@Evade-This5965 Looking forward to this!
@TipsyRuben
Posts made by TipsyRuben
-
RE: Knockdown requirements?
-
RE: Knockdown requirements?
@Evade-This5965 Thanks for the input, I definitely agree, If I look closely, I can kind of see them 'recover' really quickly. I think this might lead to an interesting meta if a player can instantly recover on the frame they get knocked down. It seems like it would make you have the advantage for sacrificing one bar on a dodge at the right time. Maybe not that big of a deal and might even be a computer only thing, but interesting none the less. @h2baked8110 yea I know the 3rd hit HOLD sends them up, but if you do as I suggested in training mode sometimes IT DOES NOT. I think it is for the same reason though, the AI is instantly dodging/recovering as soon as you hit with the knockdown/launcher move. Thanks for the responses guys!
-
RE: Knockdown requirements?
Could it be that the AI is just dodging on the first frame they get knocked down and you just can't really see it? If I set the AI to just stand there, it gets the knockdown every time.
-
RE: Knockdown requirements?
@D4m0R3d If you go into the dojo, put the enemy on "Aggressive", and do the jumping hold X move with either Makutu or Nidhoggr (I am sure it is the same for others). Why does it only some times knock down the enemy?
-
RE: Knockdown requirements?
Just to add to this, it seems like sometimes Makutu's 3rd hit in the combo will launch the opponent, but sometimes it just does the hit and doesn't bring the opponent up with Makutu (specifically the 3rd hit and HOLD launcher combo, not the regular press 3rd hit. I know that one doesn't launch). I don't know if there is a similar reason for this, but figured I would add it because I might be missing some general combo rules or something.
-
Knockdown requirements?
I have been trying to test this out, but does anyone know exactly what causes a knockdown? I know air combo (2nd hit I think), the last hit of ground combo, and jumping hold X (on XBOX), but It seems inconsistent, especially for the jumping X. I have tried to lab it out for a bit in Dojo, but haven't really found an answer. For instance, when I jump and hold X, sometimes the enemy will get knocked down and other times it just blows right through them and it seems like I am 'unsafe' after I land. Does it have something to do with how much stamina the enemy has (hard to test in practice)? Could it be what part of my attack hitbox is hitting the enemy, or the arc of my jump/when I press the attack button? Maybe I am just missing something here so if anyone has any input on this that would be great. Like what is to prevent me from doing jumping X at the exact time they get up so they get knocked down again right away (I have done this in Dojo a couple time , but not sure why it worked only randomly). My testing was in Dojo with the AI set to aggressive. Thanks.