Where do you usually implement player motion when going through the state machine of a combo system?
An example, when player presses X+Y it must do an uppercut like movement (Like street fighter) where the player jumps and hits. Another example could be the Devil may cry series where you can press down+sword button and the enemy is thrown up and the player authomatically jumps to let player hit target in the air.
When creating a combo, you have 2 things to take care of. One is the media that will be played when the combo is done (sound, animation, etc...) and the other the movement of the player when doing this combo.
How do you handle the movement of the player? I have 2 posible options:
1) Include the player motion (translation, rotatio, etc...) in the animation
2) Delegate the player motion to the combo nodes while they are being linked.
First option could be the easiest but seems a bit restrictive. For example if you want to let the player do some other action while the current combo node media is playing (ej. jumping) could be tricky (Jump + hit).
Second option would need to have some many diffeernt nodes (We could use some kind of delegates here to minimize the node count(IOC)) to cover all the motion needs of every part of the combo.
What do you think. Am I thinking too much?