Get effective range (may be tricky for attacks on diagonals
Maybe use exact hitbox to check collision?
Maybe just get a rectangular bounding box and check collision with that, if faster
Get startlag before first hit.
Will need to calculate where the opponent will end up after hit, whether it kills or combos.
Read attack attributes from normals.
Get effective range (may be tricky for attacks on diagonals Maybe use exact hitbox to check collision? Maybe just get a rectangular bounding box and check collision with that, if faster
Get startlag before first hit. Will need to calculate where the opponent will end up after hit, whether it kills or combos.