Arcade Combos
For fighting games and arcade titles, DOSGamePlayer lets you bind a multi-key combo to a single touch button — so a half-circle motion like Hadouken can be executed with one tap.

When this is useful
- Street Fighter II — Hadouken, Shoryuken, Tatsumaki Senpukyaku (Hurricane Kick)
- King of Fighters — special motions, super combos
- Mortal Kombat — fatality input sequences
- Pretty much any fighting / shoot-'em-up with quarter-circle, half-circle, or charge motions
Touchscreen makes complex motion inputs hard. A combo button does it reliably in one tap.
How to set up a combo button
- From the game's Game Detail page, tap Edit Keypad (Arcade).
- Long-press an empty area to add a new button (or tap an existing button you want to convert).
- In the button settings dialog, tap Define as combo.
- Enter the sequence:
- Each step is a key (or set of simultaneous keys).
- For motion inputs use direction keys (Down, Down-Forward, Forward, then Punch).
- Each step has a delay to insert before the next (usually one frame).
- Save.
The new button shows a small macro indicator so you remember it's a combo.
Example: Hadouken (Street Fighter)
For Ryu / Ken in SF2:
1. Down
2. Down-Forward (Down + Right)
3. Forward (Right)
4. Punch (any P button)
Each step has a short delay (~30–60 ms) between them. If the combo doesn't trigger, increase the delay slightly.
Example: Shoryuken (Dragon Punch)
1. Forward (Right)
2. Down
3. Down-Forward
4. Punch
Example: Tatsumaki Senpukyaku (Hurricane Kick)
1. Down
2. Down-Back (Down + Left)
3. Back (Left)
4. Kick
Tuning timing
Combos that don't always register are usually timing issues:
- Too fast — the game's motion detector misses an intermediate step. Increase delays.
- Too slow — the game completes a different motion. Decrease delays.
- Wrong order — double-check direction definitions; Down-Forward is one key, not Down then Forward.
Multiple combos per game
You can stack multiple combo buttons on one layout — Hadouken, Shoryuken, Tatsumaki, Super combos, etc. Use distinct colors or labels so you can spot them quickly during play.
Combos vs Autoclick (rapid fire)
Combos send a sequence. Autoclick repeats a single key. Use combos for motion inputs, autoclick for rapid attacks (R-Type, Galaga, etc.). Set autoclick from the button settings dialog with a Repeat Interval slider.
Default arcade buttons
The default Arcade keypad already includes A, B, C, D for fighting games and Insert Coin / P1 Start for arcade boots. Combos go on extra slots you add yourself.
Related
- Virtual Keypad (Arcade) — the parent editor
- Game Detail