Velindian
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- Velindian
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Would like to point out this still happens in downfall, and the stances not switching still happens. Only difference is that it tends to happen more so after being hit or guarding an attacks previously.
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i dont think we'll find a consensus here we just have to different views and different experiences. but we are just arguing about 1 or 2 start up frames. i dont think thats necessary. im not using any of those moves except for P&S anyways. But …
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1. The issues occur before hitstun is in play when the player is turtling, and the only attacks that give enough blockstun to do so when somebody blocks are easily reactable to interrupt. 2. mid attack you can see if the opponent is using a charging…
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i dont think that are the only options. for example i would have alot more choices against those move: 1. feint than go for an evasive move 2. stepcancel into a charge move 3. use my stagger front charge or sidedodge for JLK 4. feint and block than …
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since we are going that much into it: gold-linking is no hitstun but you can decrease the start up till the next hit by 3 frames wich has the same advantage in the end. personally i just use combos that are fast enough to be impossible to interrupt…
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they surely slow down the game but i dont think thats nessecerily bad because it makes hitstuns and start up time important. Hitstun and startup time would be more important factors, if these attacks actually had some. So I'll have to disagree with …
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Nope. The hitpause shows exactly when an attack registers as a hit, and all these screenshots were taken at the moment of impact.
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Gravity and Exhaust have a similar function. Using both correctly can make you outlast the opponents stamina fairly easily if they are offensively focussed. Heal and Shockwave are probably the best for making you last as long as possible. EQ Heal is…
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Winged Back Kick: Hits before Leg Extends out when the leg is almost done pulling back. Illusion Twist Kick: Jump Fart? Puropera Cut: Hitting the chest before the sword even gets there. Jumped Spin Kick: Looks like it hit from the opposite side, …
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I just think removing the I-frames and making it function like a strafe would fix the problem with it. Just make the angle to the other player determine if it's a strafe or not so you can still chase with long range thrusts when they back dodge. The…
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main difference between Absorb punishing and Forsaken/Windfall punishing is that both Windfall and Forsaken have more ways around them. Alongside having a longer recovery that allows for heavier feint punishes.
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oh so this was a thinly veiled lets nerf forsaken and make stagger, the only style not susceptible to feints stronger It's not a nerf to Forsaken. It allows for the potential of stronger punishes, in exchange for being counterable. Also, it doesn't…
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Would like to add that Stagger would auto feint into a fumbling state with the increased recovery, and forward stagger would be disabled on account of it technically being an attack. If an avoided attack registers, the stagger defensive would play n…
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But it's also a parry so it's fine aesthetically. Granted I think Parry strike is a little too good with how fast it is, and should have its startup time swapped with Fast Jab's.
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From my experience the terrain and input buffering combined with latency tend to cause this issue. Certain spots in arenas consistently drop inputs by registering a fallstate for a split second, which voids all new inputs and inputs buffered. Buffer…
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Nulifying damage is not my only concern when i say pushed back kick vs punch. my main concern lies with the fact that they will save themselves the knockback and advantage on hit i would of gained, which would be ilogical since i guaranty you that …
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Not sure if the clash would be a good idea since i dont want people to get used to the mechanic and stop huge hits with small ones, imagine some one stops your pushed back kick with a punch though " if attacks do not hit the same location, both p…
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In regard to idea 10, It'd also be nice to preview colors and multiple pieces of gear on at once. Hitting a button could bring us to a separate menu where we can mix and match what we have with the essence shop gear. The menu would look and act like…
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Fixing these issues might help make the game feel better. https://absolvergame.com/forums/discussion/26915/netcode-needs-interpolation-for-player-movement https://absolvergame.com/forums/discussion/26720/hitstun-from-feints https://absolvergame.com…
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A comparative example of the issue. How it is. How it should be. This took forever since low hitpause attacks are harder to catch right when they hit. Stagger attacks seem to have it even worse overall.
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Would also like to point out the fact that latency will allow some attacks to hit even earlier, which this issue makes even more jarring. I even tested every attack on a LAN connection at various ranges, and every single attack hit too early regardl…
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attack sound, and hitpause are based on the damage dealt. The most recent patch adjusted a lot of damage values so they are bound to sound and feel different. Personally, I wish the impact sounds were determined by the attack's hit location and star…
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Upon further inspection this seems to happen with every attack in the game. The player hurtbox is probably to too big, or the hitboxes on all attacks just become active too early in the animation.
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Still not fixed in update 1.16. This issue is making guard breaks way too safe to use when combined with fast jabs by locking up the inputs of the player blocking before they actually hit.
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For me it's things like latency and the weird ghost blockstun that happens. Explained here: https://absolvergame.com/forums/discussion/26720/hitstun-from-feints Even if I know their attacks and the timings to counter them, my character keeps stoppin…
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Is there any possibility this issue will be fixed by the upcoming update?
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Visual reference. You can also see that it happens when the follow-up attack occurs at the end of the gif.
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Velindian. Dude i feel like you did'nt read the part where im saying that Kalth does have confirms... Player A a klath equips the fastes sweep and the fastest punch for example. Player B attacks kalth with any move slower then Player A's sweep and…
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I would just like to add that this is one of the reasons the imperial march combo and its variants are so powerful. The blockstun caused by feints makes jabs unable to be Parried/Absorbed/Evaded afterwards, even though the combined feint frames and …
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"Kahlt gets the least advantage since you are still allowed to continue acting as normal" This is relative.. The fact that you are still allowed to is an advantage for them should they seek to play a "will" game. Getting your shards faster is c…