevent desyncs.
  • NEVER use standard TCP for multiplayer; strictly use UDP/ENet to avoid head-of-line blocking during latency spikes.
  • NEVER rely on the SceneTree for fighter transforms in netplay; strictly manage positions in a serializable data buffer.

🛠 Expert Components (scripts/)

> MANDATORY reads before implementing the matching system:

> 1. fighting_input_buffer.gd — buffers + motion (QCF/DP)

> 2. direct_hitbox_query.gd — exclusive hit resolution path (intersect_shape)

> 3. rollback_state_serializer.gd — snapshot/restore for netplay

Original Expert Patterns

  • fighting_input_buffer.gd - Frame-locked input engine (60fps) with motion command fuzzy matching (QCF/DP).
  • hitbox_component.gd - Hitbox/hurtbox volume helper (layers High/Low/Throw) — resolve hits via direct_hitbox_query, not Area signals.

Modular Components

  • deterministic_physics_loop.gd - Custom loop pattern for frame-perfect game state progression.
  • direct_hitbox_query.gd - PhysicsServer shape-casting for immediate collision resolution.
  • hit_stop_controller.gd - Dynamic time-scale manipulation for "impact" feel.
  • manual_animation_advancer.gd - Frame-synced animation control via manual delta processing.
  • rollback_state_serializer.gd - Serialization logic for managing discrete game state snapshots.
  • bitwise_state_flags.gd - High-performance bitwise flags for fighter state tracking.
  • input_accumulation_control.gd - Toggle for disabling Godot's input accumulation for sub-frame timing.
  • raw_byte_network_sync.gd - UDP-based state synchronization for netplay efficiency.
  • string_name_optimization.gd - Pattern for using pointer-level StringName comparisons in AI states.
  • round_timer_logic.gd - Logic for frame-synced match timers and timeout triggers.

Restored from baseline (load on demand)

  • attack_resource.gd - .tres frame-data Resource (startup/active/recovery, advantage).
  • combo_tracker.gd - Damage scaling (~10%/hit) and combo state.
  • fighter_state_machine.gd - IDLE/ATTACKING/HITSTUN with integer state_frame.
  • fight_game_state.gd - Serializable rollback snapshot shell (pair with rollback_state_serializer.gd).
  • move_set_loader.gd - JSON move-list loader for designer iteration.
  • frame_advancer.gd - @tool editor frame scrubber for hitbox alignment.
  • fighter_balance_profile.gd - Per-roster damage/movement/defense scaling Resource.

Core Loop

Neutral → Confirm Hit → Combo → Advantage → Repeat

Decision Trees (no Area2D / inline system dumps)

Frames & fixed loop

| Need | Action |

|------|--------|

| Attack timing Resource | .tres with startup/active/recovery/advantage — not script constants |

| 60fps sim step | deterministic_physics_loop.gd |

| Anim sync to frames | manual_animation_advancer.gd (ADVANCE_MANUAL) |

Input

| Need | Action |

|------|--------|

| 5–10f buffer + QCF/DP | MANDATORY fighting_input_buffer.gd |

| Sub-frame links | input_accumulation_control.gd — disable accumulated input |

Hitboxes

| Need | Action |

|------|--------|

| Frame-perfect hit | MANDATORY exclusively direct_hitbox_query.gd |

| Volume authoring helper | hitbox_component.gd for shapes/layers — never area_entered / get_overlapping_areas for resolution |

| Proximity guard | Query expanded shape before active frames land |

Combos / cancels

| Need | Action |

|------|--------|

| Damage scaling ~10%/hit | Track in combo state; store cancel hierarchy on Attack Resources |

| States | IDLE/ATTACKING/HITSTUN/BLOCKSTUN… with integer state_frame — peer godot-state-machine-advanced |

Netcode

| Need | Action |

|------|--------|

| Snapshots | MANDATORY rollback_state_serializer.gd |

| Transport | UDP/ENet via raw_byte_network_sync.gd; peer godot-multiplayer-networking |


Balance Guidelines

| Element | Guideline |

|---------|-----------|

| Health | 10,000-15,000 for ~20 second rounds |

| Combo damage | Max 30-40% of health per touch |

| Fastest moves | 3-5 frames startup (jabs) |

| Slowest moves | 20-40 frames (supers, overheads) |

| Throw range | Short but reliable |

| Meter gain | Full bar in ~2 combos received |

For roster / matchup simulation, use godot-monte-carlo-balancer.

