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When I miss with my heavy attack, it is USUALLY my fault. Occasionally enemy bosses will dodge out of the way, but you have to be ready to respond accordingly...
It got to the point where I used jumping hard attacks when I had points...
Never seen one not do damage. In fact I find it very satisfying to bash someone over the head with it. Seems to usually cause a stagger
I don't mean misjudging the distance I mean being right infront of the target and the attack launching in a completely different direction, glad it's something most people haven't encountered though. It's only happened a few times but a lot of the time it's against a boss and that heavy attack being thrown away can cost a lot.
The game also is harder if you are playing with frame generation & upscaling with already low base FPS. Hardware impacted by this include PS5 & lower end PC systems especially if you’re prioritising visual fidelity over performance in your settings.
Above input lag issue is compounded by this game having some questionable implementation of control input detection, queuing and sometimes completely negating player input. Best example is taking medicine vs. taking gord. Gord triggers mostly reliably even in between mashing dodge or attack. Medicine will not.
This game also has very punishing animation locks. For example you can test this yourself. Standing still full stamina, nothing else happening & tap heavy attack input. You should be able to count to just under 3 seconds for one animation loop of the heavy attack including what you’ll see a seemingly useless staff twirl by Wukong prior to entering the heavy attack flip… That’s 3 seconds locked out just from one heavy attack button press. The game also seems to have certain input negation/lockout for brief moments following an animation. So imagine in a fight you’re a button masher, you’re essentially constantly locking yourself into animation loops and input lockouts/unregistered button presses constantly.
And if course this game for some bosses are intentionally punishing in terms of obfuscated boos attack timings where different attacks can share same timings/tells etc.
Game would be better if bosses had 3 lock on points, body, feet and head, and make them do different amount of damage, body 100%, head 120% and feet 80% and that way you can pick what feels best
use charged smash during invisible when they are attacking ur decoy.
I wasn’t seeing it in earlier chapters, but it is absolutely a problem