Current Strikes FRAME AND DAMAGE DATA:
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- added an Execution frame (added min 2 frames) penalty to the Longer fighter (to simulate the fact that their longer limbs take more time to reach their target, i.e. slower)
- <s>reduce Stopping power of Jab from 0.7 to 0.5.</s> (Example: if an opponent’s Uppercut takes 24 frames to contact, so I have to intercept it 4 frames earlier than before with my Jab in order to stop it. 0.2 is bigger for longer strikes like a Head kick, which takes about 30 frames so 6 frames earlier than before.).
In later patch: reduce Stopping power of Jab from 0.5 to 0.3 (b/c Jab was too good at stopping people, while also giving access to great combos and being almost immune to slip counters. The intention is to keep it good for offense, for opening people up; but not so good for intercepting people, which should be the niche of the straight. Now there should be more variaty in how people start their combo, instead of having them starting with a Jab almost every time).
- reduced the Block recovery frames on landed Roundhouse Leg kicks to make it so you can not longer land 3 unblockable strikes after a landed Leg kick
- 4 frame speed up to 1<sup>st</sup> FWD Moving Hook to the Head to offer a viable counter to the Sway Straight
- slow down Body Jab by 4 frames, slow down Body Straight by 2 frames
- 4 frame speed up of the Body Roundhouse kicks
- 2 frame speed up of the Switch kick to the Body
- increase Stopping power of the Push Off.
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1) SIDE LEG KICK and OBLIQUE LEG KICK:
+ more advanced versions of Leg kick
+ costs much less Stamina than standard Leg kick
+ much cheaper for Feinting
+ (the most broken part!) IF blocked (L2+R2 holding) the opponent does NOT perform a Check but an Evade animation, so:
1. you will not get Stamina penalty for whiffed leg kick
2. you will not get any Leg damage at all
3. The opponent will pay large Stamina tax for his evasion movement!
- (the only one con) increased Vulnerabily
> How to fix:
1. make Stamina tax the same as with standard leg kick - attacker must loose MORE Stamina than successfully evading leg kick defender (when against standard leg kick the defender perform more energy consuming Leg kick Check he will not lose stamina at all, only attacker looses! Where is the logic?!)
2) FWD MOVING Jab/Straight (head or body) FEINTS issues VS FWD Lunge
Source:
https://forums.operationsports.com/f...ody-cross.html
Tested now.
You are right partially.
Results:
The best tool is FWD Moving Body Jab FEINT - it has >= Range and less ST Stamina cost than other variants of Feints (FWD Moving Jab/Straight/body Straight).
Lets compare FWD Moving Body Jab feint VS (not blocking) FWD Lunge
(Blocking Lunge is worse b/c shorter range and 8frames delay penalty before launching strike from it):
+ bit longer range
+ twice less ST Stamina cost (paradox! need fixing!)
= the same follow up strike startup (no delay before it starts) but ONLY IF follow up strike IS a part of Hard Combo (example, 1-2)
= almost has no evasive properties b/c i am sure body punch has it on 2nd half of its startup (not cancellable).
- can not to Blocking during it
- has increased Vulnerability, more risky
P.S. FWD Lunge range is scaling depends on the distance to the opponent (closer to the opponent = has more range) - btw this is WRONG too! b/c is unrealistic and makes difficult for zoning by Lunges.
RESUME: i agree, that it needs to be fixed (by buffering and fixing FWD Lunge and some tuning FWD Jab/straight feints too).
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