Split a sword swing into wind-up, hit and recovery without missing hits
Players say a swing felt like it should have hit but did nothing. The cause is often a single slow frame that jumped right over the short moment in which the blade can hurt. Here is a way to time the three parts so a slow computer cannot swallow the hit.
Why this works
A blow is dangerous only for a short stretch, and a frame is also a stretch, so the right question is whether the two overlapped, not whether the blow is dangerous at the instant the frame ends. Asked that way, a slow frame can never skip over the hit.
When not to use it
Don't use it for attacks that only need to hurt at a single known instant, like a thrown projectile hitting a wall, or for slow, wide area effects that are present for many frames anyway. A plain overlap check each frame is enough there.
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
- 23 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 "Split a sword swing into wind-up, hit and recovery without missing hits" (read_entry attack-startup-active-recovery-no-missed-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