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Feint
Cancel attacks by blocking or dodging, at a stamina cost. Dodge out after a hit and carry on your combo.
CHANGELOG
Changelog
0.3.0
- New
KeepCombosetting (off by default): your combo carries on if your next swing starts withinComboKeepSeconds(1 second by default), also after a dodge or block. Vanilla resets it after 0.2 seconds. Cancelling a swing before it hits still resets the combo. A kept combo's next swing turns toward your aim by up to 90°, like a combo's first swing does in vanilla (which turns all the way).
0.2.1
DodgeAfterHitnow works for attacks inNonCancellableAttackstoo, such as the knife's jump attack. That setting only stops cancels before the hit.- A dodge after the hit pressed in the air starts when you land.
0.2.0
- New
DodgeAfterHitsetting (off by default): dodge after a swing has hit to skip the rest of it. - New
DodgeAfterHitPenaltysetting (on by default): charge extra stamina for that dodge, scaled like other cancels.
0.1.0
- Initial release.