agentleFS
jammyfujammyfu/open-game-skills/skills/disciplines/combo-design/SKILL.md

combo-design

Skill12 starsChanged 23 days agoMITView on GitHub

Use when moves need authored links, cancels, strings, juggles, charge branches, route conditions or combo escape/termination policy on top of the combat timing contracts.

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Every edge publishes source/target move IDs, legal window/condition, resource/state requirements, hit/block/whiff/air/ground context and …

    line 18

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Combo design

combo-design owns the route graph. action-feel owns logical move/cancel timing primitives; hitstun-recover owns actionable recovery; launch/body behavior stays with knockback owners.

Compatible columns

strict-link | cancel-chain | launcher-juggle | action-string | lock-on-brawler

They are route styles, not universal balance formulas.

Graph contract

Every edge publishes source/target move IDs, legal window/condition, resource/state requirements, hit/block/whiff/air/ground context and any consume/cooldown behavior. Charge states may be named nodes/edges when needed.

Rules

  1. Route validity follows the directed graph and underlying timing/state owners; animation length or presentation does not create connectivity.
  2. Damage/scaling, juggle limits, gravity, proration, escape/burst and route length are project/balance data. Do not require universal damage falloff or a mandatory starter-confirm-ender pattern.
  3. A route must expose its actual termination/escape/recovery conditions. Loops are judged against the project's intended rules rather than rejected solely because they repeat.
  4. Misses, interruption, focus/device lifecycle and weapon/state changes re-enter a published legal state through their true owners; no phantom pending confirm survives invalidation.
  5. Magnet/assist behavior, if used, is an explicit targeting/assist contract and cannot silently convert a miss into a hit.

Accept

Given a move/state trace, the graph explains each legal/illegal edge, resource consume and eventual recovery/escape according to project rules. Editing one route edge does not require rewriting unrelated move timing owners.

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Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

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Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.