Action Combat Heat Forge & Frame Lab

Design multi-hit combo strings, balance heat generation against overheating risks, and calculate cancel window frame advantages in real-time.

Presets:
Frame: 0 / 0
Claw Core Temp OPTIMAL
0°C Overheat: 100°C
Combo Meter
0 HITS
Total Damage
0
Peak Heat
0°C
Total Duration
0f (0.0s)
Cancel Windows
0
Frame Sequence & Cancel Opportunities 60 FPS Baseline
Ready to simulate. Select moves or trigger execute.

🔥 Thermal Heat Mechanics Explained

Claw-based melee fighters feature a thermal friction engine: every attack heats up adamantium or tempered blades. Higher heat unlocks blistering damage scaling, but exceeding 100°C causes an instant weapon stall (Overheat Lockout).

TemperatureStatusDamage ScalerEffect
0° – 49°CCool / Standard1.00xBaseline stagger and poise damage.
50° – 84°CIgnited1.35xSlashes ignite targets, dealing burn damage.
85° – 99°CCritical Heat1.75xMax critical strike rate; high risk threshold.
100°C+Overheated0.50xBlades fizzle; attack speed slowed by 45%.

⚡ Frame Data & Cancel Advantage

Every move has three distinct phases: Startup (windup before contact), Active (hitbox registers contact), and Recovery (resetting poise). Canceling recovery into another move saves valuable frames and keeps the dummy stun-locked.

Move NameStartup / Active / RecoveryHeat DeltaCancel Window
Light Slash3f / 3f / 6f (12f)+8°CFrame 7+
Heavy Rend8f / 4f / 12f (24f)+18°CFrame 15+
Hot Claw Cross6f / 5f / 9f (20f)+28°CFrame 13+
Heated Dash Lunge4f / 4f / 8f (16f)+14°CFrame 9+
Heat Vent Purge5f / 4f / 9f (18f)-35°CFrame 11+
Crimson Execution12f / 8f / 16f (36f)+40°CEnd of chain

Action Combat Heat Forge Mechanics

Read the explanation

In the Combat Heat Forge, every attack contributes a specific heat delta to claw temperature while advancing startup, active, and recovery frames. Damage scales with blade temperature: one point zero below fifty, one point three five while ignited, one point seven five at critical heat, then halves to zero point five if overheated. In the simulator, clicking Execute Combo plays through each configured attack, updating frame position, hits, and peak temperature in real time.

Action Combat Combo Heat & Frame Window Mechanics

How do frame phases, thermal heat states, and damage multipliers interact during a combo chain in this simulator?

This simulator models real-time 60 FPS melee action combat by chaining scripted move frames into startup, active, and recovery phases. Each move alters claw temperature via a fixed heat delta, and attacks scale outgoing damage based on current temperature tiers (1.00x below 50°C, 1.35x between 50°C and 84°C, 1.75x between 85°C and 99°C, and 0.50x at or above 100°C).

The simulator is a simplified fighting-mechanic sandbox rather than extracted game engine code. It uses fixed frame counts and static step-by-step heat addition for its telemetry board, while runtime playback features a minor continuous 0.2°C per frame heat decay during recovery phases. It does not account for pushback distances, block stun, invulnerability frames, or enemy hitboxes.

Try a worked example

Click the 'Thermal Rush & Vent' preset button. The sequence loads six moves: Heated Dash Lunge (16f), Hot Claw Cross (20f), Heat Vent Purge (18f), Light Slash (12f), Heavy Rend (24f), and Heat Vent Purge (18f). The static chain evaluator sums the frame durations to 108f (1.80s). Because claw temperature rises to +14°C, peaks at +42°C, and gets purged by two -35°C kicks without reaching the 50°C Ignited threshold, every move stays at the 1.00x base damage scaler. Total Damage calculates to 1,310 points (220 + 410 + 110 + 140 + 320 + 110), Peak Heat registers at 42°C, and Cancel Windows shows 5 transitions.

Frame Timing Structure

Every attack consists of three distinct phases: startup (windup before contact), active (when the strike hitbox connects), and recovery (returning to neutral poise). Total move duration equals the sum of these three phases at 60 frames per second. Hits register on the exact transition from startup to active.

Thermal Friction & Damage Multipliers

Attacks accumulate heat deltas: light slash (+8°C), heavy rend (+18°C), hot claw cross (+28°C), heated dash lunge (+14°C), and crimson execution (+40°C), while heat vent purge drops heat by -35°C. Damage scales based on temperature at strike time: below 50°C deals 1.00x, 50°C to 84°C ('Ignited') grants 1.35x, 85°C to 99°C ('Critical Surge') grants 1.75x, and exceeding 100°C ('Overheated') drops damage to 0.50x.

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