Common Pitfalls

| Pitfall | Solution |

|---------|----------|

| Infinite combos | Hitstun decay + gravity scaling |

| Area2D signal hits | Replace with direct_hitbox_query.gd |

| Lag input drops | Buffer 8+ frames |

| Desync | Deterministic loop + rollback serializer |

Expert knowledge (on demand)

> LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

  • expert-fighting-patterns.md — restored baseline pedagogy (architecture, WHY, implementation depth)
  • attack_resource.gd
  • combo_tracker.gd
  • fighter_state_machine.gd
  • fight_game_state.gd
  • move_set_loader.gd
  • frame_advancer.gd
  • fighter_balance_profile.gd

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API;

> load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

  • Idle and physics processing — Fighting logic must run on a fixed physics tick (or custom frame counter), not variable _process deltas.
  • Input — Disable use_accumulated_input and sample actions per frame so buffers and motion windows stay deterministic.
  • Input examples — Action maps and event handling patterns behind 5–10 frame buffers and motion detection.
  • Controllers, gamepads, and joysticks — Stick deadzones and digital gate thresholds for clean QCF/DP direction history.
  • Using Area2D — Hitbox/hurtbox volumes, monitoring vs monitorable, and why signal lag is often too late for frame-perfect trades.
  • Physics introduction — Collision layers/masks for High/Low/Throw filtering instead of string groups in the hot path.
  • PhysicsDirectSpaceState2D — Immediate intersect_shape hit resolution without waiting on Area2D overlap signals.
  • PhysicsShapeQueryParameters2D — Shape query setup (mask, exclude, collide_with_areas) for direct hitbox checks.
  • AnimationMixerADVANCE_MANUAL / callback mode so attack clips advance in lockstep with integer frame data.
  • Resources — Store startup/active/recovery, cancels, and balance profiles as .tres data—not hardcoded script constants.
  • High-level multiplayer — Authority, RPCs, and peer roles when adding netplay around a deterministic fighter sim.
  • ENetMultiplayerPeer — UDP/ENet transport for rollback-friendly input exchange without TCP head-of-line blocking.
Prerequisites
  • godot-project-foundations — Physics tick rate, input map, and project defaults must be locked before frame-data systems stay deterministic.
  • godot-input-handling — Action sampling, device mapping, and buffer-friendly input plumbing under motion commands and cancels.
  • godot-2d-physics — Layers/masks and direct space queries are the substrate for hitbox/hurtbox resolution without Area signal lag.
  • godot-characterbody-2d — Grounded movement, facing, and teleport/reset_physics_interpolation contracts fighters still need outside pure hit detection.
Complements
  • godot-combat-system — Shared DamageData / hit confirm patterns that fighting frame data specializes into startup-active-recovery windows.
  • godot-animation-player — Hitbox enable tracks, cancel frames, and recovery locks driven from animation rather than free-running timers.
  • godot-state-machine-advanced — IDLE/ATTACKING/HITSTUN/BLOCKSTUN FSMs with integer state_frame counters instead of await-based recovery.
  • godot-resource-data-patterns — Move lists, cancel tables, and FighterBalanceProfile resources with safe duplication per fighter instance.
  • godot-signal-architecture — Hit confirm, round end, and HUD events without coupling the sim loop to presentation nodes.
  • godot-multiplayer-networking — Peer sync, RPC discipline, and authoritative validation around rollback or delayed-input netcode.
  • godot-adapt-single-to-multiplayer — Prediction, reconciliation, and lobby/late-join patterns when a local fighter becomes netplay-ready.
Downstream / consumers
  • godot-monte-carlo-balancer — Simulate matchup matrices, damage scaling, and punish windows across the roster instead of guessing from AFK→pro PvE bands.
Master
  • godot-master — Library router and mirrored module entry for discovering fighting peers and syncing shared script mirrors.

How to use it

Copy the folder

Take thedivergentai/godot-genre-fighting from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.