Build a three-hit combo that continues only on good timing
A combo needs a rhythm: too early is ignored, too late starts over, and the last hit should end it cleanly. Many versions let the chain loop forever or reset at the wrong moment. Here is the small state that gets the feel right.
Why this works
A rhythm only feels earned when both mistakes cost something: too early is ignored and too late starts over. Measuring the opening from the end of the swing, not the press, makes the beat the same for everyone who hits it.
When not to use it
Do not make players hit a beat in games where attacks should flow from simple mashing, or for people who find precise timing hard. Let any press continue the chain, and put the skill elsewhere, such as in positioning.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 24 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Build a three-hit combo that continues only on good timing" (read_entry combo-chain-timing-window) 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