@Darkspectral requested me to do this. Currently, I'm really busy with other projects, so I didn't make a full-fledged tutorial, and the instructions are based on comments I sent to Darkspectral. The pictures in the tutorial are not meant to be the tutorial itself, but if you can figure them out without reading the text below good for you: Step 1.Ok, so I recommend that you use the gus the II engine for coding. Look inside and you will see sprites with the number 1, like brg1, s1, and p1. These are for the player. The sprites that end with 2 are for the dummy. You will also find variables and broadcasting blocks that contain P1 or P2. Step 2.Go to the s1 sprite, and look at any code strand that starts with "When __ key is pressed". This is your move. The red block that says "Skill Requirements" is to activate the move, and the other red blocks that say "Ability Status act out the move". To activate a move, choose what key you want to use (For example, When R key is pressed). For the Skill Requirements, all you need to do is mae sure the slot to the right of Ruuning Ability=0 and that the last slot equals your key you want to use Step 3. Next is the Ability Status. The first slot will be the name of the costume you want your player to change to. Go to the p1 sprite, make the costume, name it to what you want, then put that name in the first slot in the s1 sprite. Step 4. The second slot in the Ability Status is whether you want the player to be able to walk around or not. 2 is to not move t all, -1 is to move slowly, and 1 or 0 to move normally. Step 5. The next slot labeled CD is what you add to the last Ability Status block which will endthe move. Put the letter of the key you are using (In the example, R) in that slot. In the next slot, put whatever number you want based on the number of seconds you want for the cooldown of the move. You only need to add this number in the last Ability Status block of the move. Step 6. The fifth and final slot in the Ability Status block is for how long you want the player to be in the costume it is in. Step 7.You will see in some of the moves the variable P1XV. Change the last number after the block "direction" to the number of you choosing The smaller the number, the more distance the player will move. Step 8. Then, you add a broadcast block that says whatever you want will enact your move and affect the dummy. For example, broadcast p1heavypunch allows the player to punch the dummy.