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Kogake Downed Attack Is A Little Funky


Fundance
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A few updates ago, the Kogake had this wonderful property of 'jumping' onto enemies when performing a downed attack, making it feel so much more fluid and receptive. The Tenno would actually move towards the downed enemy and attack directly on top of them, excellent considering the ragdoll > pummel combo the weapon is so good at doing.

 

Now however, when you go to pummel a downed enemy, the Tenno will perform the execute attack without moving, even from well outside the pummel attack range, causing the attack to miss a majority of the time. This is especially annoying when 'negative edging' comes into effect.

 

For those unfamiliar with fighting game lingo, negative edging is a term used to describe a command being executed upon button release rather than button press, allowing players to delay certain attacks by holding down a button and then releasing it.

 

Because of the slight buffer time between the Kogake's charge attack and the enemy being ragdolled, if you release the button immediately after the kick connetcts, and the cursor is still over the enemy, the Tenno will IMMEDIATELY launch into a ground attack as soon as your finger comes off the button, resulting often in a missed down attack and preventing you from performing any further executes against that enemy.

 

Please do something about this, this weapon used to feel great to use. Now it's just kind of clunky and awkward.

Edited by Fundance
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On top of that I've noticed that the first hit of the 3rd attack in the chain (the one-two punch after the left hook) doesn't have a hitbox and doesn't do damage. No wonder the kogake's been feeling slightly weaker, its total number of hits per attack rotation has been reduced by one.

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On top of that I've noticed that the first hit of the 3rd attack in the chain (the one-two punch after the left hook) doesn't have a hitbox and doesn't do damage. No wonder the kogake's been feeling slightly weaker, its total number of hits per attack rotation has been reduced by one.

You realize the kogake can hit multiple enemies with one finisher right?

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You realize the kogake can hit multiple enemies with one finisher right?

Uhh...yes? But I don't see what that has to do with this problem. The downed attack's registering is botched. It's no longer as intuitive as it used to be and whatever happened, it now has a much harder time following ragdolled enemies because the player doesn't 'jump' onto them anymore.

 

Also the second 'one two' punch in the chain of regular attacks has only one hitbox despite clearly doing two punches.

Edited by Fundance
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