Juggling an enemy in the air should end by itself, not go on forever
Launching an enemy and hitting it again in the air feels great for a few hits, then turns into a lock that the victim cannot escape and that bores everyone. Each extra hit should become a little less effective. Here is how much to reduce and when to force the fall.
Why this works
A juggle is fun while it takes skill and tiresome once it is a free win. Letting each hit lift less and pull down harder wears the combo out by itself, so players get a rush of success that always ends before it becomes a loop.
When not to use it
Skip it when launching is not part of the game, or for bosses and heavy enemies that should not fly at all. In a game where long juggles are the main skill, such as a fighting game, give players the long combo and balance it with cost.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 34 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Juggling an enemy in the air should end by itself, not go on forever" (read_entry air-combo-gravity-and-launch-decay) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP