HAF: SIDESTEPPING

Melee sidestepping is an integral part of the combat loop in HAF.

Sidestepping is an optimal counter to straights but loses to blocking/jabbing, as when a player is blocking and not charging a punch (or idle), they will track the opponent and be capable of countering.

Each sidestep will take 160f of time in total before the user will be capable of moving again.

B y  t h e   w a y, each sidestep's component must be broken down further.

It will take the first 30 (0-30) frames for a robot to begin the warmup of the sidestep.

It will take 90 frames (30-120) to have the dodging and actual movement portion of the sidestep play out.

The remaining 40 frames (120-160) will result in the robot being in the new location, but unable to act as the warm down portion of the of the sidestep animation plays out.

These numbers need to be adjustable, as my calculations as to how the minutiae of the fight may play out differently than expected. However, I believe that this creates a horizontal movement ability that is strong against straights / combos, and weak against jabs/blocking.

1-30f = warmup -- unable to move, block, or attack.

30-120f = movement occurs on a sin-wave pattern, speeding up significantly on frame 70 and slowing down on frame 105 [roughly, apologies about how I may be butchering knowledge of sin waves-- my math skills are garb]. Unable to move, block, or attack while this sidestep is occurring.

120-160f = warmdown -- unable to move, block, or attack.