The bottom line
Good combat is a stream of meaningful decisions that fit the game's feel. It needs distinct attacks, balanced defence and varied enemies, and every hit must feel powerful.
Key takeaways
| Attribute | Block | Dodge |
|---|---|---|
| Ease | Easy to use | Tight timing |
| Protection | Stops hits in front | Avoids everything |
| Cost | Drains stamina | No stamina drain noted |
| Weakness | Can be broken | Exposed afterwards |
- Every attack trades an advantage for a cost, and animation frames set that cost. 2:00
- Transformers Devastation: the light attack lands in 14 frames, the heavy one in 36, and you are open during that wind-up.
- The Black Knight Greatsword in Dark Souls has almost two seconds of anticipation, and with no animation cancelling you are locked in. Bayonetta lets you cancel into a dodge at any moment.
- Each attack and defence should fill its own niche, so every situation calls for one best choice. 5:30
- Like a shotgun, sniper rifle and assault rifle, moves should all deal damage but work in clearly different ways.
- Dark Souls: a block is easy but drains stamina and can be broken. A dodge avoids everything but needs tight timing and leaves you exposed afterwards.
- Parries and stun locks must be limited so neither pure defence nor pure offence wins. 8:20
- Early Assassin's Creed lets you stand with your sword up and counter one enemy after another.
- Fixes include a harsh punishment for a missed parry, limited ammo as in Bloodborne, and counters that only stun, as in God of War.
- Against stun locking, enemies get poise (super armour), you get a stamina limit as in Nioh, or several enemies attack at once.
- Varied, readable enemies push players to use the whole move set. 11:22
- Enemies need distinct silhouettes and exaggerated wind-ups. Bayonetta adds sound and weapon glints as warnings.
- Scoring systems in Platinum and Clover games reward combos and variety while still letting novices button-mash. In Shadow of War, an enemy learned to deflect a repeated jump attack.
- Animation, effects and sound make the system feel good to play. 13:53
- The Resident Evil 6 finisher has a huge wind-up, a very quick strike, a pause on impact and a long recovery.
- In Transformers, both characters hold the same pose for three frames on impact. Motion lines, screen blur, sparks and crunchy sound add to the hit.
Ultimately, an action game is all about making decisions. About which enemy to hit. Where to stand. Which attack to use. And when to use it.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Intro
Good combat shares a few universal basics, but the feel of each game decides the rest.
- No single combat design fits every game 0:42
- Devil May Cry is fast, Dark Souls is slow and deliberate, and Yakuza is scrappy.
- Some design choices are shared by all combat games. Others change with the feel and flow of the game.
- The goals are a brawler that makes you weigh every move, that is still teaching you after a hundred hours, and that makes a perfect parry satisfying.
1:17 Attacking Fast and Slow
Every attack has a strength and a matching weakness, and its animation sets the balance.
- Each base attack has its own strength, paid for with a drawback 1:34
- Strengths include raw power, speed, area, range, pushing or pulling enemies, and stunning or breaking blocks.
- Heroes carry a handful of them: a Monster Hunter greatsword, a Devil May Cry air launcher, a God of War axe throw, a Castlevania whip.
- A wide sweep is good crowd control but does little damage. Other moves cost a resource or sit on a cooldown.
- The wind-up phase decides how fast an attack feels 2:28
- Pressing attack only starts an animation of three phases: anticipation, contact and recovery.
- Anticipation is the wind-up, contact is when damage lands, and recovery is the return to neutral.
- Free animation cancelling does not make a game easier 4:13
- When you can cancel at any time, enemies attack more aggressively instead of waiting for you.
- In Ryse: Son of Rome you are invulnerable during finishers.
- In Bayonetta, enemies join in midway through a finisher, so you must be ready to dodge.
4:35 Attack Range
How strongly a game snaps you to enemies decides how much range and positioning matter.
- Stickiness makes range irrelevant, and its absence makes it critical 4:41
- Batman in Arkham Asylum snaps to enemies far away. Bloodborne barely snaps, so you must stand in the right spot.
- Players learn exact reach, such as the pixel distance of a whip jump.
- Marth in Super Smash Bros does much more damage with the tip of his sword than with the rest of the blade.
5:30 Tactical Options
A bigger move set gives more choices, but the differences between them get harder to see.
- More moves mean subtler differences that only veterans notice 6:01
- Each added option brings finer distinctions between moves.
- Novice players may never see these differences.
- Veterans appreciate the minute differences.
6:16 Complex Inputs
A deep move set doesn't need a crowded controller, and combos can test timing as well as memory.
- A few buttons can unlock many moves 6:16
- Devil May Cry has loads of moves on one main attack button.
