User talk:Adventuretime1: Difference between revisions
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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 | :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) | |||
:::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) | |||
::::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) | |||
:::::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) | |||
:::::::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) |
Latest revision as of 06:29, 15 December 2018
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KH3D gifs[edit]
Is there any way you can do those without the dream eaters? Like, removing them from party? It's pretty difficult to see what's going on.
Also, for the mechanics sections (and I admit that I'm not hyperversed on top-tier use of mechanics) -- can you make sure that you're keeping that to the pure mechanical uses of the attacks, and have stuff like "kickflips", etc., stuff that wouldn't affect the hitboxes or damage, be part of the lead?
Finally, for description of what the technique visually is, Ghost Drive is a good example. We try to use "the user" instead of naming a specific character (barring cases where the technique is fundamentally unique to that character).
But other than that, great job! You are credit to team."We're werewolves, not swearwolves." (KrytenKoro) 13:03, 31 October 2018 (UTC)
- Can't do anything about the Dream Eaters. If you look at the files of the .gifs I upload as originals and not replacements, the sources I put indicate that I got them from YouTube videos that are not my own; other people's playthroughs of the game (so blame NicoB for having gigantic Spirits that just so happen to spend a lot of their time between Sora & Riku and the camera). This has been the case for all the .gifs I've made. I do make sure to scrub through as much of the gameplay as possible to see if there are other, better angled/timed/placed examples of the same ability/command to use (i.e. if you aren't locked onto a huge target that forces the camera to pull far back like Julius, Sonic Blade in 3D almost always makes the camera go absolutely everywhere trying to stay behind Sora's back; probably doesn't translate well into .gif form). Just getting a proper-looking .gif of a specific ability is pretty difficult in and of itself with my method, unless I decide to get my own footage, in which case, it'll have to come with the Square Enix copyright watermarks in the bottom left.
- I'll try to keep in mind the other two points, but I'm curious about where one would put physical/performance descriptions if the ability/command isn't limited to a single game, and the lead section does not accurately describe how it looks in X game compared to Y game.
- Anyway, thanks for the feedback. --Adventuretime1 (talk) 20:30, 31 October 2018 (UTC)
- I would think in that case, we'd either have additional thumbnails (see Cure), or it could go in the lead as well. For the watermarks, I'm not sure that will be a problem, since they are SE watermarks and not, say, "GoonToons, your number #1 LPer!" watermarks. That would be a decision for the staff, though, not me."We're werewolves, not swearwolves." (KrytenKoro) 17:17, 1 November 2018 (UTC)
Pink Agaricus[edit]
Wouldn't it be better to have the pre-PS4 video, as its strategies are still applicable to the PS4 version?"We're werewolves, not swearwolves." (KrytenKoro) 20:13, 1 November 2018 (UTC)
- You have a point. I just thought that we were doing strategies from the most recent and updated version of the games. Is it possible to "why not both?" and have both the PS3 and PS4 videos together, or would that be redundant?--Adventuretime1 (talk) 10:02, 2 November 2018 (UTC)
- I mean, I just really don't see the point. At most, we would need a note saying "on ps4 version, you don't need to waste time trapping the furries".
Invincibility[edit]
Just a heads up, "invincibility" means "cannot defeat", while "invulnerability" means "cannot hurt". Invulnerable would be the applicable word for i-frames."We're werewolves, not swearwolves." (KrytenKoro) 12:41, 2 November 2018 (UTC)
- I'll keep that in mind. Thanks. --Adventuretime1 (talk) 12:47, 2 November 2018 (UTC)
Quick Recovery[edit]
The game explicitly says that the player would still stagger. Can you please clarify?"We're werewolves, not swearwolves." (KrytenKoro) 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. --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."We're werewolves, not swearwolves." (KrytenKoro) 16:24, 10 December 2018 (UTC)
- 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. --Adventuretime1 (talk) 23:08, 10 December 2018 (UTC)
- 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."We're werewolves, not swearwolves." (KrytenKoro) 12:58, 11 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. --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"."We're werewolves, not swearwolves." (KrytenKoro) 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. --Adventuretime1 (talk) 06:28, 15 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"."We're werewolves, not swearwolves." (KrytenKoro) 13:28, 13 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. --Adventuretime1 (talk) 23:30, 12 December 2018 (UTC)
- 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."We're werewolves, not swearwolves." (KrytenKoro) 12:58, 11 December 2018 (UTC)
- 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. --Adventuretime1 (talk) 23:08, 10 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."We're werewolves, not swearwolves." (KrytenKoro) 16:24, 10 December 2018 (UTC)