Let the player cancel an attack into a dodge, but only at the right moment
Fighting games and action games feel sloppy if you can cancel any time, and unfair if you can never cancel. This entry builds the short moment where a cancel works, including a button pressed a little too early.
Why this works
Players do not time their presses to the exact frame, they press when it feels right. A short window where cancelling is allowed, plus a little forgiveness for a press that comes slightly early, rewards good timing without demanding perfect timing.
When not to use it
Skip it in slow, heavy games where every swing is meant to be a commitment, or in games for people who press buttons rarely and slowly. There, no cancelling at all, with clear warning time, is fairer and easier to read.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 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 "Let the player cancel an attack into a dodge, but only at the right moment" (read_entry attack-cancel-window-with-buffer) 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