combo-design · git:20260912.6a4e943 · 2026-09-12 · sha256 d3d1043987d71ce3
combo-design git:20260912.6a4e943A
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--- name: combo-design description: Strings, links, cancels, juggles. Ask which graph you are shipping. Use for fighters, character-action, and brawlers. --- # Combo design Ask the column: | Column | What connects | |---|---| | strict-link | next button during a tight post-hit window | | cancel-chain | cancel graph on whiff or hit, authored windows | | launcher-juggle | air state + gravity + priority | | action-string | style / rank, long cancel into guns and jumps | | lock-on-brawler | target magnet, few true links | ## Rules 1. Write a directed graph. Nodes are moves. Edges are windows + conditions (hit, block, whiff, jump, instrument). 2. Damage falls off with length. An infinite that does not fall off is a bug unless the column is a training toy. 3. Starter, confirm, ender. If a route has no ender, the opponent never gets a turn. 4. Hitstun and launch height are data on the attack, not a side effect of animation length. 5. Dropping a combo must look like a drop. Hidden magnets that finish the route after a miss belong only to lock-on-brawler. 6. Stack under action-feel. Combo-design does not own the clock. 7. Charge edges (start / full / hold-cost / release / cancel) are named nodes, not a side animation. 8. After hitstun, weapon swap, or lost focus, the graph re-enters idle or a published recover. It does not keep a phantom confirm. ## Accept - Designer can draw the graph on one page - A dropped combo returns turn to the opponent inside the published recovery - Changing one edge does not require rewriting every character - Pose, box, and SFX share the same logical frame on every node