Why I Built This
Most Roblox fighting games try to do too much. Open worlds, quest systems, progression treadmills. I wanted something focused: you spin for a character, you get a moveset, you fight. The DanDaDan anime had the perfect aesthetic for it, and nobody had made a clean PvP game in that style yet.
How I Built This
The game runs on a Knit service framework with BridgeNet2 handling all networking. The combat system is split into modular client-side modules (M1Combat, Abilities, Blocking, Dash, AerialCombat) that all share a single CombatContext object.
The biggest technical investment was a custom replication system (BetterReplication) that sends positional data at 20Hz via binary buffers, giving the hitbox system roughly 30% more accurate position data than Roblox's default replication. This was critical for making melee combat feel responsive in a networked environment.
The gacha system ties into the combat through ClassAnimations. Each character is a collection of animation IDs and ability definitions. Swapping characters just swaps the animation table, and the combat system handles the rest.