Stance Swapping During Evade/Dash And Input Delay

Allowing the ability to swap stance during Windfall's evade or the dash animation could lead to more potential mix-ups and generally improve the fluidity of counter attacking. Currently, if you want to follow-up after an evade/dash as quickly as possible, you are limited to the stance you had prior to evading/dashing away. It'd offer more depth and fluidity to reactively countering, whilst lessening player reliance on prediction to properly punish certain attacks after an evade/dash. The slowing effect of evade is also nulified by the time it takes the player to swap stances afterwards. So this change could also allow for more options to be utilized by the defending player after they successfully dodge.

Additionally, the input delay for Evade/Parry/Absorb/Dashing should be removed if not greatly reduced, there's nothing more frustrating than knowing an attack is coming and initiating the defensive input at the right time, only for your character to do nothing and be hit. If there needs to be a slight delay before the defensive ability is active, remove the input delay then add an animation at the start where the player is vulnerable. That way they can at least know they didn't time it right as opposed to it feeling like your input did nothing.

Comments

  • Another discovery, apparently if you input a dash, evade, parry, or absorb whilst blocking, your character will actually release the block before the move initiates. This is incredibly irritating as I'll predict an enemy's attack, slam my stick in the proper direction, and then I just stand there and get hit in the face when my character should've avoided it. The input delay combined with this makes it so even if you dodge at the time it makes sense to dodge, you just recieve a full hit. Lag compounds this issue further, and it's a problem throughout the entire game.
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