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Sweat. Of course it's different. Stiffness and rigidity are opposites.
Let's say you get beaten. Your body will shake for a second or so. This time is called stiffness.
And Street Fighter's Poison Shadow Needle can stiffen you at once, and then it's a set of combo moves.
Hitstun is different. The higher the hitstun. The less time there is for stiffness.
Last time I pked saw a cow man. I hit him, and he didn't stiffen up very much. Fight back directly. It's called hitstun.
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Rigor refers to a situation in which you are unable to act when you start and end using a skill, when you are attacked, etc.
Stupano generally refers to resistance to rigidity when attacked.
Stiffness is high and stiffness is short.
Stiffness and stiffness are long.
The above is only a personal understanding.
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The landlord looks here!! In a word.
Hard value 1000 = Overlord
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Hitstun has two meanings.
1, the stun value, the higher the recovery speed after you are attacked, the faster you stand up after falling to the ground, and the stun value of 999, you are the hegemon.
2. The inactive state that enters when being attacked, meaning = stiffness.
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Hard stun refers to the hardness of one's own body, which is good for oneself, for example, the hard stun is high, like the body is hard, and it is not easy to fall down.
Stiffness, bad for yourself, you can't move, it lasts for a while, and the equipment has stiffness resistance.
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Usually the short period of time in the game that you can't move after making a move is called hitstun time, and the state that can't move is hitstun.
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Hitstun is good for yourself.
Stiffness is good for your enemies.
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Stiffness is the stiffness of the object, which will fall back when it is hit, so that it will remain in place and cannot be controlled. For example, in the PK field. Blue Fist and other professional PK.
The blue fist slammed the ** to the ground. Characters within range will be shaken back and unable to move. That's hitstun.
in the character attributes. The higher the hitstun, the shorter the time to be hit back. Conversely, the less hitstun there is, the longer it will take to fall back.
Again, the example above. The blue fist smashed to the ground with a totem. If the gunman is shocked, he will lean back and stay still for a long time.
But if it's judo. Time will obviously feel a lot less. (After wearing light armor in judo, passive skill:
Tough, light armor, specialization, and hard straight).
Here's another example: 40 or so players should have seen it. Some of the monsters with attributes on their heads are band "Acceleration-Hard>> 4 words Do you feel like he can continue to walk around when you hit him, and hit you with his hand?
That's hitstun, and it's a very high hitstun.
This is also the case when the player character piles up hitstun to a certain extent.
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Hitstun is when someone hits you, you will make a stance of being beaten, basically just lean back for a few seconds, at this time you can't move, and you can't fight back, the higher the hitstun, the shorter the time, if the other person is not connected, you can fight back, stiffness is the number of seconds you hit someone, the other person does not move, the higher your stiffness, the more time the opponent is beaten.
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Stun refers to the duration of the stun when attacked. The higher the stiffening, the shorter the stiffening time. If the hitstun is high enough (like the wind in the King's Ruins), then it can be understood as a hegemonic body (but it will still be floated in the air).
The higher the caster's hitstun, the greater the chance of breaking when attacked.
The stiffness in DNF refers to the value of the stiffness time when attacked. The higher the stiffness, the shorter the stiffening time. If the stiffness is high enough (like the wind in the King's Ruins), then it can be understood as a hegemonic body (but it will still be floating).
The higher the caster's hitstun, the greater the chance of breaking when attacked.
It's stiffness, not stiffness. Stun is a positive effect, meaning that the higher the stun, the better. Stiffness and stiffness will be reduced if you are proficient in light armor, and you will be stiff and straight when you wear light armor. Literally it means stiff and straight.
There are two kinds of hitstun mentioned in DNF: one is the time you are stiff when the opponent hits you, and the other is the time when you hit the opponent and he is stiff. (The higher your stun, the shorter your stiffness will be when your opponent hits you; When you hit your opponent, the longer he hitstuns.
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Hitstun refers to the time of stiffness when hit, and the higher the hitstun value, the less noticeable the stiffness is when hit. Especially in PK, hitstun high allows you to counterattack when the opponent's combo is not very coherent.
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Hitstun is that it will not retreat when attacked, and will resist attacks and continue to move forward.
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Straight to say that it is not easy to fall and float when others hit you.
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The higher your stiffness, the lower your opponent's stun, the longer he will be in a stiff state and unable to move after being attacked by you. On the other hand, if you have low stiffness, and the opponent has a high hitstun, then he will be able to return to normal faster after being attacked by you. An example of a furious battle sucks you up with a big suck, and if you suck hard and low, you will float to the ground after sucking and slashing.
And hard straight high, this slash down, you just stand there, fight back!
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For example, if you cut someone else 1 time, you can't put your skills.
If the stun is high, you can fight back, and you can cut him
If you swipe too many channels, you won't be able to connect to the channel again. >>>More
Why do you want to reduce the enemy's hitstun, the enemy's hitstun is good for you.
If like the landlord said.
Spikes. Then everyone went to play Asura. >>>More
It should be that there is something wrong with your home computer system... These are not used in the space memory of DNF games. Just turn it on and off.
If you have money, you can play a percentage career.,There's a high-strength brush to crush.,Let's talk about a few percentage occupations that I think pk is okay.,Masculine.,Now it's harmonious with the cover and the pill.,But it's still strong.,The shortcomings move slowly.,Running away in the early stage.,Doppelganger control the field.,And the posture of the plus state is really not flattering.,Niang Man in the future speed is the era of the day Niang Man finished exploding men.,I like the magic road.,PK perfect field control.,But it's a solid injury occupation.。 Heap intelligence,It's not as easy as a percentage profession.,Small trick percentage,So the high-strength improvement is not very big.,But there's a local tyrant magic road brush map is also very good.,I hope it helps you.,Pure hand fighting.,Just hit when you think of it.,A little incoherent.,I hope you understand.。