Hitstun from feints
Noticed that when fighting someone laggy, often times my character will freeze up as if they are about to block an incoming attack when an enemy does an attack within range. Regardless of whether or not they actually hit, my stance will lock even when there is no impact. This issue occurs only while blocking, and I assume it has to do with how your character freezes in place and locks stance to block attacks. However, this should not occur before an attack actually lands as it makes changing stances under pressure to counter with an attack really janky. Overly favouring the attacker if they are host.
On the other side of this, I noticed that when I'm host and actively pressuring, my opponent can't respond even if their attack is faster. Despite me not actively hitting their guard to cause enough hitstun to give me advantage.
In short, the animation that plays before an attack lands is drastically effected by latency, and can lead to advantage on feint that shouldn't exist.
On the other side of this, I noticed that when I'm host and actively pressuring, my opponent can't respond even if their attack is faster. Despite me not actively hitting their guard to cause enough hitstun to give me advantage.
In short, the animation that plays before an attack lands is drastically effected by latency, and can lead to advantage on feint that shouldn't exist.
Comments
We're sorry to hear you may have run into some technical issues and apologize for any frustration they've caused. We'll go ahead and pass your report along for further investigation. In the meantime, if you have any further details you believe may be relevant in addressing this issue please do not hesitate to share them here.
Thanks so much for bringing this to our attention, we truly appreciate your support.
From further testing, the amount of time the character remains locked in place (leaving them unable to defensive, start an attack, or switch stances for a few frames) doesn't seem to vary by actual hitstun, but moves with more forward movement cause this ghost blockstun for longer periods of time (Jumped Out Elbow, Front Kick, and Front Tripped Kick [to name a few]). Higher ping between players, Not being host, and Rapid feinting also exaggerate this "ghost blockstun".
Regardless of what moves attempted, not blocking still prevents this from occuring. However this is not a viable counter strategy as the person alternating attacks can easily jab for damage and hitstun out of a feint.
Thank you for additional details, your information is really helpful. I'm forwarding it to the Team. Thanks for taking time to write us about the issues you've faced.
Visual reference.
Thanks for the visual reference, THDante. Thank you for your notice, Velindian.