Or, similarly, how guards will never defend themselves if you keep hitting them in quick succession?
It looks like this is because of this code in parry():
Code: Select all
seg005:0EA5 81 7E FE 98 00 cmp [bp+opp_frame], 152
seg005:0EAA 75 25 jnz short return
Code: Select all
if (opp_frame != frame_152_strike_2) return;
Essentially, guards can only execute the parry maneuver while the kid's animation is on one specific frame (152); however, under some circumstances the animation will already be at frame 153, so the parry gets canceled and the guard never stands a chance...
All of this is independent of the "guard skill" (all guards are tragically handicapped like this...)
I tried to create an assembly hack using CusAsm, however I don't really understand Turbo Assembler yet...