Spielerando

Freeze frames on a hit should not swallow the jump the player pressed

A short freeze when a blow lands makes fights punchy. But players press jump during the freeze and nothing happens afterwards, or the forgiving moments for jumping silently run out while everything stands still. Here is which clocks stop and which keep listening.

Why this works

A freeze is the game holding its breath, so anything that measures the world's time must hold it too, or the freeze eats the player's chances. But the player's fingers keep moving, so what they press must still be heard.

When not to use it

Skip it when your game has no freeze at all, or when a hit should clearly take control away, as in a heavy blow that stuns the hero. Then do not remember presses made during the stun, so the punishment is real and the rule stays honest.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 23 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 "Freeze frames on a hit should not swallow the jump the player pressed" (read_entry hit-stop-keeps-the-jump-press) 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