Eddy Wang
Skarlet scientist
If you have ever seen Tekken, DOA, or even Virtual Fighter, any game for that matter, there is a fuction which they call "During Hit" its a type of command that activates an extra propriety or a specific command in the moment of impact.
Did you know that there is a time in fighting games that everytime a hit is registered, the game actually stops for a few instants? Its almost impossible to tell with Human eye.
When Coding Kia for the past month, i started giving her this during hit or block condition, which allows her to teleport if you press LK exactly on the impact frame of her attack, at the beginning felt really dificult to execute because it was a hit or miss and a huge drop factor.
It was later on that i've discovered, that there is a function in fighting games, where everytime a hit lands, a developer can choose to freeze both characters in that impact for a period of time either if they're hit or blocked, if done correctly, since human eye and finger coordination are almost impossible to match because some attacks are just too fast, you give them a time where the game stops on that window and they are able to match or even timing an attack based on sensivity of animation about to hit with their muscle memory timing.
A quick example, here is a future DLC character in the MKP CB Build, Kia is made to remind you a bit of phase 4 from DOA, so she has a few moves where on hit if you press LK, she can warp into a super jump which gives her access to other commands, like a drop kick which can teleport during hit, a haymaker, and a regular Jump Side kick.
She also has a 1 frame knee executed the exact same way Akira does.
The same time freeze example, can be learned if you read Tekken 7 Patch notes from Season 2, where Claudio's hop Kick used to recover too fast for an human eye to see and allows the brain to proccess in time to perform a proper punishment, so namco used a system which also exists in mugen, which is adding 2 frames on both characters after the impact frames, which now allows the player to see what is happening in time to perform a punishment.
Did you know that there is a time in fighting games that everytime a hit is registered, the game actually stops for a few instants? Its almost impossible to tell with Human eye.
When Coding Kia for the past month, i started giving her this during hit or block condition, which allows her to teleport if you press LK exactly on the impact frame of her attack, at the beginning felt really dificult to execute because it was a hit or miss and a huge drop factor.
It was later on that i've discovered, that there is a function in fighting games, where everytime a hit lands, a developer can choose to freeze both characters in that impact for a period of time either if they're hit or blocked, if done correctly, since human eye and finger coordination are almost impossible to match because some attacks are just too fast, you give them a time where the game stops on that window and they are able to match or even timing an attack based on sensivity of animation about to hit with their muscle memory timing.
A quick example, here is a future DLC character in the MKP CB Build, Kia is made to remind you a bit of phase 4 from DOA, so she has a few moves where on hit if you press LK, she can warp into a super jump which gives her access to other commands, like a drop kick which can teleport during hit, a haymaker, and a regular Jump Side kick.
She also has a 1 frame knee executed the exact same way Akira does.
The same time freeze example, can be learned if you read Tekken 7 Patch notes from Season 2, where Claudio's hop Kick used to recover too fast for an human eye to see and allows the brain to proccess in time to perform a proper punishment, so namco used a system which also exists in mugen, which is adding 2 frames on both characters after the impact frames, which now allows the player to see what is happening in time to perform a punishment.