You get hit by a light attack, and you KNOW your opponent is going to do another light attack immediately afterward. You want to dodge this followup light attack, so you attempt to dodge it, but the game ignores your command and you get hit anyway.
The solution to this problem for me has been to FURIOUSLY ATTACK my dodge button with RELENTLESS BUTTON MASHING because that's the only way the game will register my input.
If you try to dodge DURING hitstun the game does not queue your command and ignores your input entirely. If youre playing against a character with fast light attacks, like PK or Valkyrie, then by the time the hitstun actually ends and the game accepts your input, you have less than a 100 ms window to press the button to dodge successfully.
This is simply a thread asking for you to allow the game to queue up my dodge input during hitstun so I don't have to torment my dodge button to get it to work when on the receiving end of a combo.
Agreed. Damage flinch on light attacks is toxic. If anything they should balance the damage flinch with the speed of the attack.
Damage flinch on heavy attacks is fine, but damage flinch on light attacks need to go away. Also lower the guard change delay for the characters who are worst off. Third, let us set our own deadzone for controllers.
Would be best with seperate balance patches for pc and consoles as 30/60 fps and input lag does make a huge difference.
But damage flinch on light attacks - remove it.