That depends on how they were implemented, there is atleast 10 posts that have had great examples of what you could do with diagonal slips that will explain it 100x better than me, but try and bear with me as I'm awful at articulating these things, but, they could be used as short slips, giving us some level of distance management (though I've read you can throw at 3 different stages of a slip so this perhaps isn't as much a use)
They'd give us more angles to work with from idle, I don't mind of there is the 4 moving slips, but from idle it looks very janky going from say, Ducking to right using sustained slips, it looks awkward and fling yourself much further than required sometimes.
Whereas, with an 8 point system, you could have the option to, while ducking, move your torso/head off centre to the right or left (to say, reactively dodge an uppercut) without fully. Committing to going to the right or left sway.
The pull back would work the same, again, the frame of reference is FNC, which, while having 360* headmovement, which you could use to make these angles.
They'd allow more options to the headmovement, say your ducking, working the vody, and you anticipate the uppercut, move your head just enough off centre while maintaining the duck to be able to return with a lightening counter to the body.
And on the flipside of this, if you do get caught, slip to late, the wrong way, the damage done should be severe make them riskier, but more rewarding.
It could partially alleviate the way headmovement looks from idle when you go say, duck,left,back, and the character awkwardly kinda flicks between each, as there'd only be half the animation/time before you hit the angle inbetween, and could choose to hold it. (I don't think I'm making sense. Sorry. As I keep saying, I suck at putting it into words)
The actual angles you'd be using would be. If you look at Pull back, right sway, duck then left sway as North East South West, these angles would be NE, SE, SW, NW.
Who knows. Maybe it'd only add an asthetic level to the gameplay, maybe it would alleivate a lot of the problems with the head movement, maybe it wouldn't work with the digital "X hits Y but Z dodges X" accuracy system. I don't know.
To me, personally, having 8 angles to work with as opposed to four just feels better, its hard to put into words, I may be wrong, as I said above, maybe it wouldn't work in the system. there are plenty of better arguments than mine in this thread for diagonal slips as a compromise over 360* who are probably more qualified to explain this.
Are there any reasons they wouldn't work? I'm not asking that to be smug or dickish, I'd honestly like to know if there is a reason you think they wouldn't work, or aren't needed I guess.
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