*Animations locks, momentum and dash importance.
Today i bring to you people a new concept i found,momentum. if you a veteran player you probaly noticed already, but even GCDE spells, have a specific momment in the spell animation that if you try press a second spell follow up, you end up missing or the spell cast is ignored, or you need press more times to make it work, that's because that spell, have a animation lock, where, dont matter how fast you press a second spell, it wont work, heres a new concept, anchor, a factor you learn about that spells that says "now you can press without worry." Anchors can be points in animation,sounds produced by the spell, or even a mix of all that and whatever you thinks is suitable to create a good anchor, that you create to focus your atenction, they choosed by how close they are from the point you free to cast, or the time after the small gcd ended, how fast you can press after it ended. the closer, the faster you combo will look like
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![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/996914663981850664/unknown.png)
(The closer the anchor is from the gcd ending point ,the faster your combo will look like, but since is about miliseconds, sometimes the best anchor we place is not in the exact point, but is better than being on 0.8 or 0.9)
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Energy users that use energy shield would feel heavy do a quick follow up after pressing it, a example is that same spell, the anchor, the gap you see in animation that unlocks the cast, is the sound of the spell, when you realize that information and begins to press spells in right momentum you realize you casts on combos turns slightly faster, yet notable. This is more common at some gcde spells but can be found in others as well with use of caster or brawler or ifrit.
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Now that i explained the spells that have a locked animation and can mess up your momemtum, i would like to talk about spells that when casted, trigger a animation that locks you, but in a different way. For example the use of dash, for do a quick combo whipe or whatever be, is something common on skilled verbers, caught enemy off guard, that's is because water whip or most whips animation dont find troubles with dash animation.
i will give you a example:
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Axe kick, even being gdce, you cant make his momentum faster by doing dash+axekick, you need wait the whole animation of dash end so then you be able to cast the spells, and futhermore, axe kick anchor is when the white animation is casted, if you try press quick you can end up casting nothing as well, so you should try press when you see that animation appears, or momments before.
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Fury fist for example? you can cast at any momment of dash, means you can increase the momentum, you dont feel you "grip at numbpad" is heavier because his animation does not need dash animation end, they kind of mix each other? still dont find a clear concept.
You probaly saw people breaking beams animations already(novaray,timebeam,etc), that's related to that i just spoke about, but how that is important to unarmed? simple, by knowing that you make yourself less suitable to make mistakes of not casting a spell in a crucial momment, remember when stuns used to trigger gcd if you trying press a spell while stunned? yeah same ideia.
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*Here is the list of spells from unarmed that cannot be casted in middle of dash.
-Weighted punch
-Axe kick
-Lariat
-Flying kick
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*Here is the list of spells that you can cast in middle of dash
-Jab(this principle explains why dash jab is possible to begin.)
-Fury fist
-Assault
-Titan fist
-Iron body
-Fist barrage
-Brawler,gentle, tactician actives (yes this is important to know)
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Remember this does not limits just to unarmed tree, like i said? As long energy shield have a slight delayed animation broken free (means you cant try press one then the other in quick sucession wihout the risk of casting nothing) it is a spell that can be casted in middle of dash.Is up to you realize those concepts on your spells, where the anchors are, if there is any, of how well they interact with dash and etc,
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Quote:Using that concept of anchors,some creativity, a good knowledge of what you arsenal can do and training? you not only will be able to create,discover synergies or combos that before would look like impossible, or never discovered, but your verbing skill will be a step better than the average, always remember that i do press 2-3 times too, specialy when the anchor is placed right before the timer, so dont stop pressing more than one time or begin press just once, instead? know when you should be pressing.
![[Image: Screenshot_63.png]](https://cdn.discordapp.com/attachments/340612146717130753/996895075168690196/Screenshot_63.png)
#Small summary if you got lost so far.
*People usally use dash + a spell to try increase the speed to get someone off guard or make his moves faster to avoid predicts.
in other words, improve the momemtum of the combat, the momment the spell connects You need be aware that not every spells allows you to cast her in middle of dash, due her animations code or whatever be, means you need dash, and instead press the next spell before dash ends, you need wait the whole animation of dash end to be "animation free", they still can be a nice spell to use with dash but have that in mind, so you do not mess your motor cordination and end up with your button press being ignored, famous case? someone dashing at you and nothing happening, prob he missed.
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*As long that, exists spells that are GDCE or not, that have a delayed cd for you press, in theory a GDCE spell have a GCD of 0.25? but those are slighy higher, enough for you feel your pressing harder, comparing what you see in screen, i used the example of want use energy shield, then quicky do a follow up to attack, people prob smash to 2-3 times for work, result? you can end up missing that combo, that can be due animaimations locks or whatever the spell work like. That's why i created a concept of anchors, anchors are a indicator you learn about the spell where you sure, if you press your followup after/real close/ or at same time it happens? you sure you wont be end up losing that combo flow you will be doing in the best speed possible.
For bonus i will say.
Energy shield:
-Anchor: when you hear the sound of the spell, you free to cast.
-Can be casted in middle of dash
Axe kick
-Anchor:when you see the white animation or press right before it
-Cant be casted in middle of dash
End.
Comming soon:
[Unarmed guide 2, The rising fighters insurgency]
or
[Unarmed guide 2, The Downfall]
Date: Someday after 08/05
(who knows, can flop or not, still doing anyway.)
![[Image: RiCGkjL.png]](https://i.imgur.com/RiCGkjL.png)

