Combo System

Hello guys, I’m wondering if you can help me with an issue. I’m wondering how to go about designing a combo system for a fighting game (think Street Fighter or Mortal Kombat). I have designed a few simple combo systems which are very basic in nature but I am after some input on how to create a fully-fleged combo system that is extensible and can allow for different types of attacks (soft, medium, hard etc). I have given this a bit of thought and my first approach was to use a queue structure and add a successful combo to the queue and then loop over it to execute the combo but I am not sure if this is a good approach? I am not looking for someone to write the code for me but to give me some ideas on how to structure a combo system which can scale from very simple to very complex. I would like to hear your thoughts/opinions on this matter.

Any help/feedback is very much appreached.

-Joshmond

Is animation cancelling going to be part of your game?

Yes, I would like to use animation cancelling within my combo system if possible.

-Joshmond