Velocity from modifiers don't go through when applied during hit-stop
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WackyTP
If you apply a modifier like S, U or K during hitstop, the movement isn't added to the object. Other effects of the modifier are applied however. For example, parry and uppercut will unground but won't change velocity. This is frustrating as spaming structures like ball or disk mess up combos, parrying and rts (hold breaks immediately because velocity is too high).
My assumption for why is that velocity is saved as a variable at start of hitstop, velocity is set to 0, then velocity is set to variable previously set. If my assumption for how hitstop works is correct, this could be fixed by making it so velocity applied during hitstop is added to the variable.
Edit: Added video example, hold is applied during hitstop, meaning velocity doesn't reset and hold immediately breaks.
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Dimman188
That's not a bug (I love this feature pls don't remove ;-;)
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WackyTP
Dimman188 Is there anything this bug allows for or tech I'm missing? From my experience this doesn't allow for anything new and acts as a counter to already weak tech such as certain flight setups. Curious as to why you like it.
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Dimman188
Anyway It's a game mechanic (Also It would mess up a lot of hitstun tech)
Please post suggestions like this in The suggestions page
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WackyTP
Dimman188 I don't see why this would be a feature, and seems more like an oversight with the way hit stop works. I don't know any tech that uses this mechanic (unless maybe delayed parry stasis/ parry stasis), and it majorly impacts the base gameplay negatively.