The effects of damage in IL are calculated at 4 seconds but as you and I are away the actual length of time a given IL round takes is totally animation driven.
Your example of MGFC and EFK breaks down like this
MGFC is 4.976 seconds, EFK is 3.067 seconds long so if you do the math
4.976 + 3.067 = 8.043 seconds but this doesn't include any shifting in position if the clients aren't directly facting each other or any shifts in position if necessary if the characters far apart. And since if either of these abilities hit the opponent is knocked down the player has a standing animation also.
I'm not exactly sure at what you're getting at. Do you mean the fact you can use EFK and then MGFC right after in the next interlock round?
Ballak wrote:I'm not exactly sure at what you're getting at. Do you mean the fact you can use EFK and then MGFC right after in the next interlock round? Yes for example use Sky high, then sidekick combo, then sky high right after again and sidekick combo again. combat rounds are supposed to be 4 seconds IE this whuc be impossible with the current 10 second timers, but guess what...
10 seconds timers? If each animation interlock round is supposed to last about 4 seconds, then why not use it one after the other. In personal experience I can go EFK-MGFC-EFK-MGFC but there always seems to be some time that builds in between and that combo breaks which makes me have to do Misdirect punch or something. I honestly don't see a problem with doing a move after a move after a move. Stale, but yeah.
Ballak wrote:10 seconds timers? If each animation interlock round is supposed to last about 4 seconds, then why not use it one after the other. In personal experience I can go EFK-MGFC-EFK-MGFC but there always seems to be some time that builds in between and that combo breaks which makes me have to do Misdirect punch or something. I honestly don't see a problem with doing a move after a move after a move. Stale, but yeah.The problem is that the 10 second timer is there to prevent that, not to let it happen.
GoDGiVeR wrote:Ballak wrote:10 seconds timers? If each animation interlock round is supposed to last about 4 seconds, then why not use it one after the other. In personal experience I can go EFK-MGFC-EFK-MGFC but there always seems to be some time that builds in between and that combo breaks which makes me have to do Misdirect punch or something. I honestly don't see a problem with doing a move after a move after a move. Stale, but yeah.The problem is that the 10 second timer is there to prevent that, not to let it happen.Ah, well. I guess that really is a problem then. Mostly you don't get the chance to have four-five moves go through in a row, but hey if you did I guess it would suck because of that.
10 second reuse timer. Lets assume the combat system is very kind and starts the reuse timer RIGHT at the start of the animation. So they use their fist attack, that's 4 seconds, 6 seconds remain on the reuse timer, they use the second move, 2 seconds remain on the reuse timer.What sort of fine tuned Macro can ignore the 2 seconds still left on the reuse timer? Let alone the fact you have to cue up the ability before the next round begins, meaning there's more like 3-4 seconds left on the reuse timer when they cued up the next attack.I know this sounds cheap, but I call exploits, or at least one hell of a bug.