It’s a pretty cheap, if unimaginative, way to add depth to a 3D action game’s combat system. Your evasion options in descending order of the size of movement and time taken are basically run, a quick pulse-dodge (maybe a roll with i-frames), and standing deflect/reversal. It feels real good to be pull off the timing.
It’s a pretty cheap, if unimaginative, way to add depth to a 3D action game’s combat system. Your evasion options in descending order of the size of movement and time taken are basically run, a quick pulse-dodge (maybe a roll with i-frames), and standing deflect/reversal. It feels real good to be pull off the timing.
Bingo: they know how to implement it, players know how to use, and it can be sick AF with some bells and whistles.