[quote

ost_uid0="M34T"]I've played it a couple of times, and it seems that hit reactions are universally cancelable; even to basic motions (like blocking) and special moves. Is this a normal, expected thing, here?[/quote]
Aye.. lol.. good lad. Thing is, I've discussed the hit
detection system in the game engine and TMyApp (the creator) says most of it has been patched and after encoding other characters and adding them to the engine, it's not as accurate as it should be. :biggrin:
However, not many users take note of the amount of hits they render... so it wasn't given top priority
As for the usual hit reaction, I'm not so sure... but my guess is it's a result of the lag the game engine produces while sending packets of data between the 2 comps involved in the battle. The blocking on the other hand has been patched as well... seems if you're getting
poor blocking, then it might be as a result of the amount of FPS ur CPU is able to produce during game play. However, that's just the random answer I was given.. after more research and playing the game on a comp that could produce the max amount (40.000), there were still some blocking problems. You're just gonna have to learn to deal with that until TMyApp has enough time to reorder his priorities as far as the game goes and make blocking number one on his scale of preference :biggrin:
Other than the fallacy I've just written, welcome to the community lad :biggrin: