This demo uses the keyboard keys for input to demonstrate GAC combos within a 3D setup.
GAC Combos List
 
Main Inputs - When Standing (Context)
Movement Direction Input [Keyboard Arrows or WASD] - Run
Punch Input [Z] - Punch_L 
Crouch Input  [X] - Crouch
Jump Input  [C] - Jump
 
Main Inputs - When Running (Context)
Punch Input [Z] - Flying Kick
 
Main Inputs - When Crouching (Context)
Crouch Input [X] - Standing
 
Charged Inputs - Hold down input for specific time - When Standing (Context)
Punch Input [Z] - High Kick
 
Synced Inputs - Press inputs simultaneously - When Standing (Context)
Punch [Z] + Crouch Input [X] - Tornado Kick
Punch [Z] + Jump Input [C] - Roundhouse Kick
Crouch [C] + Jump Input [C] - Low Kick
Punch [Z] + Crouch [X] + Jump Input [C] - Spin Flip Kick
 
Charged Sync Inputs - Hold down input(s) for specific time - When Standing (Context)
Punch [Z] + Crouch Input [X] - Butterfly Twirl Kick
 
Sequenced Inputs - Press inputs back to back - When Standing (Context)
Punch Input [Z] > Crouch Input [X] > Punch Input [Z] - Strong Uppercut
UpLeft Direction > Up > UpRight > Punch Input [Z] - 360 Low Attack
 
Normal Combos - When Standing (Context)
Punch Input [Z] (L_Punch), Punch Input [Z] (R_Punch), Punch Input [Z] (Hadouken)
Punch Input [Z] (L_Punch), Punch Input [Z] (R_Punch), Crouch Input [X] (Shoryuken)
Punch Input [Z] (L_Punch), Crouch Input [X] (Lead Jab), Jump Input [C] (Left Hook), Jump Input [C] (Cross Punch)
Punch Input [Z] (L_Punch), Jump Input [C] (Forward Step), Jump Input [C] (Shoryuken)
Jump Input [C] (Jump), Punch Input [Z] (Butterfly Twirl Kick), Punch Input [Z] (Drop Kick)
 
Normal Combos - When Crouching (Context) or When Running (Context)
Punch Input [Z] (Roll), Punch Input [Z] (Backflip Kick)
Punch Input [Z] (Roll), Crouch Input [X] (Leg Sweep)
 
Delayed Combos - Delay the Input press in between combo inputs - When Standing (Context)
Punch Input [Z] (L_Punch), Punch Input [Z] (R_Punch), Wait, Punch Input [Z] (L_Punch Two), Punch Input [Z] (R_Punch Two)
Punch Input [Z] (L_Punch), Punch Input [Z] (R_Punch), Wait, Punch Input [Z] (L_Punch), Crouch Input [X] (Uppercut)
Punch Input [Z] (L_Punch), Punch Input [Z] (R_Punch), Wait, Crouch Input [X] (360 High Attack)
Punch Input [Z] (L_Punch), Punch Input [Z] (R_Punch), Wait, Jump Input [C] (Spin Kick)
 
Sync Combos - When Standing (Context)
“Simultaneous Press” Crouch [X] + Jump Input [C] (Low Kick), Punch Input [Z] (Kick), Punch Input [Z] (Martelo)
“Simultaneous Press” Crouch [X] + Jump Input [C] (Low Kick), Crouch Input [X] (Elbow), Punch Input [Z] (Martelo)
 
Delayed Sync Combos - When Standing (Context)
“Simultaneous Press” Crouch [X] + Jump Input [C] (Low Kick), Punch Input [Z] (Kick), Wait, Punch Input [Z] (Knee), Punch Input [Z] (Drop Kick)
 
Charged Sync Combos - Hold down input(s) for specific time - When Standing (Context)
“Simultaneous Press” Punch [Z] + Crouch Input [X] (Butterfly Twirl Kick), Punch Input [Z] (Backflip Kick)
 
The demo is just a scratch of how you can create really long and great combos using the system. Credit goes to MU4MA6 from the Asset Store for this Unity Mask man model. 

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