UE / Unity / Personal project

Genichiro · combat reconstruction

An independently developed combat reconstruction in Unreal Engine 5.8, featuring Genichiro’s three-phase battle, boss AI, guarding, deflection, counters, deathblows and phase transitions.

Complete three-phase battle

04:12 · Full recording at its original speed, with in-game audio and technical annotations. Web playback: 1080p.
Role

Solo development and production: combat programming, boss AI, runtime integration and showcase video

Tools

Unreal Engine 5.8 · C++ · Animation · Data Assets

Year

2026

Type

Personal project

A reconstruction of the action and combat systems in Sekiro: Shadows Die Twice, independently developed by XmingCat. The film follows one complete battle at its recorded speed; the sections below explain the implementation behind the encounter.

01Rebuilding a playable encounter

The project brings player actions, boss decisions, contact rules and presentation into a shared UE runtime. The film shows a complete three-phase Genichiro encounter, including counters, phase transitions and the final deathblow. The presentation focuses on the actions and systems of this Boss encounter.

02Genichiro’s decision loop

Armored Genichiro and the Way of Tomoe phase use separate decision policies. Distance, relative direction, posture, status effects, timers and available space change the weights of possible actions. Close exchanges are evaluated before ordinary action selection, allowing a defensive response to lead into the next attack.

Selected actions run through goal steps for approach, attacks, repeated combos, retreat and lateral movement. Conditions, callbacks and completion return control to the decision loop. This connects the choice of a move to its execution and recovery across the encounter.

From encounter state to the next move

  1. Read the encounter

    Distance, direction, posture, effects, timers and space.

  2. Choose a response

    Resolve close exchanges, then weight eligible actions.

  3. Execute the goal

    Approach, attack, chain, retreat or move sideways.

  4. Continue the battle

    Callbacks and completion return to the next decision.

03Contact, defense and recovery

Action data and timed events define attack windows and defensive opportunities. Contact feeds health and posture changes, guard or deflection reactions, movement, sound and effects. Events belong to a particular action and contact lifetime, so an interrupted move can finish its own feedback without overwriting a new one.

Input capture and action execution use distinct windows. Parallel reaction layers and movement each retain their own state, keeping a visible animation from becoming the sole authority for combat rules.

04Counters, deathblows and lightning

Mikiri counters and paired deathblows coordinate both actors’ actions, position and direction while passing collision results back into the shared motion. Full posture is one condition; preparation, contact and execution also have their own permissions.

Lightning reversal tracks reception, accepted action, return events and effect release as parts of the same interaction. The showcase presents these systems in the three-phase battle, alongside the actions and recovery that connect them.

05Phase transitions and camera handoff

Combat state, paired animations and the transition sequence have distinct lifetimes. Completing an interaction and completing the body animation are handled separately before the next phase takes ownership. Camera targets are updated after both actors’ poses, keeping the viewpoint aligned with the current encounter.

The UE combat systems, data conversion, runtime integration and showcase video were independently completed by XmingCat. Characters, animations and environment assets originate from Sekiro: Shadows Die Twice by FromSoftware.

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