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Man, it looks like you are outsourcing the most fun part of your game? I have my own project to work on, and have little know how on UE, but I am open to a discussion (don't need money) to help you lay out the right system. You need to start with some other questions first though. For instance: fighting games tend to be tuned around the baseline fastest attack (see Tekken 8frame punch), but this is a "fair" PvP game. The principle stays though: what should be the fastest attack and at whose disposal should it remain? When do you want the player to be hit? What about concurring attacks? It all starts with the design philosophy. The combat itself can be satisfying on 2 levels:

- learning and pattern recognition (letting the player learn the rhythm of the game, extend and interpolate the patterns);

-visual and audio feedback ("juicy" animations);

Mind you there are aspects that tie these together, so for instance if your background or music play a certain frequency, then the pattern recognition extends to those media. 

Appreciate the thoughtful response! you’re absolutely right that combat feel starts with design philosophy, timing, and player expectations.

To clarify, I’m not outsourcing the design side of the combat. The core philosophy, timing goals, and interaction rules (hit timing, cancel windows, concurrency expectations, etc.) are already defined. Where I’m currently stuck is translating that design into a clean, responsive implementation in Unreal.

At this stage I’m specifically looking for help on the engineering side, structuring the systems (state handling, buffering, cancel logic) so the combat feels tight and extensible, rather than re-figuring out what the combat should be.

That said, I do appreciate the perspective, and I agree that aligning implementation with the underlying rhythm and feedback is critical.