godot-genre-fighting

v2026.09.24

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.

GitHub
安装命令
npx skhub add thedivergentai/godot-genre-fighting
Markdown
SKILL.md

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

Restored from baseline (load on demand)


Core Loop

Neutral → Confirm Hit → Combo → Advantage → Repeat

Decision Trees (no Area2D / inline system dumps)

Frames & fixed loop

NeedAction
Attack timing Resource.tres with startup/active/recovery/advantage — not script constants
60fps sim stepdeterministic_physics_loop.gd
Anim sync to framesmanual_animation_advancer.gd (ADVANCE_MANUAL)

Input

NeedAction
5–10f buffer + QCF/DPMANDATORY fighting_input_buffer.gd
Sub-frame linksinput_accumulation_control.gd — disable accumulated input

Hitboxes

NeedAction
Frame-perfect hitMANDATORY exclusively direct_hitbox_query.gd
Volume authoring helperhitbox_component.gd for shapes/layers — never area_entered / get_overlapping_areas for resolution
Proximity guardQuery expanded shape before active frames land

Combos / cancels

NeedAction
Damage scaling ~10%/hitTrack in combo state; store cancel hierarchy on Attack Resources
StatesIDLE/ATTACKING/HITSTUN/BLOCKSTUN… with integer state_frame — peer godot-state-machine-advanced

Netcode

NeedAction
SnapshotsMANDATORY rollback_state_serializer.gd
TransportUDP/ENet via raw_byte_network_sync.gd; peer godot-multiplayer-networking

Balance Guidelines

ElementGuideline
Health10,000-15,000 for ~20 second rounds
Combo damageMax 30-40% of health per touch
Fastest moves3-5 frames startup (jabs)
Slowest moves20-40 frames (supers, overheads)
Throw rangeShort but reliable
Meter gainFull bar in ~2 combos received

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

Common Pitfalls

PitfallSolution
Infinite combosHitstun decay + gravity scaling
Area2D signal hitsReplace with direct_hitbox_query.gd
Lag input dropsBuffer 8+ frames
DesyncDeterministic 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.

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.
  • AnimationMixer — ADVANCE_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.

Related Skills

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.
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最新版本元数据

版本

v2026.09.24

发布时间

2026年9月24日

分类

未分类

许可证

LGPL-3.0

源路径

skills/godot-genre-fighting

默认分支

main

最新提交

4c4d0ff

Tree SHA

4df5616