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When did this game require secure boot wtf?
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First Boss is rather unfair on master difficulty.
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I will preface this by saying that the game establishes this terminology in the optional tutorial (technically in the story tutorial too but it sucks). Don't hesitate to go through it again for a refresher!
I'll also shill my guide which outlines the terms: https://steamcommunity.com/sharedfiles/filedetails/?id=2949828935

Messaggio originale di Tr3m0r:
When I think of deflect, I think of parry. Meaning that it would be the timed Guard press that has a tight window inflict structure damage to the opponent.
Deflect and Parry both share the exact same input — pressing Guard before an attack hits you — but the context in which they're used warrants the distinction.

There are attacks that can be:
  • Punished with both an Avoid and a Parry
  • Punished with Avoid exclusively (example — Disciple sweep)
  • Punished with Parry exclusively (example — Bodyguard uppercuts)
  • Unpunishable (they're in the middle of a string and you'll just have to wait them out) — but you can still use the defensive options to either regain structure or build up theirs.

For me, if nothing else, "Deflect" is a way to differentiate which attacks can be Parry-punished and which cannot. This is important to be aware of for someone like Fajar, none of whose attacks can be Parried, meaning you have to rely on stuff like Deflecting everything (which doesn't interrupt him so you still gotta learn the timings and the combo branches), Avoiding whatever you can, and counterhitting him with... let's say, Charged Backfist and Reverse Duck Strike.

Depending on the scenario (your status, the enemy you're fighting, which option they're using), you may even want to opt for one option over another — like Deflecting an Avoidable attack because you want to make use of Parry Impact or because that's what you're more comfortable with.

Messaggio originale di Tr3m0r:
I think of avoid as the "weaving" ability to "avoid" using 4 different directions. I am aware that only two are needed which would be north and south for high and low attacks.
Correct — though Avoid really does only have two directions. High (done via Left/Down/Right, all three do the same thing) and Low (done via Up). No more, no less.

Messaggio originale di Tr3m0r:
Finally, I rarely ever use what I would consider a dodge mechanic in the way the character can quickly disengage potential damage or conflict.
It's very useful for repositioning and spatial advantage and whatnot! It's just a good panic button, though only to take a breather — you still gotta get back into the fight at some point. Also has some niche uses for animation cancelling.

Messaggio originale di Tr3m0r:
It sounds like I would parry/deflect all attacks (the structure damage defense) outside of the spinning wheel kick and the 50/50 high or low attack?
That's what I do, yeah. If it's of any help, the High in that 50/50 comes out ever so slightly later than the Low. You can use this to build up a muscle memory to press Guard at the right time, and do a directional input just late enough that, if the attack was Deflected, it wouldn't go through, and if it wasn't, it would.
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IN HEAT Devlog 1: Intro to Arcade
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