User talk:Adventuretime1: Difference between revisions

m
 
(18 intermediate revisions by 2 users not shown)
Line 16: Line 16:


:Anyway, thanks for the feedback. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 20:30, 31 October 2018 (UTC)
:Anyway, thanks for the feedback. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 20:30, 31 October 2018 (UTC)
::I would think in that case, we'd either have additional thumbnails (see [[Cure]]), or it could go in the lead as well. For the watermarks, I'm not sure that will be a problem, since they are SE watermarks and not, say, "GoonToons, you're number #1 LPer!" watermarks. That would be a decision for the staff, though, not me.{{User:KrytenKoro/Sig}} 17:17, 1 November 2018 (UTC)
::I would think in that case, we'd either have additional thumbnails (see [[Cure]]), or it could go in the lead as well. For the watermarks, I'm not sure that will be a problem, since they are SE watermarks and not, say, "GoonToons, your number #1 LPer!" watermarks. That would be a decision for the staff, though, not me.{{User:KrytenKoro/Sig}} 17:17, 1 November 2018 (UTC)
 
== Pink Agaricus ==
 
Wouldn't it be better to have the pre-PS4 video, as its strategies are still applicable to the PS4 version?{{User:KrytenKoro/Sig}} 20:13, 1 November 2018 (UTC)
:You have a point. I just thought that we were doing strategies from the most recent and updated version of the games. Is it possible to "why not both?" and have both the PS3 and PS4 videos together, or would that be redundant?--[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 10:02, 2 November 2018 (UTC)
::I mean, I just really don't see the point. At most, we would need a note saying "on ps4 version, you don't need to waste time trapping the furries".
 
==Invincibility==
Just a heads up, "invincibility" means "cannot defeat", while "invulnerability" means "cannot hurt". Invulnerable would be the applicable word for i-frames.{{User:KrytenKoro/Sig}} 12:41, 2 November 2018 (UTC)
:I'll keep that in mind. Thanks. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 12:47, 2 November 2018 (UTC)
 
== Quick Recovery ==
 
The game explicitly says that the player would still stagger. Can you please clarify?{{User:KrytenKoro/Sig}} 13:35, 5 December 2018 (UTC)
:https://www.youtube.com/watch?v=BzfSXBqJWCg I might be misinterpreting what's happening on screen, but I do not see a single moment the player is flinching from Card Breaks or taking damage after the Axel card activates. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 06:32, 9 December 2018 (UTC)
::Yeah, looking at 1:57 I have to agree. We should add a ref note to the main sleight page and Axel's infobox to clarify that the ingame description is inaccurate to gameplay.{{User:KrytenKoro/Sig}} 16:24, 10 December 2018 (UTC)
:::Not that, anyway. That's just the Fire immunity passive. Pay attention to the 10-hit limit counter. Every time Sora takes real damage and that counter goes down, he still doesn't flinch. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 23:08, 10 December 2018 (UTC)
::::You're going to have to give me a timestamp, then, I had trouble finding anything where he failed to flinch but not because he was attacking.{{User:KrytenKoro/Sig}} 12:58, 11 December 2018 (UTC)
:::::1:19, 2:22, 3:12, and 3:22. Upon closer inspection, Sora does indeed flinch but only for a single frame, which is outright negligible, all things considered. Either that, or getting hit is just resetting his run animation, so he's not even flinching at all. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 23:30, 12 December 2018 (UTC)
::::::It looks like there is immediate recovery, both for attacks and running. Are there any other mechanical effects that flinching has, like interrupting an attack or cancelling a jump, that we could test? I'm leaning towards the interpretation being "immediately recover from a stagger".{{User:KrytenKoro/Sig}} 13:28, 13 December 2018 (UTC)
:::::::Interrupting attacks would be up to the card system, but it seems that Quick Recovery allows jumps to reach full height just fine anyway. --[[User:Adventuretime1|Adventuretime1]] ([[User talk:Adventuretime1|talk]]) 06:28, 15 December 2018 (UTC)