Hitting an enemy in mid-air should hold you up for a moment
Fighting in the air feels great when each landed blow keeps you aloft just long enough for the next. Allow it without limit and fights never touch the ground; allow it on misses and players hover for free. Here is how the hold works and where it stops.
Why this works
A hit in the air should feel like a moment of control, not a stop in time. Holding the body briefly after each hit, less each time and only a few times, lets a combo flow while the limits prevent hovering forever.
When not to use it
Not suited to games where the realistic fall is part of the challenge, such as survival or sports games. There, a hover looks odd. Use a small upward bump on a hit instead, which keeps the weight of the body.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 22 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 "Hitting an enemy in mid-air should hold you up for a moment" (read_entry air-juggle-hover-on-hit) 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