Quote Originally Posted by Zantetsuken View Post
Yes, I read the OP..

I was wondering (outloud) if a synched countdown could bypass the lag coming from the server.. but as the Jump action is instant rather than persistent (like sitting) it does nothing for the client-side lag. So a 'duck-under-Odin's-blade' type maneuver just wouldn't work with jump.

Also, as I said earlier, your proposal just adds extra layers of complexity to what should be a straight-forward move. Why should we have to push the jump button to activate "Flying Kick" when it makes more sense to just have the "Flying Kick button activate the entire thing?
I never mentioned using Jumps to evade attacks btw.... i mentioned to use to jump obstacles... such like fences, slops and what not...

About your point about it would be easier to just click "Flying Kick" action instead "Flying Kick" > "Jump" instead, you are completelly right about it... as said since very OP.... its just an idea... not to be implemented like that, is just an example, and Developers could get something way better worked out it.