Cancel the end of an attack with a jump, but only if the attack hit
Skilled players love to escape the slow ending of a sword swing by jumping. Allow it on every swing and nobody ever pays for a miss; allow it never and the fights feel stiff. Here is the rule that rewards a hit, once, and for a short time.
Why this works
A cancel is a reward for a good hit, not an escape from a bad one. Opening the window only after contact makes the player commit to the swing first, and the window's short life keeps the combo a matter of timing instead of mashing.
When not to use it
Wrong for slow, heavy fighters where every attack should carry its full risk. A cancel there makes weight meaningless. Use it in fast, combo-driven games, and keep heavy moves uncancellable.
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
- 28 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 "Cancel the end of an attack with a jump, but only if the attack hit" (read_entry jump-cancel-only-after-a-hit) 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