Editing User talk:Adventuretime1

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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)
:::::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)
::::::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)
::::::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)
:::::::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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