how would you get distance to work with things like high/low attack combos? (Typically, you have at least 3 hurt boxes - head, upper, lower. Delayed jump attacks, for example, can hit the low hurtbox even if an upper block is active. )
By checking both players animations, for example: Player is Stand Blocking (high block) and AI is doing crouch attack (kick for example), we check if AI distance is close enough to do damage the player from the low kick, then we check the player animation/status, if he is High blocking, we allow the AI to damage the player, if the player is doing Low block, we block the AI attack.
How would a character who uses long range normals, (like Dhalsim from Street Fighter), work with range checks? Not for his own attacks, that's easy, but for getting hit? His hurtbox extends along his arm/leg when they're extended so you can either avoid or i-frame past his hitbox and counterhit.By using the distance again, but this time you don't check the distance between the Long range character body and the other player, this time we put a point on that long range character arm, and then we check the distance between the player and the Long range character arm/leg...etc, if the point is close enough player can damage the opponent, otherwise no.
Glad you like my templates <3
GDevelop can handle everything in my opinion :3
You just need to think of a way to do it, and there are always many ways 😉
Good luck in your Project ! 💪