Agent skill

Godot Genre Fighting

by thedivergentai in thedivergentai/GD-Agentic-Skills

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…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Fighting

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-fighting -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-fighting --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-fighting .claude/skills/godot-genre-fighting && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-genre-fighting
GitHub stars
821
Token cost
~3.8k tokens
SKILL.md length
1,122 words
Files
22 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

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…

  • Keywords: fightinggame
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Decision Trees (no Area2D /…, plus 4 more sections
  • Rollbacknetcode
  • Advantageframes

What it does

Godot Genre Fighting is an agent skill from thedivergentai/GD-Agentic-Skills. 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: fightinggame, framedata, hitboxhurtbox, inputbuffer, motioninputs, combosystem, rollbacknetcode, cancelsystem, advantageframes.

Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 23 other files, including scripts and reference files (for example `references/expert-fighting-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Multiplayer and networking and Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Keywords: fightinggame
  • Rollbacknetcode
  • Advantageframes

Example prompts

  • “/godot-genre-fighting”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 16 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Genre Fighting loads about 3.8k tokens when it runs, and up to ~7.1k if it reads all its reference files. Until then it costs about 134 tokens; SKILL.md has 1,122 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~134
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,122 words, ~3,809 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-fighting/SKILL.md (or your agent's skills folder). This skill also uses 21 other files; get the full folder from GitHub.
name
godot-genre-fighting
description
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.

NEVER Do (Expert Anti-Patterns)

Frame-Data & Logic
  • NEVER use variable framerates; strictly lock logic to a Deterministic Fixed Loop (using _physics_process with a frame-counter) and call reset_physics_interpolation() 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.get_overlapping_areas(); 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.use_accumulated_input 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. fighting_input_buffer.gd — buffers + motion (QCF/DP)
  2. direct_hitbox_query.gd — exclusive hit resolution path (intersect_shape)
  3. rollback_state_serializer.gd — snapshot/restore for netplay
Original Expert Patterns
  • fighting_input_buffer.gd - Frame-locked input engine (60fps) with motion command fuzzy matching (QCF/DP).
  • hitbox_component.gd - Hitbox/hurtbox volume helper (layers High/Low/Throw) — resolve hits via direct_hitbox_query, not Area signals.
Modular Components
Restored from baseline (load on demand)

Core Loop

Neutral → Confirm Hit → Combo → Advantage → Repeat

Decision Trees (no Area2D / inline system dumps)

Frames & fixed loop
NeedAction
Attack timing Resource.tres with startup/active/recovery/advantage — not script constants
60fps sim stepdeterministic_physics_loop.gd
Anim sync to framesmanual_animation_advancer.gd (ADVANCE_MANUAL)
Input
NeedAction
5–10f buffer + QCF/DPMANDATORY fighting_input_buffer.gd
Sub-frame linksinput_accumulation_control.gd — disable accumulated input
Hitboxes
NeedAction
Frame-perfect hitMANDATORY exclusively direct_hitbox_query.gd
Volume authoring helperhitbox_component.gd for shapes/layers — never area_entered / get_overlapping_areas for resolution
Proximity guardQuery expanded shape before active frames land
Combos / cancels
NeedAction
Damage scaling ~10%/hitTrack in combo state; store cancel hierarchy on Attack Resources
StatesIDLE/ATTACKING/HITSTUN/BLOCKSTUN… with integer state_frame — peer godot-state-machine-advanced
Netcode
NeedAction
SnapshotsMANDATORY rollback_state_serializer.gd
TransportUDP/ENet via raw_byte_network_sync.gd; peer godot-multiplayer-networking

Balance Guidelines

ElementGuideline
Health10,000-15,000 for ~20 second rounds
Combo damageMax 30-40% of health per touch
Fastest moves3-5 frames startup (jabs)
Slowest moves20-40 frames (supers, overheads)
Throw rangeShort but reliable
Meter gainFull bar in ~2 combos received

For roster / matchup simulation, use godot-monte-carlo-balancer.

Common Pitfalls

PitfallSolution
Infinite combosHitstun decay + gravity scaling
Area2D signal hitsReplace with direct_hitbox_query.gd
Lag input dropsBuffer 8+ frames
DesyncDeterministic loop + rollback serializer
Show full SKILL.md (442 more words)Show less

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

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 use_accumulated_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 intersect_shape hit resolution without waiting on Area2D overlap signals.
  • PhysicsShapeQueryParameters2D — Shape query setup (mask, exclude, collide_with_areas) for direct hitbox checks.
  • AnimationMixer — ADVANCE_MANUAL / 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.
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/reset_physics_interpolation 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.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 21 other files (scripts, references) in skills/godot-genre-fighting of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-fighting-patterns.md
  • references/migration-notes.md
  • scripts/attack_resource.gd
  • scripts/bitwise_state_flags.gd
  • scripts/combo_tracker.gd
  • scripts/deterministic_physics_loop.gd
  • scripts/direct_hitbox_query.gd
  • scripts/fight_game_state.gd
  • scripts/fighter_balance_profile.gd
  • scripts/fighter_state_machine.gd
  • scripts/fighting_input_buffer.gd
  • scripts/frame_advancer.gd
  • scripts/hit_stop_controller.gd
  • scripts/hitbox_component.gd
  • scripts/input_accumulation_control.gd
  • scripts/manual_animation_advancer.gd
  • scripts/move_set_loader.gd
  • scripts/raw_byte_network_sync.gd
  • … and 3 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Fighting next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Genre Fighting compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Fighting this skillthedivergentai/GD-Agentic-Skills821—~3.8kAutomated safety check: PassLGPL-3.0
Godot Multiplayergamedev-skills/awesome-gamedev-agent-skills1.4k—~1.6kAutomated safety check: PassApache-2.0
Gamedev Multiplayerericrisco/rsc-harness180—~3.9kAutomated safety check: PassMIT
Unityericrisco/rsc-harness180—~4kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Fighting

What does Godot Genre Fighting do?

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…. Godot Genre Fighting is an agent skill from thedivergentai/GD-Agentic-Skills. 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.

When should I use Godot Genre Fighting?

Godot Genre Fighting fits situations like: keywords: fightinggame; rollbacknetcode; advantageframes.

How do I install Godot Genre Fighting in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-fighting -a claude-code`. Or copy the skill folder (skills/godot-genre-fighting in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-fighting in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Fighting in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-fighting -a codex`. Or copy the skill folder (skills/godot-genre-fighting in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-fighting in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Fighting in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-fighting -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-genre-fighting, .gemini/skills/godot-genre-fighting, .github/skills/godot-genre-fighting and .opencode/skills/godot-genre-fighting in your project.

What does Godot Genre Fighting need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Genre Fighting is instructions for the agent only.

Does Godot Genre Fighting access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Fighting safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Fighting use?

Godot Genre Fighting is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Fighting use?

About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.3k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Fighting?

Skills that share tags, products or a category with Godot Genre Fighting: Godot Multiplayer (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars), Gamedev Multiplayer (ericrisco/rsc-harness, 180 stars), Unity (ericrisco/rsc-harness, 180 stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Fighting?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.