COMBAT IS DATA. MAKE IT YOURS.

FRAMESMITH COMBO LAB

Change a rule. Make it connect.

Loading the actual Rust/WASM simulation…

Canvas and WebAssembly are required.
RELAYENERGY 0 / 100AMMO ●●●
0BEST TRUE COMBO0 damage
DUMMYGUARD AFTER FIRST HITReady
READYLOADING BINARY
Startup Active Recovery Stun Freef 0

Follow the data

Frame advantage is first-contact advantage. The synchronized timeline shows the actual result. Impact is followed by the authored number of stun frames; shared hitstop freezes both actors.

Data decoded from the current FSPK
MoveS / A / RDamageHit / block advantageTags

Cancel graph

Inspect the actual definitions

framesmith-cli export --project ./framesmith-lab --character relay --adapter fspk --out ./relay.fspk

One lab. Clear ownership.

Change the rules. See exactly why a combo works. Take the combat data into your game.

Not a complete engine: movement/knockback, entities, effects, animation assets and custom game policy remain the consuming game's responsibility. This stationary lab handles only its named demonstration behaviors. It doesn't pretend every preserved field executes automatically.

60 Hz, input buffering, presentation, damage/stun policy and a 60-second recording limit belong to this demo—not FrameSmith's core. Human judgment still decides whether the tool feels good.