Elyssa Xey Hexen
Broken!
- Joined
- Aug 6, 2008
- Messages
- 19,345
First off, I've looked around and couldn't find anything regarding this idea. Nor when I posted it on a thread regarding Falcos Reflector did I get much input about it.
I noticed that whenever I used the reflector very close to the ground in a fall against someone standing still they would almost always trip more often than standing still on the ground. So I started doing this against a bunch of characters, but with a fastfall. They tripped more often than before.
Now I thought of an idea that the reflector only trips (or a very high chance) when the reflector's main body (not the blue sparks) hits a certain part of the characters body. That would explain why fastfalling than using the reflector close to the ground trips so often because it moves at a fast downward angle covering more of the persons body to hit that spot that would trip them.
To explain how it works against walking or standing person you look at how the person moves when doing those animations, they never really have the same body form for every movement, thus explaining why it works at time and not at others. One would never be hitting the right spot with the reflector. For a person like metaknight when he is standing still and moves into the a fighting stance just before making the animation of taking a small step back and looking the other way, the reflector always seems to trip him at that point.
So my idea is that if one could master the timing for using the reflector you could always trip the person on the ground no matter what they are doing except when your foe moves into the air. Although that would take testing to prove that this is how the reflector works from the idea that the tripping with the reflector is pure chance. I have no idea how to test that without going frame to frame and seeing when the reflector hits. So I hope someone else goes into testing this.
I noticed that whenever I used the reflector very close to the ground in a fall against someone standing still they would almost always trip more often than standing still on the ground. So I started doing this against a bunch of characters, but with a fastfall. They tripped more often than before.
Now I thought of an idea that the reflector only trips (or a very high chance) when the reflector's main body (not the blue sparks) hits a certain part of the characters body. That would explain why fastfalling than using the reflector close to the ground trips so often because it moves at a fast downward angle covering more of the persons body to hit that spot that would trip them.
To explain how it works against walking or standing person you look at how the person moves when doing those animations, they never really have the same body form for every movement, thus explaining why it works at time and not at others. One would never be hitting the right spot with the reflector. For a person like metaknight when he is standing still and moves into the a fighting stance just before making the animation of taking a small step back and looking the other way, the reflector always seems to trip him at that point.
So my idea is that if one could master the timing for using the reflector you could always trip the person on the ground no matter what they are doing except when your foe moves into the air. Although that would take testing to prove that this is how the reflector works from the idea that the tripping with the reflector is pure chance. I have no idea how to test that without going frame to frame and seeing when the reflector hits. So I hope someone else goes into testing this.