- 01Confirm the opener
- 02Read range and threats
- 03Choose a branch
- 04Inspect the recovery position
Combo branching
An opener enables different follow-ups. Range, hit state and nearby threats determine whether to damage, push or stop.
The player's decision
Commit to a long combo or use a short branch to escape a second enemy?
Original scenario
Original setup: a light hit branches into a heavy strike or shove. Damage competes with escaping a pincer.
Start with this prototype
Build light, heavy and shove attacks against two predictable enemies. Show follow-up windows and displacement. Win by clearing both; retry instantly and avoid a huge move list.
Change one variable
Vary heavy recovery so each branch has a useful situation.
What to observe in a playtest
Do players change branches when threatened? Can buffered input trigger an unwanted follow-up?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Branches differing only in damage can collapse into one dominant button sequence.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Sifu
The developer describes mixing strong/fast attacks with knockdowns, pushes and crowd control.
- Street Fighter V
The official lesson identifies range, pushback and opponent state as combo constraints.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build light, heavy and shove attacks against two predictable enemies. Show follow-up windows and displacement. Win by clearing both; retry instantly and avoid a huge move list.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.