Combat

Powerful Fighter Pack(Can be used with my Sword Pack)

445-key RPG fighter animation pack covering movement, combat, crouch, dodge, jump, damage, knockdown, with Sword Pack compatibility and UE 5.4 support.

Powerful Fighter Pack(Can be used with my Sword Pack)Combat

Resource overview

The Powerful Fighter Pack is a character animation set for Role-Playing Game (RPG) production, structured through roughly 445 key animations. The set covers the full movement-to-combat range: locomotion, turns, crouching, dodging, jumping, double jumps, skills, attacks, blocking, damage reactions, knockdowns, and injured states. It also defines transition clips between a fighter and a sword-wielding state, because the pack was designed to work with the Powerful Sword Pack's Katana and Dual Blade content.

The 445-Animation Breakdown

Breaking the list down by category gives a clearer sense of what the pack can do:

  • Movement: 27 Root, 26 In-Place
  • Turn in place: 34 Root, 34 In-Place
  • Crouch: 10 Root, 10 In-Place
  • Skills: 19 Root, 20 In-Place
  • Attack: 56 Root, 56 In-Place
  • Damage: 33 (Root + In-Place combined)
  • Knockdown: 22
  • Jump: 4 Root, 8 In-Place (zero height)
  • Jump Attack: 3 Root, 6 In-Place (zero height)
  • Double Jump: 4 Root, 12 In-Place (zero height)
  • Dodge: 6 Root, 6 In-Place
  • Rock away: 5 Root, 5 In-Place
  • Weaving: 3 Root, 3 In-Place
  • Idle to Move: 2 Root, 2 In-Place
  • Move to Idle: 3 Root, 3 In-Place
  • Blocking: 2
  • Switching Class: 4
  • Fighter_Walk_To_Katana_Idle: 4
  • Injured: 2 Root, 2 In-Place

That unlabeled mixing of categories is common in animation packs, but the numbers reveal the focus: attacks and movement dominate, while skill and reaction states are substantial enough to cover a melee-oriented combatant.

Root Motion Alongside In-Place Motion

Nearly every major group appears in 2 variants: Root Motion and In-Place. Root animations move the character's Root Bone along a path, letting the Capsule follow the motion. In-Place animations keep the character stationary while still playing the same body mechanics. The split is useful in different contexts: Root Motion works when the character should travel a set distance, while In-Place versions are easier to place inside a fixed NavMesh area or a confined arena. The turn-in-place set was even updated in V1.4 so the Root Bone is applied in the same way as character rotation, which avoids the common drift problem when the body rotates but the root stays behind.

Crouch, Turns, and Transition States

Later updates expanded the pack in meaningful ways. V1.2 added 34 animations, including crouch with 8-directional movement, idle-to-crouch and walk-to-crouch transitions, and a crouch idle turn. The same update added jog L90/R90 and walk L90/R90 idles-to-turn variations, along with new combo attacks like Attack_Combo3_1/2, Attack_Combo5B_1/2, and Attack_Combo5C_1/2. V1.3 added 28 more animations and an In-Place 90-degree motion. V1.4 introduced 90- and 180-degree turns where the Root Bone follows the character rotation. These are exactly the kinds of animations an RPG needs when a character is navigating narrow corridors, adjusting to the camera, or transitioning from a walk into a guard stance.

Pairing with the Powerful Sword Pack

This pack was explicitly built to be usable with the Powerful Sword Pack's Katana and Dual Blade content. 4 animations are devoted to switching class, and 4 more are labeled Fighter_Walk_To_Katana_Idle, which suggests a walk-to-idle transition specifically for swapping to a katana stance. The V1.5 update also included a dual blade Humanoid compatibility update, meaning the fighter animations can be layered onto a character that already uses the sword pack's dual blade visuals. In practice, this allows a single character to alternate between sword fighting and bare-fisted or weaponless fighter combat without a jarring cut.

Update History and Ongoing Support

The version log shows a steady maintenance track. V1.1 fixed walk state naming and a Walk_BR90 bug, and adjusted the Jogging_BR45 root directional axis. V1.2 fixed root shaking. V1.51 added Root Motion to Idle_ver.B. V1.52 and V1.53 addressed Skill_L and Skill_M_Root bugs, and V1.54 fixed additional Skill_Root issues. The V1.53.1 update added Unreal Engine 5.4 (UE5.4) support, so the package has stayed current with engine releases. Early updates also added a modeling folder and, in V1.5, new modeling, which means the pack delivers more than motion data alone.

Where the Pack Sits in an RPG Workflow

For a production team, the breadth is the main advantage. The 445 animations cover the main states a fighter character cycles through during gameplay: movement and turns for navigation, skills and attacks for combat, dodge and rock-away/weaving for evasion, jump/double-jump/jump-attack for verticality, damage/knockdown/injured for hit reactions, and crouch for stealth or environmental positioning. The Root Motion / In-Place split means both system-driven movement and animation-driven movement are possible. The presence of zero-height jump variants is a small but practical touch: In-Place jumps and jump attacks can be used when the player must stay grounded or when the gameplay doesn't require a full upward Capsule displacement.

That combination explains why the pack was built with a sword pack in mind. The transition animations bridge the 2 states so a character can move from a fighter stance to a katana stance cleanly. For an RPG project that needs a full-body animation set for an unarmed or fist-based combatant, the Powerful Fighter Pack is dense enough to act as the core locomotion and combat layer, with room to layer custom animations on top.

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