Player Logic

Settings that apply to a playable character as a whole. They live in Logic Settings in the Inspector, with the character itself selected rather than an animation or frame.

Set Entity Type to Player. This decides which runtime systems treat the entity as player-controlled and which behaviour modes are available to it. In practice the entity type is usually already correct, because it comes from the reference character you chose when creating the character.

Movement and Combat Values

Field What it changes
Walk Speed Movement speed while walking.
Run Speed Movement speed while running.
Jump Force Upward impulse on jump. Higher jumps higher.
Jump Delay Game frames between pressing jump and actually leaving the ground.
Can Use Weapons Whether the character may pick up and use weapons.
Combo Repetitions How many times the standard attack combo can repeat before resetting.
Grab Combo Repetitions How many times the grab attack combo can repeat before resetting.
Charge Delay Game frames the attack button must be held before the charged move becomes available.
Grab Range How close an opponent must be to be grabbed.
Front Grab Offset Distance a grabbed opponent is held at, when grabbed from the front.
Back Grab Offset Distance a grabbed opponent is held at, when grabbed from behind.
Knockdown Quake Screen shake when the character hits the ground after a knockdown. 0 disables it.
Thrown Quake Screen shake when the character lands after being thrown. 0 disables it.

Treat all of these as feel, not numbers. Jump Delay in particular changes how responsive the character reads, and Grab Range together with the grab offsets decides whether grabs connect reliably or feel like a coin flip. Change one at a time and test.

Custom Moves From Input

Player-only events let you build move transitions that respond to the pad:

  • Input Button -> Set Anim — watches a single button during a frame window.
  • Input Combo -> Set Anim — watches an input chain, checked against the player's input history rather than just the current frame.
  • Input -> Velocity and Input -> Acceleration — turn held directions into movement, giving a move air control or drift.

The frame window is the design here, not an implementation detail. A cancel window of frames 9–16 on an attack means the player can flow into the follow-up only after commitment but before recovery — widening it makes the character feel loose, narrowing it makes the move feel strict. Set the after/before frames deliberately.

See Logic Events for the full event list and Logic Event Examples for worked command moves and cancel windows.

Sounds

The Sounds section holds the character's default audio: Run, Jump, Landing, Attack, Jump Attack, Weapon Throw, Blitz, Defensive Special, Offensive Special, Grab Move 1/2/3, Quake, Low Health, Death, Last Life Death.

Each is a list, and the game picks randomly among the entries. Give repeated actions — attacks, jumps, hurt sounds — two or three variations, or the character will sound mechanical within a minute of play. See Audio Events.

Scripts and Behaviour Overrides

Individual animations can go beyond events:

  • Script attaches Lua, for moves whose behaviour depends on runtime state.
  • Behaviour borrows a classic controller wholesale, for moves that should feel exactly like an original one.

These are per-animation, set in the Inspector with the animation selected. See Behaviour Modes.

Related pages: The Inspector, Body and Hit Boxes, Logic Events, Behaviour Modes, Audio Events, Test Mod.