Difference between revisions of "darksouls:Character Acceleration"

From SpeedSouls
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* Fists, Axes, Bows, Crossbows, Curved Swords, Daggers, Hammers, Katanas, Straight Swords, Thrusting Swords, Whips.
 
* Fists, Axes, Bows, Crossbows, Curved Swords, Daggers, Hammers, Katanas, Straight Swords, Thrusting Swords, Whips.
 
* Curved Greatswords, Greataxes, Great Hammers, Greatswords.
 
* Curved Greatswords, Greataxes, Great Hammers, Greatswords.
* Halberds.
+
* Halberds, Spears.
  
 
Since switching weapons while two-handed always comes with an animation change, this is to be avoided entirely. The same is true for switching between one-handing and two-handing.
 
Since switching weapons while two-handed always comes with an animation change, this is to be avoided entirely. The same is true for switching between one-handing and two-handing.

Revision as of 17:59, 13 September 2021

In Dark Souls, there is an acceleration time while running where the character accelerates from standstill to walking, and from walking to sprinting. This means that after inputting these movement changes it takes time for the character to reach the full speed of the respective animation.

Differences Between Male and Female Acceleration

Due to the differences in movement animations between Male and Female characters, their acceleration behaviour differs.

Female characters accelerate faster and decelerate faster than Male characters across the board. This means time is saved with a Female character over a Male one when starting a walk or a sprint but time is lost when ending a walk/sprint. As a result, the reverse is true for Male characters.

Taking into account the information in Skipping the Acceleration Time, Male becomes faster since the difference in acceleration to faster speeds can be nullified and the slower deceleration of Male can be used to save time over Female.

Skipping the Acceleration Time

The time of acceleration/deceleration can be completely skipped if an upper body animation is performed during the acceleration/deceleration period. This results in the full speed being reached immediately. Skipping the deceleration is undesirable however since it keeps the higher speed for longer. This means that only when transitioning to animations with a higher movement speed is it faster to perform upper body animations.

Upper body animations include:

  • Weapon switching with a d-pad (also known as 'toggling').
  • Blocking.
  • Switching arrow type with a bow equipped.
  • Two-handing/one-handing.

Care must be taken however when using toggling and two-handing/one-handing as a means to save time. Different weapon types come with different movement animations for both one-handed and two-handed, and switching between them brings the character's speed to 0 for a frame. This results in unnecessarily lost time.

The following weapon types share movement animations and can be switched between while one-handed without time lost:

  • Fists, Axes, Bows, Crossbows, Curved Swords, Daggers, Hammers, Katanas, Straight Swords, Thrusting Swords, Whips.
  • Curved Greatswords, Greataxes, Great Hammers, Greatswords.
  • Halberds, Spears.

Since switching weapons while two-handed always comes with an animation change, this is to be avoided entirely. The same is true for switching between one-handing and two-handing.

External Resources

  • Google Doc analyzing acceleration between genders by AndrovT