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For how the game detects that you've done a pose right is being in range of the corresponding hand pose and withing a fair enough rotation of your hand in relation to how the pose is displayed by the ghost hand.
While the pose wont go off if you are looking where the upper hand is positioned, you can at least see that it will be registered at a comfortable height when the ghost hand reacts to it.
All this however is based on how you calibrated. Your arm span and height at the time of calibration. So if you calibrate with your hands close you instead of in a T-pose, the upper hand for jump will be closer. As well as all other pose hand positions.
Hope this helps! o/
The game cannot infer your chest position and let you do poses with your your head facing one way and hands facing another.
If you look up or down it becomes pretty hard to tell where the pose positions are, and there is a limit to how high/low you can do poses, aka you can't do a straight directly upwards, or really upwards that much at all.
It is not because it is made around quest tracking, though conveniently the poses do work mostly within the confines of the quests tracking for the most part.
The last part of that is odd, I can’t explain that. Sounds like some wild glitch. But as someone who’s really struggled a lot with the pillar, I’ve found that concentrating on making sure my main hand’s knuckles face directly up at the ceiling when rotating helps immensely. Brought my success in use from like 30% to 90% doing just that.
It makes it really easy to spam a move by snapping back and forth between the two positions, but makes it very difficult to cycle through different moves because even if you're doing it 'right' maybe your right fist is a half inch too high.
Exactly. The tablet beside the move selector says the same. Only A and B matter. Whatever you do in between to go from A to B does not matter.
If anyone is struggling with a move or combo, I recommend having someone who know the moves show you the form, so you can see it from a third person perspective.
I believe the Devs have an accessibility guide that says how to adjust the controller rotation. It is a bit odd that it's significantly askew to begin with though.