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| The game explicitly says that the player would still stagger. Can you please clarify?{{User:KrytenKoro/Sig}} 13:35, 5 December 2018 (UTC) | | The game explicitly says that the player would still stagger. Can you please clarify?{{User:KrytenKoro/Sig}} 13:35, 5 December 2018 (UTC) |
| :https://www.youtube.com/watch?v=BzfSXBqJWCg I might be misinterpreting what's happening on screen, but I do not see a single moment the player is flinching from Card Breaks or taking damage after the Axel card activates. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 06:32, 9 December 2018 (UTC) | | :https://www.youtube.com/watch?v=BzfSXBqJWCg I might be misinterpreting what's happening on screen, but I do not see a single moment the player is flinching from Card Breaks or taking damage after the Axel card activates. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 06:32, 9 December 2018 (UTC) |
| ::Yeah, looking at 1:57 I have to agree. We should add a ref note to the main sleight page and Axel's infobox to clarify that the ingame description is inaccurate to gameplay.{{User:KrytenKoro/Sig}} 16:24, 10 December 2018 (UTC)
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| :::Not that, anyway. That's just the Fire immunity passive. Pay attention to the 10-hit limit counter. Every time Sora takes real damage and that counter goes down, he still doesn't flinch. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 23:08, 10 December 2018 (UTC)
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| ::::You're going to have to give me a timestamp, then, I had trouble finding anything where he failed to flinch but not because he was attacking.{{User:KrytenKoro/Sig}} 12:58, 11 December 2018 (UTC)
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| :::::1:19, 2:22, 3:12, and 3:22. Upon closer inspection, Sora does indeed flinch but only for a single frame, which is outright negligible, all things considered. Either that, or getting hit is just resetting his run animation, so he's not even flinching at all. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 23:30, 12 December 2018 (UTC)
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| ::::::It looks like there is immediate recovery, both for attacks and running. Are there any other mechanical effects that flinching has, like interrupting an attack or cancelling a jump, that we could test? I'm leaning towards the interpretation being "immediately recover from a stagger".{{User:KrytenKoro/Sig}} 13:28, 13 December 2018 (UTC)
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| :::::::Interrupting attacks would be up to the card system, but it seems that Quick Recovery allows jumps to reach full height just fine anyway. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 06:28, 15 December 2018 (UTC)
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