Combo System Outline The combo system deals with processing of a combo: a series of skills that adds an extra damage to the opponent if all those skills hit it. Each hit in a combo must occur within a specific period called combo limit. A combo can be counteracted by a skill called combo breaker, e.g., during the execution of a combo by P1, if P2 conducts a proper combo breaker at the right timing the combo will be failed and P1 will instead receive an extra damage. Combo Table 1 defines 14 combos, their extra damage and combo breaker(s). To form a complete combo, skills must be executed in respective order. In addition, each of them must hit the opponent -- regardless of whether or not it is guarding -- and the period between two consecutive hits must be within the combo limit, set to 30F in FightingICE. Table 1 Combo Table ID 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 st attack 2 nd attack STAND_ A STAND_ A STAND_ A STAND_ A STAND_ A STAND_ A STAND_ A STAND_ A STAND_ A STAND_ B STAND_ A STAND_ B STAND_ A STAND_ B STAND_ B STAND_ A STAND_ B STAND_ A STAND_ B STAND_ B STAND_ B STAND_ B CROUCH_ A CROUCH_ A CROUCH_ A CROUCH_ A CROUCH_B STAND_ A 3 rd attack STAND_ A STAND_ A STAND_ B STAND_ B STAND_ A STAND_ B STAND_ FA STAND_ A STAND_ B STAND_ FA STAND_ FA CROUCH_ A CROUCH_ B STAND_A 4 th attack STAND_ A STAND_ FA STAND_ B STAND_ FB STAND_ FA STAND_ FB STAND_ FA STAND_F_D_DFA STAND_ F_ D_ DFB STAND_ FA STAND_ FB CROUCH_ FA CROUCH_ FB CROUCH_FA Extra damage Combo breaker 5 STAND_ A 10 STAND_ A 10 STAND_ A 15 STAND_ A 15 STAND_ B 20 STAND_ B 20 STAND_ B 25 STAND_ FA 20 STAND_ FA 15 CROUCH_ A 20 CROUCH_ A 10 CROUCH_ A,CROUCH_ B 30 CROUCH_ A,CROUCH_ B 15 STAND_FA Combo breaker As shown in Table 1, each combo has one or two combo breakers, which are mainly set to the 1st or 2nd attack of the combo itself. The aforementioned right timing for invoking a combo breaker is to hit the opponent currently performing the combo by one of its combo breakers after the completion of the combo’s 2nd skill and before the hit by the combo’s 4th skill. If the combo breaker succeeds, the current combo will be failed and the combo executer will be given an extra damage instead. Such an extra damage is calculated by averaging the extra damages of all possible combos determined by the most recent series of attacks. For example, Figure 1 shows a situation where P1 is executing combo 1 by continuously hitting P2 with STAND_A and STAND_A. Figure 2 shows a situation where P2 successfully counteracts the combo by invoking the combo breaker STAND_A that hit P1 and caused a total damage of 15 (a sum of 5, from STAND_A, and 10, the average of the extra damages of combos 1, 2, 3, and 4). Note that the energy of P1 and P2 can be derived according to the following parameters in Motion.csv for each character: attack.HitAddEnergy: the amount of gained energy when the skill hits the opponent. attack.GuardAddEnergy: the amount of gained energy when the skill hits the opponent that is guarding. attack.GiveEnergy: the amount of energy added to the opponent when it is hit by the skill. Figure 1 P1 conducts two STAND_As. Figure 2 P2 successfully conducts the combo breaker. Extra damage As mentioned earlier, an extra damage, whose amount for each combo is shown in Table 1, will be given to the opponent AI when the combo by your AI is completed. Figure 3 shows a situation right before combo 1 by P1 is completed while Figure 4 shows the situation right after the combo is completed, in which change in P2’s HP can be observed. After combo 1 by P1 is completed, P2 receives the total damages of 5×4 + 5 or 25. Figure 3 Before the completion of combo 1 by P1, already executing three STAND_As. Figure 4 After the completion of combo 1 by P1. Hit count Hit count in the screen indicates the progress of the current combo, in other words, the number of consecutive hits up to four. Figure 5 shows that the first skill by P1 hit P2. Figure 5 Hit count.
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