A ground pound: freeze in the air, slam down, shake the floor
Pressing down in the air should feel heavy: a pause, then a plunge that nothing can steer. Get the order wrong and the character hovers an inch above the floor, drifts sideways while slamming, or makes the same tiny shockwave from any height. Here is the sequence.
Why this works
A move that hits hard must announce itself and then commit. The freeze before gives enemies and player a moment to read it, the fixed fall makes the outcome certain, and the pause after is the price that keeps the move from being used constantly.
When not to use it
Skip it in games with many small, close enemies, where a freeze in the air makes the hero an easy target, or in a game with no solid floor to slam. Use a quick dive that can be steered, or an attack that does not stop the player.
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
- 42 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 "A ground pound: freeze in the air, slam down, shake the floor" (read_entry ground-pound-slam-states) 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