Stop an enemy from being stunned forever by a fast combo
A strong player chains light attacks and the enemy never gets to act for ten seconds, which feels awful on the receiving side, especially against a boss. This entry shows how each hit can stun a little less and when the enemy gets control back.
Why this works
Stunning is meant to reward a skilled attacker, not to take the game away from the other side. If each hit in a string freezes the target for less time and the string ends in a guaranteed break, the player stays involved to the end.
When not to use it
Do not shorten the stun in games where long combos are the whole point, such as fighting games with trained players. There the long string is the skill on show. Limit it with damage scaling or a cost instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 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 "Stop an enemy from being stunned forever by a fast combo" (read_entry hitstun-shrinks-in-long-combos) 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