All skills
thedivergentai avatar

/godot-genre-fighting

@9d6e91e

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.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-genre-fighting

This session only. Nothing lands on disk.

SKILL.md

β‰ˆ135 tokens always: the name and description. β‰ˆ3.7k when used: this file. β‰ˆ3.3k more on demand in 2 files.

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.

πŸ›  Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. fighting_input_buffer.gd β€” buffers + motion (QCF/DP)
  2. direct_hitbox_query.gd β€” exclusive hit resolution path (intersect_shape)
  3. rollback_state_serializer.gd β€” 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) β€” resolve hits via direct_hitbox_query, not Area signals.

Modular Components

Restored from baseline (load on demand)


Core Loop

Neutral β†’ Confirm Hit β†’ Combo β†’ Advantage β†’ Repeat

Decision Trees (no Area2D / inline system dumps)

Frames & fixed loop

Need Action
Attack timing Resource .tres with startup/active/recovery/advantage β€” 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 β€” disable accumulated input

Hitboxes

Need Action
Frame-perfect hit MANDATORY exclusively direct_hitbox_query.gd
Volume authoring helper hitbox_component.gd for shapes/layers β€” 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 β€” 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 β€” 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 β€” do not preload the whole lattice.

Official Documentation

  • Idle and physics processing β€” Fighting logic must run on a fixed physics tick (or custom frame counter), not variable _process deltas.
  • Input β€” Disable use_accumulated_input and sample actions per frame so buffers and motion windows stay deterministic.
  • Input examples β€” Action maps and event handling patterns behind 5–10 frame buffers and motion detection.
  • Controllers, gamepads, and joysticks β€” Stick deadzones and digital gate thresholds for clean QCF/DP direction history.
  • Using Area2D β€” Hitbox/hurtbox volumes, monitoring vs monitorable, and why signal lag is often too late for frame-perfect trades.
  • Physics introduction β€” Collision layers/masks for High/Low/Throw filtering instead of string groups in the hot path.
  • PhysicsDirectSpaceState2D β€” Immediate intersect_shape hit resolution without waiting on Area2D overlap signals.
  • PhysicsShapeQueryParameters2D β€” Shape query setup (mask, exclude, collide_with_areas) for direct hitbox checks.
  • AnimationMixer β€” ADVANCE_MANUAL / callback mode so attack clips advance in lockstep with integer frame data.
  • Resources β€” Store startup/active/recovery, cancels, and balance profiles as .tres dataβ€”not hardcoded script constants.
  • High-level multiplayer β€” Authority, RPCs, and peer roles when adding netplay around a deterministic fighter sim.
  • ENetMultiplayerPeer β€” UDP/ENet transport for rollback-friendly input exchange without TCP head-of-line blocking.

Related Skills

Prerequisites
  • godot-project-foundations β€” Physics tick rate, input map, and project defaults must be locked before frame-data systems stay deterministic.
  • godot-input-handling β€” Action sampling, device mapping, and buffer-friendly input plumbing under motion commands and cancels.
  • godot-2d-physics β€” Layers/masks and direct space queries are the substrate for hitbox/hurtbox resolution without Area signal lag.
  • godot-characterbody-2d β€” Grounded movement, facing, and teleport/reset_physics_interpolation contracts fighters still need outside pure hit detection.
Complements
  • godot-combat-system β€” Shared DamageData / hit confirm patterns that fighting frame data specializes into startup-active-recovery windows.
  • godot-animation-player β€” Hitbox enable tracks, cancel frames, and recovery locks driven from animation rather than free-running timers.
  • godot-state-machine-advanced β€” IDLE/ATTACKING/HITSTUN/BLOCKSTUN FSMs with integer state_frame counters instead of await-based recovery.
  • godot-resource-data-patterns β€” Move lists, cancel tables, and FighterBalanceProfile resources with safe duplication per fighter instance.
  • godot-signal-architecture β€” Hit confirm, round end, and HUD events without coupling the sim loop to presentation nodes.
  • godot-multiplayer-networking β€” Peer sync, RPC discipline, and authoritative validation around rollback or delayed-input netcode.
  • godot-adapt-single-to-multiplayer β€” Prediction, reconciliation, and lobby/late-join patterns when a local fighter becomes netplay-ready.
Downstream / consumers
  • godot-monte-carlo-balancer β€” Simulate matchup matrices, damage scaling, and punish windows across the roster instead of guessing from AFKβ†’pro PvE bands.
Master
  • godot-master β€” Library router and mirrored module entry for discovering fighting peers and syncing shared script mirrors.

Source: SKILL.md on GitHub

1 warning16d4 checks Β· Risk SAFE
  • Gen Agent Trust Hub16d

    This skill provides a robust blueprint for fighting games in Godot, implementing professional patterns for frame-perfect logic, input buffering, and rollback netcode. The scripts follow industry-standard deterministic design principles, and no security risks were identified.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW Β· No issues

  • Runlayer7mo

    3/3 files flagged

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

README badge

README badge for thedivergentai/gd-agentic-skills/godot-genre-fighting