Apparently every character have their own unique hit box, also have their own attack hit box. Because some characters can do what people called pre parry, and some of them even terrible at parry that people called it delayed attack, which is the animation is not in sync with the hit dmg for very minor sec, which is very important in this game, that need ne at precise timing. And also need to mention that every parryable boss attack also has their own hit box depend on the attack pattern they do. In this video it may between heron attack hit box is overlaping the parry hitbox or yangyang body hit box is too big that she able to get hit from it, or maybe even both. That's why some people choose to dodge instead of parry since it does easier and they can just deplete the vibration gauge by doing dmg/concerto skill.
That's definitely possible. I think it may be some sort of hitbox overlap since she rushes forward and the heron is also rushing forward. She may be running into the hitbox before the attack connects. It doesn't happen all the time, but it happens enough for me to no longer use that option lol. It's really only a problem on the Heron boss.
Good taste I'm not sure how s would help since the problem you show is that the damage happens 6 frames before your hit and the successful parry resolves, so it would need to retroactively negate the damage I recorded several fights to see if I was just making excuses for bad timing, but no. Parríes are very janky. It kind of feels like they're resolved server-side. I've had situations where the frame by frame showed I hit with the correct timing, get hit by the boss, then half a second later the number for my hit pops up. I'm at the point where I try to as much of my parrying as I can with lingering hitboxes or with moves that have built-in s. Good time to be a Danjin main
Yeah, I've had situations where I thought I hit the right timing and miss, and times where I was definitely off on the timing and parried anyways lol. They could probably move the weapon hitboxes forward a little bit so they are further in front of hurtboxes to avoid overlap on large bosses. Heron is the only real problem I've had parrying with Yangyang's charge attack that I can think of. I've gotten to the point where I just use i-frames on liberations to dodge or go for guaranteed parries like Jianxin. Otherwise I'll just dodge lol.
holy hell , this yangyang..is she s6 or 1000% crit build? your yangyang is lot better than 5 stars i have .Well i have really not good luck on my echoes roll.
Apparently every character have their own unique hit box, also have their own attack hit box. Because some characters can do what people called pre parry, and some of them even terrible at parry that people called it delayed attack, which is the animation is not in sync with the hit dmg for very minor sec, which is very important in this game, that need ne at precise timing.
And also need to mention that every parryable boss attack also has their own hit box depend on the attack pattern they do.
In this video it may between heron attack hit box is overlaping the parry hitbox or yangyang body hit box is too big that she able to get hit from it, or maybe even both.
That's why some people choose to dodge instead of parry since it does easier and they can just deplete the vibration gauge by doing dmg/concerto skill.
Pretty much that's why parrying all the time is not the go to. Havoc Rover is bad at parrying than Spectro Rover(also capable of doing pre parry too)
주인공 일행은 강력합니다~😊
Looks like it's just yangyang's hitbox during her heavy. Hope you wrote it in the feed back.
That's definitely possible. I think it may be some sort of hitbox overlap since she rushes forward and the heron is also rushing forward. She may be running into the hitbox before the attack connects. It doesn't happen all the time, but it happens enough for me to no longer use that option lol. It's really only a problem on the Heron boss.
Good taste
I'm not sure how s would help since the problem you show is that the damage happens 6 frames before your hit and the successful parry resolves, so it would need to retroactively negate the damage
I recorded several fights to see if I was just making excuses for bad timing, but no. Parríes are very janky. It kind of feels like they're resolved server-side.
I've had situations where the frame by frame showed I hit with the correct timing, get hit by the boss, then half a second later the number for my hit pops up.
I'm at the point where I try to as much of my parrying as I can with lingering hitboxes or with moves that have built-in s.
Good time to be a Danjin main
Yeah, I've had situations where I thought I hit the right timing and miss, and times where I was definitely off on the timing and parried anyways lol. They could probably move the weapon hitboxes forward a little bit so they are further in front of hurtboxes to avoid overlap on large bosses. Heron is the only real problem I've had parrying with Yangyang's charge attack that I can think of. I've gotten to the point where I just use i-frames on liberations to dodge or go for guaranteed parries like Jianxin. Otherwise I'll just dodge lol.
holy hell , this yangyang..is she s6 or 1000% crit build? your yangyang is lot better than 5 stars i have .Well i have really not good luck on my echoes roll.
Hah yeah its insane how crazy good even the 4 stars in this game can be with investment. My chixia is better than my calcharo 💀
Yes parries should give i frames. It's dumb they don't
Agreed. It's annoying to get punished for doing a mechanic correctly due to janky hotboxes on some of the boss attacks.
And also when you parry the timer will not slow down :/
What hardware are you gaming on?
Nothing special. I've had this pc for quite a few years now. AMD Ryzen 5 1400 quad-core. 16 gigs of ram.
3 head is ez
Memphis is hard
I have new trick for u
use dreamless after parry memphis
and say gg ez hologram
3 head?