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Jun 15, 2019 at 17:06 comment added Justin Time - Reinstate Monica A similar option might be having to time a strong attack to break a wall, with something that pushes you back or otherwise stops you at regular intervals (such as shaking ground, or a goo-like creature knocking you down). Make sure that the first one is set specifically to knock the player down the first time they try to break the obstacle, and that it gives them time to try to cancel the attack. There should be more than enough time between individual "attacks" for the player to get off a strong attack, at least after the first guaranteed "hit".
Apr 2, 2017 at 0:16 comment added Will Another example of the same technique: Assuming enemies have the same locked-in style as the player, you could introduce a situation/enemy where the player has to wait for the enemy to try their heavy attack and the player counters while they are vulnerable. Have the heavy attack animation of the enemy be similar to the players: they will see that the vulnerability goes both ways.
Mar 26, 2017 at 0:01 history edited Vaillancourt CC BY-SA 3.0
Made the core of the answer come first.
Mar 25, 2017 at 23:57 history answered RelicBloodvayne CC BY-SA 3.0