thedivergentai/gd-agentic-skills

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, …

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-genre-fighting

Summary

  • 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.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 678
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 15,326 B
  • docs SUMMARY.md 544 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 199 installs

SKILL.md

NEVER Do (Expert Anti-Patterns)

Frame-Data & Logic

  • NEVER use variable framerates; strictly lock logic to a Deterministic Fixed Loop (using physicsprocess with a frame-counter) and call resetphysicsinterpolation() 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.getoverlappingareas(); 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.useaccumulatedinput 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. [fightinginputbuffer.gd](scripts/fightinginputbuffer.gd) — buffers + motion (QCF/DP)
2. [directhitboxquery.gd](scripts/directhitboxquery.gd) — exclusive hit resolution path (intersect_shape)
3. [rollbackstateserializer.gd](scripts/rollbackstateserializer.gd) — snapshot/restore for netplay

Original Expert Patterns

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

Modular Components

  • [deterministicphysicsloop.gd](scripts/deterministicphysicsloop.gd) - Custom loop pattern for frame-perfect game state progression.
  • [directhitboxquery.gd](scripts/directhitboxquery.gd) - PhysicsServer shape-casting for immediate collision resolution.
  • [hitstopcontroller.gd](scripts/hitstopcontroller.gd) - Dynamic time-scale manipulation for "impact" feel.
  • [manualanimationadvancer.gd](scripts/manualanimationadvancer.gd) - Frame-synced animation control via manual delta processing.
  • [rollbackstateserializer.gd](scripts/rollbackstateserializer.gd) - Serialization logic for managing discrete game state snapshots.
  • [bitwisestateflags.gd](scripts/bitwisestateflags.gd) - High-performance bitwise flags for fighter state tracking.
  • [inputaccumulationcontrol.gd](scripts/inputaccumulationcontrol.gd) - Toggle for disabling Godot's input accumulation for sub-frame timing.
  • [rawbytenetworksync.gd](scripts/rawbytenetworksync.gd) - UDP-based state synchronization for netplay efficiency.
  • [stringnameoptimization.gd](scripts/stringnameoptimization.gd) - Pattern for using pointer-level StringName comparisons in AI states.
  • [roundtimerlogic.gd](scripts/roundtimerlogic.gd) - Logic for frame-synced match timers and timeout triggers.

Restored from baseline (load on demand)

  • [attackresource.gd](scripts/attackresource.gd) - .tres frame-data Resource (startup/active/recovery, advantage).
  • [combotracker.gd](scripts/combotracker.gd) - Damage scaling (~10%/hit) and combo state.
  • [fighterstatemachine.gd](scripts/fighterstatemachine.gd) - IDLE/ATTACKING/HITSTUN with integer state_frame.
  • [fightgamestate.gd](scripts/fightgamestate.gd) - Serializable rollback snapshot shell (pair with [rollbackstateserializer.gd](scripts/rollbackstateserializer.gd)).
  • [movesetloader.gd](scripts/movesetloader.gd) - JSON move-list loader for designer iteration.
  • [frameadvancer.gd](scripts/frameadvancer.gd) - @tool editor frame scrubber for hitbox alignment.
  • [fighterbalanceprofile.gd](scripts/fighterbalanceprofile.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 [deterministicphysicsloop.gd](scripts/deterministicphysicsloop.gd)
Anim sync to frames [manualanimationadvancer.gd](scripts/manualanimationadvancer.gd) (ADVANCE_MANUAL)

Input

Need Action
5–10f buffer + QCF/DP MANDATORY [fightinginputbuffer.gd](scripts/fightinginputbuffer.gd)
Sub-frame links [inputaccumulationcontrol.gd](scripts/inputaccumulationcontrol.gd) — disable accumulated input

Hitboxes

Need Action
Frame-perfect hit MANDATORY exclusively [directhitboxquery.gd](scripts/directhitboxquery.gd)
Volume authoring helper [hitboxcomponent.gd](scripts/hitboxcomponent.gd) for shapes/layers — never areaentered / getoverlapping_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 [rollbackstateserializer.gd](scripts/rollbackstateserializer.gd)
Transport UDP/ENet via [rawbytenetworksync.gd](scripts/rawbytenetworksync.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 [directhitboxquery.gd](scripts/directhitboxquery.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](references/expert-fighting-patterns.md) — restored baseline pedagogy (architecture, WHY, implementation depth)
  • [attackresource.gd](scripts/attackresource.gd)
  • [combotracker.gd](scripts/combotracker.gd)
  • [fighterstatemachine.gd](scripts/fighterstatemachine.gd)
  • [fightgamestate.gd](scripts/fightgamestate.gd)
  • [movesetloader.gd](scripts/movesetloader.gd)
  • [frameadvancer.gd](scripts/frameadvancer.gd)
  • [fighterbalanceprofile.gd](scripts/fighterbalanceprofile.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 useaccumulated_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 intersectshape hit resolution without waiting on Area2D overlap signals.
  • PhysicsShapeQueryParameters2D — Shape query setup (mask, exclude, collidewith_areas) for direct hitbox checks.
  • AnimationMixerADVANCEMANUAL / 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/resetphysicsinterpolation 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.