Combat Improvements 2.3.X - Lifestones and Banners can be used on the same frame as an attack across all player animations - Input buffer queueing has been improved significantly across the board. - Input buffer can queue held-down inputs such as holding L1 to block or L2 to ready weapon techniques - Players can now queue all of Orin's actions within a 0.35s to 0.65s before branching. The que window length depends on each animation's wind-up time before an attack. - Recovery windows on hit reactions, knockdowns, and enemy grabs all have input queueing as well - The following actions are now que-able and provide a queing window of 0.35s to 0.65s to branch as early as possible into the next action: - Light Attacks for all weapons - Heavy Attacks for all weapons - Northern & Southern Weapon Techniques for all weapons - Block & Parry - Weapon Change - Polarity - Lifestone - Dodge - Quick Turn - Banner - Siphon - Sundering Slam - Shield Uppercut Timing attack - Shield Counterstrike - Shield Throw - Charged Shield Throw - Arcing Shield Throw - Explosive Wave (Shield shockwave) - Spectral Blow (Shield Gap Closer) - Petrifying Slam - Primed Petrifying Slam - Shield Bash - Spinning Blast - Shield Prime Reload