How to create combo fighting mechanics with timing in Scratch
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CombatCoder_Alex
Posted on July 20, 2025 • Advanced
⚔️ Need help with combo fighting system!
Hey everyone! I’m working on a fighting game with frame-by-frame animation and I want to create a sophisticated combo system like in battlegrounds games (think Strongest Battlegrounds on Roblox).
Here’s what I want to achieve:
- 4-hit combo sequence: Left jab → Right cross → Special move → Right uppercut
- Timing-based progression: If you click soon after the first attack, it continues to the next in sequence
- Combo reset: If you wait too long, it resets back to the first attack
- No infinite loops: The combo should have a clear end and proper state management
I know I could just make costumes with delays, but I want the dynamic timing system where the combo only progresses if you click within the right time window. How do I track the time between attacks and manage the sequence state properly? 🤔
TimingMaster_Jordan
Replied 6 hours later • ⭐ Best Answer
Excellent question @CombatCoder_Alex! Creating a proper combo system with timing is all about tracking time and managing state. Let me break down the complete solution for you.
🎯 Understanding Combo Timing Systems
A good combo system needs to track three key things: when the last attack happened, what stage of the combo we’re on, and whether enough time has passed to break the combo:
⚡ Solution 1: Basic Combo System with Timing
Here’s the core combo system using precise timing:
// Initialize combo system when flag clicked set [combo stage v] to [0] set [last attack time v] to [0] set [combo window v] to [1.5] // 1.5 seconds to continue combo set [max combo attacks v] to [4] // Main attack handler when [space v] key pressed // Calculate time since last attack set [time since last v] to ((timer) - (last attack time)) // Check if we're within combo window if <<(time since last) < (combo window)> and <(combo stage) < (max combo attacks)>> then // Continue combo change [combo stage v] by [1] else // Reset combo set [combo stage v] to [1] end // Execute the attack based on combo stage if <(combo stage) = [1]> then broadcast [left jab v] end if <(combo stage) = [2]> then broadcast [right cross v] end if <(combo stage) = [3]> then broadcast [special move v] end if <(combo stage) = [4]> then broadcast [right uppercut v] set [combo stage v] to [0] // Reset after final attack end // Update last attack time set [last attack time v] to (timer)
🎮 Solution 2: Enhanced Combo System with Visual Feedback
Add visual indicators and sound effects for better player feedback:
// Enhanced combo system with feedback define execute combo attack (stage) if <(stage) = [1]> then // Left Jab switch costume to [jab1 v] move [10] steps play sound [punch1 v] set [combo indicator v] to [●○○○] end if <(stage) = [2]> then // Right Cross switch costume to [cross1 v] move [15] steps play sound [punch2 v] set [combo indicator v] to [●●○○] end if <(stage) = [3]> then // Special Move switch costume to [special1 v] move [20] steps play sound [special v] set [combo indicator v] to [●●●○] set [color v] effect to [25] // Visual effect end if <(stage) = [4]> then // Right Uppercut (Finisher) switch costume to [uppercut1 v] change y by [30] play sound [finisher v] set [combo indicator v] to [●●●●] set [brightness v] effect to [50] wait [0.5] seconds set [combo indicator v] to [○○○○] clear graphic effects end // Animation sequence for each attack repeat [5] // Frame animation next costume wait [0.1] seconds end switch costume to [idle v]
🔄 Solution 3: Advanced State Management
For more complex combo systems with branching paths:
// Advanced combo state management when flag clicked set [combo state v] to [idle] set [combo timer v] to [0] set [combo damage v] to [0] // Combo state machine forever if <(combo state) = [attacking]> then change [combo timer v] by [1] // Check for combo timeout if <(combo timer) > [90]> then // 1.5 seconds at 60fps set [combo state v] to [idle] set [combo stage v] to [0] set [combo timer v] to [0] broadcast [combo broken v] end end end // Attack input handler with state management when [space v] key pressed if <(combo state) = [idle]> then // Start new combo set [combo state v] to [attacking] set [combo stage v] to [1] set [combo timer v] to [0] execute combo attack [1] else if <(combo state) = [attacking]> then // Continue combo if within window if <(combo timer) < [45]> then // 0.75 second window if <(combo stage) < [4]> then change [combo stage v] by [1] set [combo timer v] to [0] execute combo attack (combo stage) else // Combo complete set [combo state v] to [idle] set [combo stage v] to [0] broadcast [combo complete v] end end end end
💥 Solution 4: Damage and Effects System
Add damage scaling and special effects for complete combat feel:
// Damage and effects system define calculate combo damage (stage) if <(stage) = [1]> then set [attack damage v] to [10] // Base damage end if <(stage) = [2]> then set [attack damage v] to [15] // Increased damage end if <(stage) = [3]> then set [attack damage v] to [25] // Special move bonus end if <(stage) = [4]> then set [attack damage v] to [40] // Finisher damage create clone of [explosion effect v] end // Apply combo multiplier set [total damage v] to ((attack damage) * (1 + ((combo stage) * 0.2))) change [combo damage v] by (total damage) // Visual feedback for damage create clone of [damage number v] set [damage text v] to (total damage) // Screen shake for impact if <(combo stage) > [2]> then repeat [5] change x by (pick random [-3] to [3]) change y by (pick random [-3] to [3]) wait [0.05] seconds end go to x: [0] y: [0] end
🎨 Solution 5: Complete Animation System
Smooth frame-by-frame animation with proper timing:
// Complete animation system define play attack animation (attack_type) (frames) set [animation playing v] to [true] set [current frame v] to [1] repeat (frames) switch costume to (join (attack_type) (current frame)) // Different timing for different attacks if <(attack_type) = [jab]> then wait [0.08] seconds // Fast jab end if <(attack_type) = [cross]> then wait [0.12] seconds // Medium cross end if <(attack_type) = [special]> then wait [0.15] seconds // Slower special end if <(attack_type) = [uppercut]> then wait [0.2] seconds // Slow powerful uppercut end change [current frame v] by [1] end // Return to idle switch costume to [idle v] set [animation playing v] to [false] // Allow next input if <(combo stage) < [4]> then set [can attack v] to [true] end
The key is using the timer to track precise timing and managing the combo state properly. This creates that satisfying battlegrounds-style combat feel! ⚔️
CombatCoder_Alex
Replied 30 minutes later
@TimingMaster_Jordan This is absolutely incredible! 🤩
I implemented the basic timing system first and it works perfectly! The combo flows so smoothly now and the timing window feels just right. The visual feedback with the combo indicators makes it feel so professional.
I’m definitely going to add the damage scaling and screen shake effects next - this is exactly what I was looking for. Thank you so much for the detailed breakdown! 🙏
AnimationGuru_Sarah
Replied 2 hours later
Amazing solution @TimingMaster_Jordan! 👏 I’d like to add some animation tips to make the combos even more polished:
- Anticipation frames: Add 1-2 frames before the actual attack for better visual flow
- Recovery frames: Include frames after the attack where the player can’t act yet
- Hit pause: Briefly freeze the animation on impact for more satisfying hits
- Particle effects: Add impact sparks or dust clouds for each hit
These small details make the difference between a good combo system and a professional one! 🎮
BattlegroundsPro_Mike
Replied 1 hour later
As someone who’s studied battlegrounds games extensively, this solution is spot-on! 🎯
One additional tip: consider adding “combo breakers” - special defensive moves that can interrupt enemy combos. This adds strategic depth and prevents infinite combo loops in PvP scenarios.
Also, for mobile compatibility, you might want to add touch controls alongside keyboard inputs. The timing system works perfectly with both! 📱
Vibelf_Community
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