提案/Suggestion
During all flick up combos, immediate flick up after should be considered a successful input. And this should be cancellable by dodge input and dodges after the current flick up animation ends
If the monster gets out of range, all combos should end and all attacks should slide forward to attack (expend shell or stab if no ammo) except guarding
現状/Current Status
Maybe just me.
After uppercut (flick up), there is a small no input window. So have to flick up - pause - flick up, to get a slam.
And after an uppercut, if the monster rush away, clicking attack will just expend a shell, doesn’t go near the monster. flick up doesn’t go near the monster, it continues to expend shells.