07-02-2014, 10:53 AM
I did change Ocks physics on some attacks before releasing this build, but he's far from finished. There are SOME moves that will retain lag, like the Forward Punch. Usually the only attacks that are almost fast enough are the neutral Punch and Kick combos, the Youth Roll and the trumpet.
The physics of Vipershark's (and probably [robo9]'s since they work so similarly) air punch is fairly wonky at the moment. However, I believe the solution is to make an alternate standard Air Punch that doesn't alter the jump much, and making the current version a Down Air Punch like C2B's dropping baguette punch or the spinning hammer I implemented for Gilbert. The requirement of pressing down prevents it from being activated too early and making it such a hoppy move.
The physics of Vipershark's (and probably [robo9]'s since they work so similarly) air punch is fairly wonky at the moment. However, I believe the solution is to make an alternate standard Air Punch that doesn't alter the jump much, and making the current version a Down Air Punch like C2B's dropping baguette punch or the spinning hammer I implemented for Gilbert. The requirement of pressing down prevents it from being activated too early and making it such a hoppy move.