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Laporkan kesalahan penerjemahan
Beam style attacks are pretty good, attacks that generate puddles tend to be decent, and overhead swings can be run pretty tight.
Look into evade extender and evade window. Extender is a mobility skill for getting out of range before a monster reaches you. It's excellent for early game hunters who know an attack is coming, but not when. Window increases the iframe timing to a disgusting degree, max it out when you're ready to time dodges.
Learn the superman dive. Sheathe your weapon, sprint away from the monster, and jump. It gives several seconds of iframes and is an essential skill for high level fights.
i think also it has much to do with the port, the ps4 version seems to be more accurate, but maybe i can't tell.
there are definitely some times where the animation doesn't seem to match the damaging attack, and in those cases i'm wondering if the game caused a problem or it was just a developer flaw.
i mainly feel some frustration with this when fighting a very small monster, then the next investgation target is the max size of monster.
would need to use a mod to make a wireframe overlay of the damage frame that exists when its doing attacks to see what kinds of things the game is actually doing there, or if its just me filling in the gaps in my own mind.
Screw Fatalis' body slam hitbox, though. That crap extends to his hind legs and then some. Sometimes it's very precise; I remember avoiding it in situations where I shouldn't have. Other times, he gets you randomly. Some hitboxes make absolutely no sense anyway when it comes to speed of attacks and the damage dealt. I wish we had more situational effects, though. Like not getting knocked down flat by knockdown attacks depending on position or taking less/more damage depending on distance/position. This franchise could really use a change like that. Especially when it comes to charged attacks that can delete your entire health bar (Fatalis, again...).
Long story short, it's a feature at this point. Though, I'd dare say, it's getting better. Maybe Wilds will have more care put into hitboxes. I wish they were as accurate as some soulslikes have. You can do some ridiculous stuff in Dark Souls and Elden Ring, lol. Like using a gesture to avoid certain attacks.
PS: Screw Teostra's mild knockdown hitbox of his dash, by the way. That crap tripped me more than my teammates at this point.
On the topic of older games' hitboxes: Alatreon's invisible danger wall of fireball embers. You get ever so slightly too close to the radius of the fireball, now you're sent flying as if you were hit point blank.