how could i make my character combo with more then one button presses . lets say like. a left jab. then a right jab. then left. then kick. each with a press.
how could i make my character combo with more then one button presses . lets say like. a left jab. then a right jab. then left. then kick. each with a press.

Plus you've got 2 threads on this subject. I guess you could try bumping this thread with replies until someone bites, but more than one thread on the same topic is annoying to some people.
By using Alterable Values.
I.E. =>
Keypress add 1 to counter Alterable Value A
Punch 1 - Alt Val a = 1
Punch 2 - Alt Val a = 2
Kick 1 - Alt Val a = 3
Roundhouse - Alt Val a = 5
Then reset Alt Val a to 0 which is your idle animation frame.
Example Alt Val a = 0 then set animation to "Stopped" + Speed of player less than or equal to 0, otherwise allow walking animation to play if movment speed is greater than 0.
Notice the gap from 3 - 5, this way you can delay more powerful moves, they would take longer to "wind up" realistically.
Now say you stop pressing keys, then you would want your character to reset. Do this by adding the code
If no keys are pressed every 1 second + speed of player is less than or equal to 0 then "restore animation".
AND Also If keys are pressed other than the attack key, "restore animation" BUT Only run this event once when it loops. This is so your character will be allowed to use it's walking animation and start it, "interupt" a fight animation to immediately break into a walk or run animation, or maybe jump.
it can get complex but you only get results through testing, LOTS AND LOTS of testing, this is called "Debugging".
AND also remember that all your code has to include EVERY instance you add, because you may need to add a blocking animation, or maybe a use animation. You have to code those animations into your whole code so you don't break an animation - allow an animation to run. "restore animation" will cancel all animations unless you include those animations as ignore or allowable animations.
now when u say punch 1,2 do u mean the animation?
never mind i got everything except the "Then reset Alt Val a to 0 which is your idle animation frame"for that to work do i need my character movement to be programmed in the event editor already? because i have em on "platform" for movement.

Punch 1 = Animation = Alt Val = 1
Punch 2 = Animation = Alt Val = 2
Well for platform movement it might be a little tricky. This is where custom movement might come into play. BUT with platform movement your character should automatically default to whatever your "stopped" animation is. So your stopped animation is your standing animation. That plays when all movement = 0.