CompletelyJaded
Whiffmaker
MK Juggle Physics - What falls faster than a feather but slower than a leaf?
A Fighting Game Character in free fall of course! I'm not sure if this belongs under the Frame project or another game but it would be divine for learning all those juggles, to figure out where a high, mid, low hit has to hit a character for it to fall or stay up high, fly fowards or keep going back straight down and so on.
My personal problem is connecting Jade's 23f2 (High mid high) into a juggle mid-air, but I've heard people not understanding when to start a move or how to connect one thing after the other, where to buffer a dash cancel and/or similar issues.
Hit properties depend on 3 things apparently. Speed, Height and Nature of the attack.
Speed or Frame: the fewer the frames the faster the attack and the more likely to keep the opponent in the air.
Height: how high the opponent has to be in the air for it to hit. Tricky because there are fall heights where two hit-heights apply such as you can hit them with either a high or a mid hit... it's kind of obscure at the moment.
Nature: I noticed that there are "knockbacks", "knockdowns" and what i call "pecks" which damage but do not knock back or down at all, these latter are best applied for chains where you want to keep the opponent in the air to administer extra % of damage.
Any thoughts?
A Fighting Game Character in free fall of course! I'm not sure if this belongs under the Frame project or another game but it would be divine for learning all those juggles, to figure out where a high, mid, low hit has to hit a character for it to fall or stay up high, fly fowards or keep going back straight down and so on.
My personal problem is connecting Jade's 23f2 (High mid high) into a juggle mid-air, but I've heard people not understanding when to start a move or how to connect one thing after the other, where to buffer a dash cancel and/or similar issues.
Hit properties depend on 3 things apparently. Speed, Height and Nature of the attack.
Speed or Frame: the fewer the frames the faster the attack and the more likely to keep the opponent in the air.
Height: how high the opponent has to be in the air for it to hit. Tricky because there are fall heights where two hit-heights apply such as you can hit them with either a high or a mid hit... it's kind of obscure at the moment.
Nature: I noticed that there are "knockbacks", "knockdowns" and what i call "pecks" which damage but do not knock back or down at all, these latter are best applied for chains where you want to keep the opponent in the air to administer extra % of damage.
Any thoughts?