combat-systemlisted
Install: claude install-skill Firzus/agent-skills
# Combat System
Build the combat core of an action game — **melee and ranged** — over one
unified pipeline, with the RPG/balance math underneath. Primary reference:
**Granblue Fantasy: Relink** (combo chains in the Monster Hunter lineage),
with CS/Overwatch (gunplay) and XCOM/Pokémon/WoW (RPG math) as calibration
poles. This skill is the engine-agnostic blueprint: the attack graph, hit
detection, the damage pipeline, the stagger economy, the defensive kit,
ranged/gunplay, turn-based/RPG architecture, feel numbers, and failure
modes. Excluded (separate skills): enemy AI (`enemy-ai-framework`), combat
camera (`camera-system`), stats/equipment progression (`progression-economy`).
## Pick your philosophy first
Every number in a combat system depends on one upstream choice — where you
sit on the **commitment ↔ freeform** dial:
| Dial | Commitment (MH / souls) | Freeform (DMC / Bayonetta) | Relink |
| --- | --- | --- | --- |
| Cancels | Almost none | Everything → dodge/jump | Middle: dodge keeps string position |
| Dodge | Long, big i-frames, costly recovery | Short, spammable, perfect-fishing | Spammable + perfect reward |
| Hit-stop | Attacker-only, heavy | Both, short | Light, both |
| Defense reward | Survival | Style/Witch Time offense | Stun gauge → Link economy |
| Input buffer | Short/strict | Generous | Generous |
Pick one column as the spine; borrow from the other **deliberately**, never
by default. Mixing (e.g. freeform cancels + commitment damage) produces mush.
#