What you mean ? read what you linked at least, its sega statement about bug fixes, which was mentioned in first post of this thread.
Last edited by LancerFate; Aug 8, 2017 at 04:10 PM.
Increasing gauge is very easy once you accept the idea to not spam sword or tmg all day long, dodging and countering if good enough to do it consistently...not everyone is called Milranduil :v do the rest (from my understanding). Countering is what is giving me the most trouble. Still trying to figure if my net latency or lack of skillzzzzz (both?) are the culprit but I find timing veryyyy tight
so my question is , playing solo PD for union boosters is more easy with this class?
ID: MPBLPure (Ship 2er)
Akane Tekuro -- Proud Boots main; above average main character. Exploring Omega. Lead Chip: Matoi [S Halloween]
Rei Sawatori - Hero. Taking a breather. Lead Chip: Darker Busters [Anniversary]
クロナアルティア (Altiea) -- A Fighter jaded by trauma. Hanging out with the Darker Busters. Lead Chip: Celebrate Heroines [Anniversary]
Hero Counter seems to be completely client-sided in my experience. The only advice that I can give on it is that:
- Your hurtbox must actually intersect with the hitbox of an attack while dashing in order to counter it. This means that stepping into an attack makes it more likely for you to be able to counter it than stepping away from it.
- Because of the above point, locking on to an enemy, especially a large one can cause your camera to very quickly become difficult to follow. I recommend either not locking on too often or always dashing backwards for the counter.
- While the counterattack that you do after the dodge seems to have at least a little invincibility (or a lot, in the case of counter Brand New Star), the vulnerable frames between the end of your dash and the beginning of your attack do not. If another attack begins hitting you during this time, it is not count as dodged and you will still get hit.
Beyond that, you just need to learn the timings of attacks and generally be more aware of what is happening.
Sounds exactly what I'm experiencing and indeed I try to avoid lock as much as possible with Hero, especially because I play with pad and lock function is the same button than centering camera...I let you imagine the mess it can be in most situation (lq 1-4 *whistle*) This and if I don't lock, I'm forced to adjust camera with stick which prevent very often to reach attack button fast enough.
Reading you, my latency assumption sounds like attacks I should simply avoid instead of trying to counter (I'm looking at you Gracia <_< ).
In short, git gud seems to be the answer overall
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