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Hold trigger, bring arm up and behind head, throw forward, release, knife follows trajectory of where my arm was going at the moment of releasing the trigger (can result in throwing actual controller if not careful)
Shuriken: I throw it like it's a frisbee: hold trigger, wind back like frisbee, throw like frisbee, release trigger where the tangent from the arc made by my hand is in the direction of where I want the star to go (trigonometry. can also result in controller being thrown if not careful)
I've seen a "nub" way of doing it where you hold the trigger and sort of "punch" your arm forward and release at the end of the "punch" motion. I tried it in the arcade a couple of times and it's honestly pretty effective if you cannot throw the aformentioned ways. like...you're pushing the thing out of your hand. that's the ez mode way of doing it.
not very satisfying though. it's a lot cooler when you can do the above ways because it's more immersive. practice on the targets in the dojo and DON'T THROW YOUR CONTROLLER IRL PLEASE ♥♥♥♥♥♥♥♥♥
As SOON as I picked up the throwing stars and tried throwing them, my first though was "omg it's actually like real life"
I was honestly surprised at the level of realism with the throwing knives and stars...the glaive is also easily my best weapon.
Idk. Maybe it's because I throw stuff IRL...idk. It just wasn't difficult for me to grasp at all.
Everybody throws stuff IRL though, the basic skill of making the thing go in the direction you want is learnt as a child, then honed with sports. So when I recently started learning to throw knifes the only immediate difficulty was getting the thing to land blade first, so far Mumyou-Ryu is the only technique that works reliably for me.... but to be fair when I'm throwing a 70oz revolver at someones head in VR, I'm not worried about which end of the gun hits him, I'm more concerned with where it goes afterwards, so I can catch it again and shoot his friend :D
As for what causes people like me and the OP difficulty in this one particular game, my first though would be the controller. You on Vive or Touch? And if on Oculus touch, how do you find the throwing action on RoboRecal? Most people I have watched play that game are able to throw with aim comparable to their RL skill on their first or second attempt.
@ OP. It's unfortunate because they are the highest DPS weapons as far as I can tell. Use multiple projectiles and 1 of them will line up with where you think it will release. Also maybe get some bouncing. I use the kunai with explosives + multishot so even if I miss I at least am doing damage. Juicing up aim assist (not aim assist distance) also helps. I use long limbs, despite having what I believe are regular sized limbs lol. The character's wrists get all twisted and totally not facing the same direction as your hand, causing everything you do to not throw correctly, as another potential problem.
Same goes for the sword-wave ability. It's exit point feels very strange. It leaves from the exact tip of the sword in a straight line, perpendicular, not how you swing it. So to be stylish, you have to finish your swing and make sure the tip is facing the right direction. I'd rather just chuck the wave at the enemy but eyh.
The "nub" way of punching the weapon outwards generally is more forgiving because of the hand movement is in a straight line so it doesn't matter when you release it, as long as it is before your hand stops.
The "frisbee" method is more difficult to time right because of the arcing movement, with a lot of directional variance. The timing of the release is very critical to get the weapon fly in the correct direction. If you do a "flick" with your wrist it can get even more confusing. :P
The "overhead" throw is something between the two, a little more forgiving but tends to have vertical aim problems.
I think the most natural way for knife throwing would be if the game didn't rely on trigger pull, but acceleration of the controller, as in releasing the knife when the player stops their hand at the end of the arc (snap/flick). The direction of the projectile could be calculated from the hand movement direction before the flick.
Alternate solution could be adjusting the release threshold on the trigger so that you can adjust the release sensitivity of the projectile.