Spielerando

Stop endless combos by letting the stun shrink with every hit

If every hit stuns an enemy for the same time, a patient player can chain hits forever and the enemy never gets to move. Here is how to make each follow-up hit buy less time, let the target break free at the end, and keep the count honest after a pause.

Why this works

A chain of hits stays fun only if the victim has a way out. Each hit gives less helplessness than the last, and the final hit frees the victim for a short while, so the attacker has to be quick and clever while the defender always gets a turn.

When not to use it

Do not use it in a game where long combos are the main joy and skill, as in many fighting games, or where enemies are weak fodder. Use a hard cap on hits, or a meter that drains, so players still feel rewarded.

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
  • 26 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 "Stop endless combos by letting the stun shrink with every hit" (read_entry hitstun-shrinks-with-each-hit-in-a-combo) 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