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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.

TODO: Combo editor with sequence

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

  1. From the game's Game Detail page, tap Edit Keypad (Arcade).
  2. Long-press an empty area to add a new button (or tap an existing button you want to convert).
  3. In the button settings dialog, tap Define as combo.
  4. 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).
  5. 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.