In competitive fighting games, a Jumpsquat is a period of time where a character prepares to jump. Essentially, after a jump input is pressed:
- the “Jumpsquat” animation is played
- an allocated amount of time is set to show the character preparing to jump
- after the timer is up, the character proceeds to jump
I have another forum post where I attempt to replicate this idea but it’s plagued with a bug I don’t know how to understand or fix - you can have a look here if you’re interested: Can Jump is True but Jump will occasionally fail
I’d like to hear your ideas about where I went wrong and how you would go about this.