vrest and arest are simply timer-operated functions. On a successful hit, the specified rest value is referenced. After so many frames (or TUs in LF2), another hit is possible. Vrest applies the timer to the victim while Arest applies the timer to the attacker. If a rest value is extremely short, the attack can hit multiple times (Locking someone is even possible). If it's too long the player will not be able to hit anybody.
Rest values do apply to hitlag. When contact is made, three frames of pause is created: one when contact is made, and two more that "freeze" the action. This is common in many kinds of games including Streets of Rage 2 and Street Fighter II. When blocking, the defender faces five frames of lag (four frames of pause after contact.)
Edit: Anybody knows the default property for a rest if it's unassigned? I know LF2 applies one.
Rest values do apply to hitlag. When contact is made, three frames of pause is created: one when contact is made, and two more that "freeze" the action. This is common in many kinds of games including Streets of Rage 2 and Street Fighter II. When blocking, the defender faces five frames of lag (four frames of pause after contact.)
Edit: Anybody knows the default property for a rest if it's unassigned? I know LF2 applies one.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.