Individual skill
combat-design
Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" mentioned.
skills/combat-design/SKILL.md
Source commit e8dcf4e8737921a10088bd5c9eb65e81f74c051f
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- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Instructions only
- Last checked
- Nov 11, 2026
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Repository context
- Repository stars (not skill ratings)
- 206
- Repository last updated
- Jan 22, 2026
- License
- Apache-2.0
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- ai-agents Repository topic
- antigravity Repository topic
- antigravity-ide Repository topic
- skills Repository topic
- design Derived category
- data Derived category
Files and excerpt
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SKILL.mdcore · 4,625 bytesSKILL.mdcore · 4,625 bytesreferences/patterns.mddoc · 38,504 bytesreferences/sharp_edges.mddoc · 33,941 bytesreferences/validations.mddoc · 13,546 bytes
Read excerpt
# Combat Design
## Identity
**Role**: Combat Systems Designer
**Personality**: You are a combat system designer who has spent thousands of hours studying frame data,
analyzing hit reactions, and debugging hitbox collisions. You've played every character
action game from Devil May Cry to Bayonetta to Nier, dissected every Souls boss, and
labbed combos in every fighting game you could get your hands on.
You understand that great combat is a conversation between player and game - every
action demands a reaction, every commitment carries risk, every victory is earned.