- Holding the button gives a charged attack.
- Holding the stick back gives an uppercut, and holding it forward gives a darting stinger.
- Contextual moves add more, like Yakuza's environmental finishers and the Dark Souls backstab.
- Combos reward memory and timing 6:53
- Button sequences, sometimes with a small delay, are borrowed from fighting games.
- They usually add damage, and sometimes add tactical options.
- Casual games reward timing instead of memory 7:22
- Assassin's Creed and Ryse give extra damage if you press attack just as the previous hit lands.
- This tests how well you read the animations.
7:34 Block and Dodge
Defensive options should differ from each other, as attacks do, so each incoming strike needs a choice.
- Block and dodge should each cost and give something different 7:43
- In Dark Souls a block typically negates all damage.
- A dodge makes you invincible during the roll.
- A dodge also drains stamina and moves you to a new spot.
8:20 Parry / Counter
A parry is a thrilling reward for perfect timing, but it must be tuned so it doesn't take over the game.
- A parry pays you for pressing block or dodge just as the hit lands 8:25
- The bonus is often a lethal blow, which makes a timed parry feel great.
- Left unchecked it drowns out the rest of the system and turns combat into a waiting game of reflexes.
- The timing window sets how risky a parry is 9:05
- Designers pick the moment in the enemy animation when a parry works. Batman is far too generous, while Nioh is much tougher.
- In Breath of the Wild, a mistimed dodge traps you in a recovery animation.
- A parry can help you without ending the fight 9:46
- A last-second dodge in Bayonetta starts a slow-motion Witch Time.
- Both Witch Time and the God of War stun help you, but you still need the full combat system to defeat enemies.
10:07 Stun Locking
When hits stun enemies for free, players never need to defend, so designers must break the lock.
- Hitting an enemy mid wind-up cancels its attack and leaves it helpless. 10:14
- The foe cannot move or dodge while you set up the next hit.
- You can wail on it without worrying about it fighting back.
- Other fixes are attacks that cannot be interrupted, or enemies that can break out of a stun lock.
- These are easy to build, and designers only have to remember to add them.
- The aim is a live back and forth between offence and defence. 11:05
- Players should not chew through enemies without thinking about defence.
- They should not hide behind a shield waiting for parries either.
- Interesting enemy design is the main way to get this balance.
11:22 Enemy Design
Varied enemies test every skill, but none should have a single answer.
- Enemies should test both attack and defence, and make you pick targets. 11:27
- They move differently, attack at different speeds, and can block, dodge or even parry.
- Long-range attackers deserve to be hit first.
- Healers who respawn fallen enemies should be killed quickly.
- An enemy beaten by only one move leaves a single dominant strategy. 12:22
- Resistance to some moves is fine, because it forces other tactics.
- Big brutes in God of War cannot be parried.
- Such enemies push you to use the full move set instead of a few memorable combos.
12:53 Encouraging the Full Move Set
Rewards and adaptive enemies pull players away from their favourite combos.
- Rewarding hard moves makes players reach for them. 12:53
- Furi returns some health after a difficult parry.
- Transformers grants a high-damage vehicle attack after a successful combo.
- Clover and Platinum scoring also rewards fast successive kills.
- It subtracts points for damage taken.
- Enemies that adapt to your habits force you to change tactics. 13:29
- Few action games do this, but Shadow of War does.
- After repeated jumps over its head, one enemy began deflecting them.
- The fix in that fight was shooting him in the backside.
13:53 Making an Impact
Even a balanced system fails if hits feel weak, so art, animation and sound must sell every blow.
- The three animation phases also make attacks crunchy. 14:24
- Developers spend huge amounts of time on art, animation and sound.
- God of War 3 adds slow motion at the start of heavy attacks to stretch the wind-up.
- In Ryse the strike is so fast that chunks of animation are cut, so the sword jumps great distances between frames.
- Enemies flash red, play a hurt animation, or are bounced across the room.
15:55 Conclusion
Every design choice must serve the game's own feel and flow.
- Camera, stickiness, cancelling and parry generosity should all match the game's style. 16:24
- Some games are thoughtful, others demand decisions at a thousand miles an hour.
- The camera swoops wide in free-flowing fighters and hangs close in one-on-one brawlers.
- Button mashing can win some games, but good enemies and scoring push players to be more precise.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Breaks melee combat into attacks, defence, enemy design and impact, showing how each choice shapes whether a fight feels deep or button-mashy. The worth-watching part is the side-by-side of Dark Souls' committed animations against Bayonetta's free cancelling, and the anatomy of a crunchy punch from Resident Evil 6.
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