Let a fighter step forward into a blow without ever standing inside the enemy
A swing with a forward step feels powerful, but if the step is a fixed length, a fighter who is already close walks through his target, and one who is far still hits from too far away. This entry shows how long the step may be, what the step looks like in time, and what must not move.
Why this works
A strike looks stronger when the body leans into it, but the true position of the fighter must stay where the rules put it. Moving only the drawn picture gives the push of a lunge without breaking paths, crowding or the damage check.
When not to use it
Wrong for weapons that act at a distance or from a fixed place, like bows, spears used from behind a shield wall, or a turret. It is also wrong where the step must really change the position, such as a dash that dodges a hit.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 24 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 "Let a fighter step forward into a blow without ever standing inside the enemy" (read_entry sword-lunge-steps-forward-but-never-into-the-enemy) 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