Bug: Wesker Loss of camera mobility in between Consecutive dashes. Flicking issue
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Bug #3258

Wesker Loss of camera mobility in between Consecutive dashes. Flicking issue

Status: Open
Priority:
High
Added by:
zyravrv
on May 7, '26
Assigned to:
Unassigned
Due date:
Reported for:
Actual Result:
When chaining the second bound immediately, the game completely ignores fast mouse movements. Because the 1-frame gap between the dashes was removed, the heavy camera stiffness from the initial dash carries over, making it impossible to adjust your aim for the second dash.
Expected Result:
The game should register my quick mouse swipe during the chainwindow thanks to 1 frame gap between the dashes and let me aim in a new direction, just like in the attached video.
Severity:
Blocker
Reproducibility:
Always
Platform:
Steam
Additional Notes & Comments:
Just to be clear, this is not an input bug where the ability fails to activate. It activates, but we cannot aim it. Before patch 9.5.2, there was always a tiny 1-frame gap between the first and second attack. That exact 1-frame window was crucial because the camera temporarily unlocked during it, which allowed us to perform an "insta flick" to change directions for the next strike. When patch 9.5.2 removed this 1-frame gap to fix the animations, it completely removed our ability to insta-flick. Because that gap is gone, the heavy camera restriction from the first move never drops. As a result, if we chain the attacks immediately, we are strictly locked facing forward and cannot rotate the camera at all. BUT THE OTHER IMPORTANT PART is that if you do add back that 1-frame gap the animation of reseting hand(dash end animation) needs to start a frame later in order for the animation of both dashes to be fluent and not interupted.

Steps to Reproduce

  1. Charge the ability (M2).
  2. Perform the initial forward bound.
  3. Buffer or time the second dash so it happens the exact moment the first one finishes.
  4. In the final moments before first dash ends, swipe your mouse left or right very fast.
  5. Notice that the character just flies straight, completely ignoring your fast mouse movement because the camera is still locked.

Explanation

When chaining the second bound immediately, the game completely ignores fast mouse movements. Because the 1-frame gap between attacks was removed, the camera turn rate restriction from first dash carries over, making it impossible to adjust your aim for the second dash. If the fix to the issue would be reintroducing 1 frame gap, it is important to also adjust the animation of reseting hand to happend frame later than the dash ends, otherwise the same problem will be reintroduced. Altough there are many ways to fix insta flicks, other one could be that the last frame of dash doesn't have camera slowdown applied.

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