Talk:Love Death Final!/Gameplay
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< Talk:Love Death Final!
Revision as of 13:59, 12 January 2015 by DokEnkephalin (talk | contribs) (Created page with "===Combos=== Should probably go in melee section, but can't figure out how to organize it <Type> :Humans only have type Slash, all bosses and most mobs have type Blow. <ID> :...")
Combos
Should probably go in melee section, but can't figure out how to organize it <Type>
- Humans only have type Slash, all bosses and most mobs have type Blow.
<ID>
- Stand/Sprint/Air/Hold/Wake Up - Wake up is probably the counterattack from being knocked down. I haven't been able to do that lately, possibly broken by a patch
<Attack>
- Weapons in right hand slightly lower (~5%), 2H moderately lower. Possibly attack speed.
<Radius>
- 2H get more radius bonuses
<Timing>
- 2H get much higher numbers, probably attack interval
< Span>
- 2H get higher values, possibly weapon hitbox
<CancelTime>
- 2H get higher values
<KnockBackTime>
- 2H get much higher values, probably stagger time from impact
<Damage>
- Lo/Hi - varies with Type/SkillType. Equal between 1H/2H, right/left wielded
<Distance>
- Roughly same for all weapons, ~5x higher in WakeUp
<Power>
- Almost double for 2H
<Fix>
- Only 1H has this value
<MoveTiming>
- Much higher for 2H, almost none for 1H. possibly delay from attack to movement
<MoveSpan>
- 1H gets much higher for Forward chain and Sprint, 2H gets 3x higher for standing
<Advance>
- Generally higher for 1H, 2H gets higher for Sprint
<SkillType>
- Normal/SkillFront/SkillBack - only Stand has these
<Reach>
- Only 2H has this, for Normal and SkillBack
<Create>
- Tags the end of each attack section
<FrameAdd> only mobs and bosses have this