![]() ![]() Parries can now be done without the camera orienting behind the character if both L1 and are tapped at the exact same time, and the parry attack animation no longer carries a full-lingering hitbox on its ending frames. Several characters' parry animations have changed.Jumping no longer carries any horizontal momentum from grounded movement, and only from somersault recoveries.Jumping charge attacks are now more varied and unique depending on the character, and no longer alter the camera during execution.Several previous graphics from the previous installment has been removed, such as certain types of projectiles, as well as unblockable grab attacks.Character moveset bases shared across both playable generals and NPC generals no longer have differing idle stances, and now only use a single idle stance each.The Charge Drive C5 function has been removed, and is now replaced with a new launching energy-based C5 called a Charge Shoot for all returning characters.The auto-lock-on associated with attacking units is now more lax (carried over from Dynasty Warriors 4: Empires), making attacks more easier to divert/direct while making them harder to aim for others.This damage however cannot KO any units as it counts as hazard damage. Towers now can fall on and damage all units if destroyed, and will launch them on hit and damage multiple times. ![]()
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