Loxodont Ftilt's animation
NOTE: This is a crosspost from the feedback forum but it was inspired by discussion here so I figured I'd post it here too.
To preface, I think Lox's ftilt animation looks great and it's in a fine spot balance-wise. It's just that the animation and gameplay don't mesh well in my opinion.
Here are my issues:
- The actual hitbox is much shorter than the initial thrust. I would prefer if the thrust animation was shrunk to match the hitbox. Then I'd be able to gauge its range accurately.
- The axe doesn't have a hitbox until 9 frames after the thrust. It feels clunky for a weapon to be harmless for that long, especially since he seems to thrust with a lot of force. I think that the startup frames could be shifted around to avoid having his axe linger too long. I did a mockup of what it would look like if he swept his axe across his body for 5 frames instead of lingering extended as long. It still conveys the hook motion fine in my opinion while keeping the same frame data.