(08-03-2011, 07:32 PM)Azriel Wrote: i'm guessing object1 ik8s back to char1 using different ik8s (for different strengths), so it's the object doing the damage rather than char1. that'll save frames for the attack, so that's better than the char solutionwell only if you dont need a different character frame and the included hit lag etc
(08-04-2011, 02:53 PM)xmfcx Wrote: But doesn't itr/k8 require new special bodies?it does not - works perfectly fine on normal bdys
(08-04-2011, 03:09 PM)Siegvar Wrote:proof you aren't as rusted as you may thinkTheory (Click to View)
your method is great
i have initially thought of doing it that way too
but at some point my mind told me that it wouldnt work because the final critical itr is still 1px (which does normally get the range of the attacked bdy)
but the weaker itrs acting beforehand effectively prohibit that
why havent i at least tried it ... (affinity works that way too after all)
oh well
might rework mine with this to reduce the chance of glitches
btw i'm using itr kind 9 for the actual hit (and showing the animation) aswell - i see no problem with reflecting blasts there
(08-04-2011, 04:52 PM)Sheldeee Wrote: one question from the dc noob i happen to be: how do u actually time an attack like this? (like charge up and when the opponent is at your favored distance, press release? (otherwise I can hardly imagine timing an attack at these small different lengths (the differences in your pic are like one millimeter...)that millimeter can go down to exactly one pixel
youve got several options (as a player for clides move):
- sheer luck
- dance of pain - adjust your position - attack
- super awesome 1337 skill (critcal hitting whenever you perform the move)
but since the critical hit on clide is so overpowered it should not get any easier to pull it off - would defeat the point of it
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves