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.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-fighting
Expert blueprint for 2D/3D fighters emphasizing frame-perfect combat and competitive balance.
_physics_process with a frame-counter) and call reset_physics_interpolation() on teleport.PhysicsDirectSpaceState.intersect_shape() to query hitboxes instantly without Area2D signal lag.Area2D.get_overlapping_areas(); strictly use intersect_shape() for immediate, frame-perfect resolution.scale.x = -1) for character flip; strictly adjust the dedicated Visuals node while managing hitbox offsets programmatically.AnimationMixer with ADVANCE_MANUAL for frame-synced playback.yield or await for frame-critical logic; strictly use Integer Frame Counting within state machines to manage recovery/startup windows perfectly.Resource files (.tres) with delegated logic for damage scaling, cancels, and combo-state tracking.Input.use_accumulated_input enabled; strictly disable it to preserve sub-frame timing for precise combo links.> 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
StringName comparisons in AI states..tres frame-data Resource (startup/active/recovery, advantage).state_frame.@tool editor frame scrubber for hitbox alignment.Neutral → Confirm Hit → Combo → Advantage → Repeat
| 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) |
| Need | Action |
|------|--------|
| 5–10f buffer + QCF/DP | MANDATORY fighting_input_buffer.gd |
| Sub-frame links | input_accumulation_control.gd — disable accumulated input |
| 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 |
| 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 |
| Need | Action |
|------|--------|
| Snapshots | MANDATORY rollback_state_serializer.gd |
| Transport | UDP/ENet via raw_byte_network_sync.gd; peer godot-multiplayer-networking |
| 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.
| 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 |
> LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
> 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.
_process deltas.use_accumulated_input and sample actions per frame so buffers and motion windows stay deterministic.intersect_shape hit resolution without waiting on Area2D overlap signals.ADVANCE_MANUAL / callback mode so attack clips advance in lockstep with integer frame data..tres data—not hardcoded script constants.reset_physics_interpolation contracts fighters still need outside pure hit detection.state_frame counters instead of await-based recovery.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
Extracts and analyzes competitors' ads from ad libraries (Facebook, LinkedIn, etc.) to understand what messaging, problems, and creative approaches are working. Helps inspire and improve your own ad campaigns.
Identifies high-quality leads for your product or service by analyzing your business, searching for target companies, and providing actionable contact strategies. Perfect for sales, business development, and marketing professionals.
Analyzes your recent Claude Code chat history to identify coding patterns, development gaps, and areas for improvement, curates relevant learning resources from HackerNews, and automatically sends a personalized growth report to your Slack DMs.
Complete App Store Optimization (ASO) toolkit for researching, optimizing, and tracking mobile app performance on Apple App Store and Google Play Store
NGS analysis toolkit. BAM to bigWig conversion, QC (correlation, PCA, fingerprints), heatmaps/profiles (TSS, peaks), for ChIP-seq, RNA-seq, ATAC-seq visualization.
Materials science toolkit. Crystal structures (CIF, POSCAR), phase diagrams, band structure, DOS, Materials Project integration, format conversion, for computational materials science.
Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-genre-fighting from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.