This editor consists of 5 independent functional tabs. The operational logic is completely identical across all tabs:

Purpose: Create and select the core combat data assets for your characters. Selecting a preset from the left list displays the following global combat configurations on the right:

| Parameter Name | Function / Purpose | Description & Usage Guide |
|---|---|---|
| Light Attacks | Light Attack Combo Chain | Click the + icon to drag and drop your configured Skill DAs from the Skill Library. When a player presses the light attack button repeatedly, these skills will trigger sequentially based on their array index. |
| Heavy Attacks | Heavy Attack Combo Chain | Used to store and chain your heavy attack Skill DAs in the same sequential order. |
| Team | Faction / Tag Settings | A dropdown menu (e.g., Player, Enemy). Used for alignment checks to prevent friendly fire, ensuring combat detection only triggers between different factions. |
| Hit and Death Montage | Hit & Death Data Asset | Assign a dedicated configuration package containing your hit and death animations (e.g., DA_GetHit). When this character is struck by an opponent, the component automatically extracts the proper hit flinch or death montage from this asset to play. |