I am currently working on creating a combo attack sequence for the player character but have encountered an issue.
My concept is similar to a certain Bellsc-like system where repeatedly pressing the attack button changes the move upon a successful hit. However, my ideal implementation is more akin to a fighting game where moves are linked via cancellations.
In VS, when an attack hits an enemy, I am performing a conditional branch on the player side. However, it inevitably transitions to the “Idle” state branch instead of moving to the next attack animation. What link settings should I use to ensure it branches to the next attack?
Furthermore, even with this branching, I want to achieve a fighting-game-style cancellation effect. Specifically, the moment the attack button is pressed during hit stop, I want to skip the return-to-idle animation (which exists for each attack) and transition directly to the state that outputs the next attack hitbox.
Currently, for the condition to return to idle, I am attempting to transition based on “Input Conditions” where the attack button is “Released” and “Animation Finished.”
Additionally, in the future, I want to add further branches from any move to transition into dashes or special moves. How should I differentiate the conditions for States and Links to ensure smooth branching?
Thank you for your assistance.





