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What you basically need to do is have a list of the input sequences of the character and a counter for each sequence which states at what step of that input sequence they are currently on. For example, let's assume that the list of input sequences of the player-character is the following: punch, punch, kick punch, kick, punch, forward kick, punch, backward ...


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So I figured out my issue. Thanks to @Ocelot for telling me my deltaTime in milliseconds was too high. So I just divided my deltaTime by 100 and that fixed my issue. void Player::updatePhysics(int deltaTime) { velocity.x = 0; if (playerCount == 1) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) { velocity.x -= accelaration;...


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