Sentences with word «hitstun»

They didn't need to know which non-juggle combo went on forever either: the guard meter's reduced hitstun solves that.
So if there exists a combo that is a «loop» of repeated moves, it may be possible to do 3 or 4 repetitions of the loop, but eventually the opponent's hitstun becomes so short that the combo simply stops working.
Super Smash Flash 2 has low landing lag, high hitstun, and high gravity, leading to an exhilarating combo game with lots of mixups that will still feel right at home to those coming from any of the official Smash games — even ones where combos don't exist.
At first glance, it's very reminiscent of Smash 4, actually; some of the more obvious engine aspects will make that clear right away (with the low landing lag, high - ish hitstun, high gravity, etc.) But it goes deeper than that, and this will become more apparent as the game matures and we begin activating our other engine aspects.
, actually take advantage of hitstun and managing the chain gauge, and works well in keeping a solid rhythmic focus of the game alongside swapping paradigms.
The chaingun is important because of its incredible hitstun.
Furthermore, you receive another even more important protection when your guard meter is low: reduced hitstun.
It makes up for this with being more mind - game - heavy and tactical, rather than speed - based and hitstun - reliant.
It's the kind of game where those born with naturally faster fingers / reflexes / mental - reaction - speed will always have a higher advantage than those born without it, regardless of training level [waveshining under pressure, as one example], and hitstun is the go - to for any sort of kill set - up, with most slower characters, like my main Link, or Bowser, DK, Ganondorf, etc, being at a severe disadvantage against any other character with a higher amount of speed inherent to them.
Debug commands are added, which allow players to access features such as viewing hitboxes, hitstun, invincibility, pushboxes, and ledge sweetspots, halting the game and advancing it one frame at a time, fixing the camera at a specific location, and character switches on the fly.
This is the basic concept that allows combos to exist at all, since the opponent can often hit you again before your hitstun ends.
Your guard meter will eventually reduce the damage you take by the combo and shorten your hitstun allowing you to escape.
But in Guilty Gear, the more you get hit, the shorter your guard meter becomes, which then makes your hitstun shorter.
Sure, they smack you silly but there's no hitstun.
It's a classic building block of the wheel of luck and / or skill that makes up nearly every video game, from its transparent use in RPG element wheels to FPS games like Doom where weapons are based on properties like burst damage and hitstun.
The game isn't so complex that you need to worry about frame data and such, but understanding concepts like blockstun, hitstun, and timing are crucial to doing well.
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