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.
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.
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.
