ProfessorDreadNaught wrote:Eyes Only wrote:KOko wrote:There were a number of very good tutorial videos made by Zbad but seems he pulled em off Youtube now. Pity, one could see what indeed null means. And no, it is not dash or backslash, its entirely different move offen thought to be a glitch in the enjine. Basically put it is well timed single hit (just one left click) that may knock down your opponent.
Not a glitch in the engine, each saber strike has a push property attached to it (defined in the combo file), just enough to stun/trip your opponent. Same deal with the arccaster and force push/pull. "Null" isn't an accurate description for the move, the most accurate word to describe it would be "trip".
Closest response yet, but off the mark. Eyes is correct that it has to do with the "push" effect inherent in any saber attack. The key is the direction of the push in relation to the enemies movement.
It's referred to as a "null" (truely misnamed) because it interrupts a dash or dash attack. Any saber attack that's directed push strikes a dashing (or dash attacking) opponent at a greater than 45 degree angle will immediately stun the dashing opponent. Simply put, the push in your single saber attack is greater than that of the dashing enemy and stuns them. You can still receive damage from the opponents attack, but it is mathematically impossible for him to stun you (kill you, yes..stun, no).
The best way to achieve this is a with a saber attack combined with a slight movement lateral to your opponent just before his dash would contact you. Leggz and i0n would refer to them as "olé" instead of "null" (which is just as nonsensical, but at least it matched the bullfighting visual)
Eyes Only wrote:ProfessorDreadNaught wrote:Eyes Only wrote:Not a glitch in the engine, each saber strike has a push property attached to it (defined in the combo file), just enough to stun/trip your opponent. Same deal with the arccaster and force push/pull. "Null" isn't an accurate description for the move, the most accurate word to describe it would be "trip".
Closest response yet, but off the mark. Eyes is correct that it has to do with the "push" effect inherent in any saber attack. The key is the direction of the push in relation to the enemies movement.
It's referred to as a "null" (truely misnamed) because it interrupts a dash or dash attack. Any saber attack that's directed push strikes a dashing (or dash attacking) opponent at a greater than 45 degree angle will immediately stun the dashing opponent. Simply put, the push in your single saber attack is greater than that of the dashing enemy and stuns them. You can still receive damage from the opponents attack, but it is mathematically impossible for him to stun you (kill you, yes..stun, no).
The best way to achieve this is a with a saber attack combined with a slight movement lateral to your opponent just before his dash would contact you. Leggz and i0n would refer to them as "olé" instead of "null" (which is just as nonsensical, but at least it matched the bullfighting visual)
Replace all the words "stun" in your post with trip, since stun is a completely different state than tripped. AND it doesnt depend on dashing or attacking.
I havent gone too deep in the way sabers push values react with enemy movement, but to my research, the direction the enemy is moving seems to be completely irrelevant to whether or not they get tripped. Also, the push value affects the enemy regardless if theyre moving or not, it just doesnt appear to do anything to them. The push values are what prevent you from attacking an enemy who is already attacking you (due to the short stun of the low push value) The speed at which theyre moving seems to be a contributing factor though, and the push value on the sabers seem to behave differently than on an ord. More data will need to be collected about this. It seems though that the push value of the sabers seems to react in a way (multiply or add) with the speed at which youre moving in a direction pushing it past a stun speed limit and sending you into a trip.
In short, if you/the enemy is not moving, their attack will result in a stun (prevent you from attacking/forcing/etc). If you/the enemy are moving at a certain speed, the attack will knock the target down resulting in a "null" (set your state to 10).
Eyes Only wrote:Replace all the words in your post with trip, since stun is a completely different state than tripped.
I havent gone too deep in the way sabers push values react with enemy movement, but to my experience, the direction the enemy is moving seems to be completely irrelevant to whether or not they get tripped. Also, the push value affects the enemy regardless if theyre moving or not, it just doesnt appear to do anything to them. The push values are what prevent you from attacking an enemy who is already attacking you (due to the short stun of the low push value) The speed at which theyre moving seems to be a contributing factor though, and the push value on the sabers seem to behave differently than on an ord. More data will need to be collected about this. It seems though that the push value of the sabers seems to react in a way (multiply or add) with the speed at which youre moving in a direction pushing it past a stun speed limit and sending you into a trip.
In short, if you/the enemy is not moving, their attack will result in a stun (prevent you from attacking/forcing/etc). If you/the enemy are moving at a certain speed, the attack will knock the target down resulting in a "null" (set your state to 10).
ProfessorDreadNaught wrote:Eyes Only wrote:Replace all the words in your post with trip, since stun is a completely different state than tripped.
I havent gone too deep in the way sabers push values react with enemy movement, but to my experience, the direction the enemy is moving seems to be completely irrelevant to whether or not they get tripped. Also, the push value affects the enemy regardless if theyre moving or not, it just doesnt appear to do anything to them. The push values are what prevent you from attacking an enemy who is already attacking you (due to the short stun of the low push value) The speed at which theyre moving seems to be a contributing factor though, and the push value on the sabers seem to behave differently than on an ord. More data will need to be collected about this. It seems though that the push value of the sabers seems to react in a way (multiply or add) with the speed at which youre moving in a direction pushing it past a stun speed limit and sending you into a trip.
In short, if you/the enemy is not moving, their attack will result in a stun (prevent you from attacking/forcing/etc). If you/the enemy are moving at a certain speed, the attack will knock the target down resulting in a "null" (set your state to 10).
Respectfully, you miss the point. ANY saber attack can cause a trip. That is one of the purposes of the saber push factor. I say "stun" instead of "trip" because of the other inherent function of a null I neglected to mention (sorry about that). A "null" stops the opponents movement. Completely. What some players mistakenly called a "null" in earlier posts was indeed actually a "trip". The motion and direction of the attacker continues (mostly) in its original direction (with an accommodation for deflection). A proper "null" ceases the enemy movement all together and knocks them down with a full cooldown (set your state to 10) period.
So, to a review, Both a "null" and a "trip" are counterattack moves. "Null" and "Trip" are similar but different results from saber attacks. Here are some identifying traits to help tell the difference:- "Null" requires an attacker to be in motion and immediately stops that motion knocking the player down and begins a cooldown. Both players can receive damage.
- "Trip" requires an attacker to be in motion and will deflect or augment that motion with the direction of the saber attack push along with any motion of the counter. The defender WILL NOT TAKE DAMAGE. The attacker MUST enter a cooldown.
- "Knock-Down" aka, "flip" aka "juggle" is an offensive move that does NOT require the attacked player enter a cooldown. The attacker WILL NOT TAKE DAMAGE.
- "Photo-finish" aka "Photo-Op" aka "When sparks fly" (I'll save that for another thread)
i0n and several then -{WGO}- members worked this out over several hours of training a couple years ago. It was standard training in the competition clans.
MATTHEW'S_DAD wrote:Damn, ya'll need a hobby. oh, wait....nevermind.....
Eyes Only wrote:
I still dont see the difference between trip and null other than the words you used to describe them...
- They both stop an enemies movement
- They both are executed in the same way and make use of a moving enemy
- They both cause the attackers state to change to "fallen" and initiate a cooldown
The only real difference you described was moving while swinging or not. I don't think moving while swinging your lightsaber constitutes an entirely different move than standing still while swinging your lightsaber. The lightsaber gets swung, and the attached push value causes your enemy to fall flat on his face. I fear you will have to make an attempt to teach me the difference between the two if I am to fully understand the difference you are so inclined to make known.
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