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like those when u can get hit and all
On top of that many interactions that take control away from you seem to give it back non-consistently. Almost as if the buffer gets cleared when it happends... sometimes. Similar thing happens occasionally when techrolling into db block. Character rolls, sits but a low attack still somehow lands through low block. THING IS ALL OVER THE PLACE!
I'm starting to believe that the game has crappy version of rollback netcode instead of GGPO or similar, which while technically being rollback doesnt seem to actually help with online play like a "real" rollback should.
But Harada wouldn't lie to us on that now, would he? ;)
Now if the attacker has to WAIT, then it follows that if you press block at some point during the cut-scene as the defender it will also eat your input. Thus it's probably better to wait a moment before pressing block. One of the problems with the game are all these inconsistencies, you have to lab and remember a lot of crap.
As for neutral block that is known to not kick in for several frames after recovery. I kept getting hop kicked by AI on my "safe" -8-9 moves. Another issue is with being stun locked in jabs unless you press back and down. Other fighting games allow you to duck a jab hit, but in TK8, you need to force a block, then down to duck - it won't allow a duck until block is activated - neutral block never kicks in. Another quirk that TK players take as axiomatic.
Like let the delay kick in and fix the rollback there's too much lag.
be me. accepting 5 bars. loading takes 2 minutes. 180ms 5-5frames 2 bars. Red indicators every two seconds. stutter. hold start to deem no cotest. doesnt work. lose.
You dont have to block, just mash like Murray want
it's not even funny how often this happens