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Combo Generator

Build a combo in one click

Pick the grade tier, the count and which move families to include. The engine respects lead-only and rear-only rules automatically.

Controls

Bounce timing matches count.

Strict pattern only. S = Speed (Jab/Cross/Uppercut) · P = Power (Hooks/Body/Backfist/Rear Knee/Elbows) · K = Kicks · FM = Finishing Move. Grades unlock cumulatively: White → Yellow (+Backfist) → Red (+Back Kick, Double Punch) → Green (+Round House) → Blue (+Finishing Moves) → Black (+Elbows). Back Kick & Double Punch land as the final move only.

Punches are always on. Tick extras to unlock knees, kicks and defence.

J
C
LH/RH
LB/RB
LU/RU

Reference combos taken from the Fight Klub playbook. Load one or all as inspiration.

Ready to roll

Set your controls and hit generate. Each combo respects Fight Klub stance rules — jab is always lead, cross is always rear.