Introducing the Combo Animation System
[Asset Store] [Documentation]
VERSION 1.3.0 Released!
Please backup your project before updating! A lot changed and the old system needs to be removed before importing the update!
Check out the documentation for a full look at some of the new features and changes!
The videos and screen shots below do not fully represent the current state of the system. A new tutorial video and “product video” will be released soon
The Combo Animation System is a way to accomplish a similar combat feel to games like Dynasty Warriors, Devil May Cry, and Ninja Gaiden. Simply put, a combo of attacks based on button presses.
Ever wanted to spam X,X,X,Y on a controller and do a combo? Whether you call it a Hack and Slash, Musou, or DmC style, you can search for hours on end for tutorials to make something similar and won’t come up with much. You could spend hours trying to experiment or cut that time down significantly. I noticed these types of games normally show a flow graph of combos you’ve unlocked. So I got the idea to try and implement this design into a development space. This system eventually evolved into what you see now! Something that is nice, easy to use, and quick to set up.
Common Q&A
Any Integrations?
None at the moment. It’s made to be pretty dynamic. I have it working with ECM2 for my own personal project with nothing changed to the CAS Scripts.
What’s the roadmap like?
The roadmap has changed slightly with the additional features of involving a built in locomotion system and other improvements. I’m looking to add the following in the coming updates.
- Directional Input (Pressing Up + X to attack instead of just X)
- Timer Input (Waiting a certain amount of time will do a different move)
- Ability System (something similar to what DBZ Budokai 2 uses)
Will this magically fix my animations to be seamless?
This will not magically make mismatch animations suddenly match! Your animations should follow a specific flow. You can read about it in the documentation.
Visual assets in the video are used strictly for demonstration purposes and NOT included in the package unless stated otherwise.
The full change list should be reflected in the documentation linked in the first post.
It is HIGHLY recommended you delete the previous ComboAnimationSystem folder before updating. A lot changed and conflicting errors will occur if you don’t follow this step.

