Spielerando

Allow a quick follow-up only when the first attack really hit

Cancelling the end of an attack into the next move feels great, but if it works on a miss too, the end-lag of every attack means nothing. This entry shows how to open that shortcut only on a hit, and why it cannot start on the very frame of the hit.

Why this works

Recovery is the price of a miss, so a shortcut should be a reward for a hit. Tying the cancel to a confirmed hit keeps risk and reward together, and a short delay lets the player see the blow land before the next move starts.

When not to use it

Skip it in slow, heavy games where every swing is a commitment and the weight is the point, or for beginners who would find cancels confusing. There, let moves simply run out and give the fun through timing of the next move.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 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 "Allow a quick follow-up only when the first attack really hit" (read_entry cancel-attack-only-after-it-connects) 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