Off-Axis (attack miss) on combos, pokes, punishments in SC5.

Jink

[10] Knight
Im pretty sure others have noticed or/& experienced having their moves (just) missing vs a recovering or/& defenseless rival. It happens more often near ringEdges (0r/& walls) & when characters are in touchRange or pass their weapon's tipRange (within weaponRange).

"Its called Off-Axis" (as far as I remember). Its a 3D game flaw in Namco fighting games (check Tekken games, has a lot of them) that when both characters are close enough & do an attack that moves toward each other, both their body collisions kinda slide against each others & it causes them to misdirect their tracking & miss. OffAxis is quite a "move-specific", more than "character-specific". Exactly how & when it happens goes that deep, but it is very constant in SC5.

I think offAxis needs to be patched-out of SC5. Like, it is the main thing that needs patching right now in general. But until it gets patched, here's how to reduce or avoid offAxis chances: STAY AT YOUR CHARACTER's TIP RANGE or just close enough to poke/combo & far enough to not slide each others collisions.
 
Off Axis also happens if you hit the opponent while he or she is turning during an attack animation.
You hit them in the side or back which can make usually guaranteed combo followups whiff because they crumble differently or whatever. That sux but i don't think it can or will be patched.
And because i don't think i can Range-Angle-Counter-Hit-Confirm everything i'll probably have to deal with whiffing like that sometimes.
And when you throw and the opponent is turning you get an effortless back or side throw which kind of makes up for that.

Back and side Hit Damage Bonus are also tied to off axis i guess.
So they would dissappear if it was patched which would be bad IMO.

Another Off Axis is after you sidestepped an attack in which the opponent advances a great distance.
Like Pyrrha 236B, or Natsu Bombs.
If you step and try to punish with the wrong vertical like Natsu 22_88B or Siegfried 3B it will most likely whiff.
Because their advancing, from your perspective after you sidestepped, is now a sidestep too.
You have to know the move and punish accordingly.
I just treat them like other moves with evasive recovery.
Horizontal Mids FTW.
Or when you are up close and step, do the complete step without cancelling it into an attack prematurely, that way you end up behind them, their advancing step wont help them now plus you get back hit damage bonus or back throw.

I think it's a part of the 3D experience lol or the characters are just blind or a bit slow sometimes ;D

Another funny thing:
There are attack routines which can make the opponent attack into the completely wrong direction. With Natsu you hit them with an 22A up close, do another 22 Quickstep in the same direction, and the opponent will attack away from you. Hilarious.
 
Hit box failure is a big reason why I personally believe that SC5 was never meant to be taken seriously. Its purpose is to restart the story, introduce new characters, restart the move lists, and be a place holder between SC4 and SC6.
They recycled SCIV so hard too.

I hope for a hit box patch at least, but I doubt they will ever fix ALL the hit box issues. There are just too many.
Wait for SC6, see if that game had more than 2 hours of play testing.
 
I wonder if this isn't in balance with being able to sidestep effectively, improve one too much and the other one fails.
 
Yes, I'm familiar with those offAxis & I'm dealing with them. But still is bad & shouldn't be there. I mean, it is SC5 (FIVE) after all.
The worst offAxis are like in Zwei's 22BB where the 2ndHit misses often if the 1stHit was cHit regardless of the angle, it just misses lol. With no chance for manual re-angle.
Anyway, by the news from coming patch, this PROBLEM is not getting patch yet.. boooooooooo >_<

IMO, this much offAxis is as-or-worst than SSBB's "character's tripping & falling randomly".
 
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