In the game Sword Star, there is a hard hit system in the game. Some friends may not know what the enemy hard hit system of Sword Star is. Below, the editor will bring you an introduction to the enemy hard hit system of Sword Star. If you are interested, Come and take a look, friends!
Impact, hardness and dominance
First level impact:
The impact force comes from the internal data name of the Souls game, which means the ability to interrupt the enemy in a single time
English is damege level, abbreviated as dlv
Level one impact/1dlv includes the main character's basic attack and most firearms and bullets.
Ordinary hyper armor / can be referred to as ha
Except for Nie Qi's soldiers (picture book classification), the enemies all have permanent ordinary hegemony bodies, and 1dlv cannot interrupt ha.
Second level impact : 2dlv
The protagonist has various resource-consuming moves, sprint chain, counter-skill chain, dodge chain, red knife, unupgraded beta and burst skills, high-explosive shells (shotguns seem to be level 2, not tested), and most of Centrino's core skills.
Knock-up impact : sdl (added the prefix special because there is no difference in interruption level, only different performance in hard hitting)
The description states that the skills include knock-up, including three damage burst skills, upper kick and the third stage of sword energy, grenades, and a second-level chain of dodge and counterattack.
2dlv and sdlv can break ha unless the enemy has super body/hha
The knock-up stun can be covered by other stuns, and the time of getting up can be reset after being knocked up. In the later stage of Sword Star, it is not difficult to rub the monster on the infinite floor.
Super body : referred to as hha
Appearing during the enemy's transition phase and some moves have nothing to do with the light emitted before the move. The enemy's red light does not represent super dominance.
Super Overlord (hha) ignores impact, so it doesn't suffer from knockback.
Each monster has different super physical moves. I won’t summarize them here. Basically, every boss will have several.
wavering state
It has the same setting as Rise of Ronin and Sekiro. If you successfully block a certain number of times or hit certain moves, the enemy will be bounced to a shaken state. The animation effect is obviously that the enemy's attack will be bounced away, and then the enemy will enter a period of time. No overlord state, and remain passive for a few seconds, then end the wavering and fight back, and restore the overlord body while attacking. Unlike Sekiro, the enemy here will use precision defense as an obvious prompt for the transition between offense and defense. There is no animation prompt when the wave ends. .
The shaken state will be covered by other stuns. Using high-impact skills will make the boss quickly recover from the shake.
Comparing the above two games, achieving fluctuation in Sword Star is quite simple and the benefits are much higher.
This is also the essential difference between the core gameplay of Pinocchio and Sekiro, because the unshakable setting of fine defense in P will only cause a small amount of toughness and imbalance damage, and fine defense will waste output opportunities in many cases.
Armor is cleared and hardened (referred to as empty armor)
The setting is similar to the toughness of the Black Soul. When the armor gauge reaches zero, special effects will appear on the body. It ignores the ha and goes straight to the point of being shaken. When the armor is empty, the attack will increase a lot of damage. This is a good time for output.
Air armor and waver are separated. After the wave is over, the enemy can have air armor but recover ha.
Dizziness and stiffness
Stun has a higher priority than Overlord, and can be understood as a special forced stun.
Blue light and purple light dizziness
After triggering the corresponding dodge, the enemy will be stunned into two types, and the purple light will expose shooting weaknesses.
If the corresponding dodge is not triggered, you can also dodge using perfect dodge and jump, but these two operations restore a large amount of burst gauge. How you choose is up to you.
dizziness from imbalance
The balance setting is similar to Sekiro's torso bar. When it comes to the old ring, it is directly called the imbalance tank. After using fine defense/imbalance mine/down smash burst/quadruple burst to clear the balance point, it ignores the enemy and enters the imbalance.
It can be executed when out of balance. The imbalance will not be covered by other stiffnesses, and some bosses will expose their shooting weaknesses.
The enemy is invincible during the transition phase, so it is impossible to use imbalance to interrupt the transition phase.
So the above is all the content about the enemy hard hitting system of Sword Star. I wonder if it can help my friends? The rational use of the hard hitting mechanism in the game can also bring a lot of help. Friends, please open the game quickly. Give it a try!