If yall are wondering why death blow and some atomic samurai moves arent working, it's because you can only use characters (in exception to non hand held wp characters and sonic) in which their movesets come from due to their weapons having a unique hitbox. The sunset bug in the video where it doesn't show any vfx is due to the unique hitbox AND the sped up attack speed. Arguments: Q:Then why does sunrise and atomic slash work?? Quick slice !! Atmos Cleave!??? A: Well sunrise is a grab attack, an entirely unique hitbox, atomic slash is a ranged attack. Quick slice is an AOE(area of effect, the hitbox is much bigger and effects a certain area) attack , atmos cleave is a grab attack. Q: Why is split second bugged?? A: (theory / update:proved) well unlike deathblow/deathcounter or preys peril, split second requires the atomic samurai's katana model, why? Well to simplify it, if you were able to trigger it without the model, you would find that the arm extends back enough that you might not even hit it sometimes, therefore to combat that devs add a weapon to add into that space, but for some reason they never added a trigger for random movesets because you never really see a weaponless atomic samurai in public. Q:Metal bat homerun? Beatdown?? Grandslam?? A: all of these are grab attacks, they don't have dependencies Q:Well isnt foul ball a grab attack, why didn't it work? A: foul ball has a dependency, the ground, it needs something to latch onto, where after, it creates a knockback effect which follows with a grab to anyone within that knockback effect. Same thing can be said with the ranged version. Q:Deathblow is a grab right?? A: well no actually, its a counter Q:Why doesnt deathblow workk thoo??? A: the unique metal bat m1 hitbox needs to be there in order to actually do damage. except when you do its alt, where it just creates an AOE effect. like brutal beatdown's final smash. However unlike those two in particular, sonic for some reason works with any character when random movesets are enabled, which is most likely due to the fact that it's the 4th character in the game, and earlier on the devs had yet to make a character with a weapon, let alone weapon specific hitboxes, therefore sonic in this case is using a custom m1 fist hitbox. Orrrrr, its just cause sonic does grab and range attacks frequently ask the devs for a broader explanation (please pin this ty)
Dude, you worked so hard to get that much information but yet, barely any attention like, i literally read all of them. Yes, i barely understand a thing or two but, man you need more credit
it's hard to do this because you need to use a random move set to do this if someone can ask the devs to make a Ps+ command that gives moves that will be helpful thanks.
solar cleave, makes your character move in the air fast, perfectly replicating the anime style of this game and how it’s supposed to represent intense fights
Nobody asked but i'll say anyways : My favourite move with Final Hunt of each characters : Saitama : Shove, kinds funny since it's basically a launchpad Garou : Lethal Whirlwind Stream, WORLD BIGGEST DUNK🗣️🗣️🗣️🗣️🔥🔥🔥 Genos : Jet Dive, bro can't even catch a breathe Sonic : Whirlwind Kick, if timed good it's basically a super Whirlwind Kick Metal Bat : Grand Slam, do i have to explain? It looks cool, and the timing is too good Atomic Samurai : Solar Cleave, kinda like Shove but further away and looks cooler Tatsumaki : Crushing Pull, it's a literal ping pong game
sonic for me is four fold flash strike idk why but it looks like a rlly cool anime type move like when ui goku hit jiren with a strike that made him go fly sideways but whirlwind kick is cool nonetheless
the speedblitz dropkick + final hunt could be a really, really cool attack Imagine genos doing a dash uppercut, he follow you up then he grabs you then slams you towards the ground as hard as he can using his jets as propulsion for a more violent impact jeez man.
Tip: If you want deathblow to look nicer, use it in front of a dummy that doesnt attack, wait aproximately 1 second and then use final hunt, if timed correctly it will look pretty cool
0:15 final attack 0:24 final whirlwind stream 0:41 final kick 0:44 final peril 0:58 final rock smashing 1:18 final splitting fist 1:28 final rock 1:46 final punch 1:56 final punches 2:10 final shove 2:20 final upercutt 2:32 death counter(no final hunt) 2:42 final flip 2:51 final serious punch 2:59 final directional punch More is coming soon
every timelapse (no reason why im adding this) garou: 0:14 flowing water (bro thinks his flying) 0:24 lethal whirlwind stream (smooth) 0:41 hunter's grasp (savage kick daymn) 0:45 prey's peril (boooo) 0:58 water stream rock smashing (bro just throw him like nothing. but not smooth) 1:18 rock splitting fist (bro actually throw him smoothly) 1:29 crushed rock (why did blud throw him) saitama: 1:46 normal punch (POWERFUL AHH PUNCH) 1:56 consecutive punches (really? do i need to say this. is the same as water stream rock smashing -_-) 2:10 shove (blud head was crack) 2:20 uppercut (higher = more pain) 2:32 death counter (consecutive kicks!) 2:42 table flip (hit the ground and boom. becomes caseOH) 2:50 serious punch (booooooooooooooooooooooooooooooooooooooooooooooooooooooo) 3:00 omni-directional punch (that kick was smooth as butter. and btw. his the real caseOH now) genos: 3:23 machine gun blows (why do i need to explain this?) 3:37 ignition burst (no effect) 3:48 blitz shot (bye bye) 3:56 jet dive (perfect shot dayum) 4:06 thunder kick (the real thunder kick) 4:17 speedblitz dropkick (idk what i have to say) 4:30 flamewave cannon (blud make him)