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