At long last, we have a solution to safely fireball LP THK's triple slash attack. This punish can avoid the extremely obnoxious frametraps he had in a bunch of scenarios. Recommend using hitboxes to get a feel for the backswing of the 2nd hit, you need to fulljump to not get hit by it
Due to his notoriously short idle timer on LP, pogoing triple slash meant that you could not safely fireball him or you risk being hit - which led to situations like multiple triple slashes being a damage tank or safely nailing him while on full soul. With this new tech, that is no longer the case. Thanks cerp for the suggestion, this is huge
THK has 1000 HP, or 1250 HP (he heals TO, not adding 250 after entering phase 4 (last))
phase 1: 1000-751 HP phase 2 (when he is able to do the first scream): 750-401 HP phase 3 (where he is able to do 2nd scream/self stab): 400 until death HP (doesn't end until you hit him AFTER he has reached 0 or less HP, the hit that ends this phase does damage to the phase 4 health pool (ex. if you end phase with a nail slash he will be at 245hp in phase 4)) phase 4: 250-0
------- Evade Antic --------- (backdash/parry)
before THK's idle animation (explained below), THK will roll an RNG check depending on the phase he is in (phase 1: 0%, 2: 60%, 3: 15%, 4: 0%) if this check succeeds, he will either parry or backdash (50/50) after checking whether or not to turn around ( the only thing that can delay the parry/backdash is if he is turning around. ) the evade rng check is also retriggered by the end of a parry, as that goes to the idle, (this could be the cause of parrys chaining into themselves). this isnt the only way for thk to parry, or backdash
------- THK idle animation -------
This is the animation/state after he wakes up from a stagger, after he finishes a move, etc.
exception 1: the end of a backdash does not enter the idle animation, it just immediately goes to another attack (after this attack ends it will go to idle.) . exception 2: an attack immediately after a teleport also does not usually enter the idle animation, it just immediately goes to another attack (after this attack ends it will go to idle.) not entirely sure about this one
The amount of time he spends in the idle state is rng and phase dependent:
Phase 1: .75s to 1s Phase 2: .25s to .5s Phase 3: 0s to .25s Phase 4: 1 second
You may have seen the response to this attack where you fireball THK at the top of its bounce, then slash -> dash under to maintain positioning for another loop. Turns out you can also dash the opposite direction and it works just fine. This is especially useful as a repositioning tool when THK is in the corner (as demonstrated here) since the sloped ceilings would otherwise throw off the positioning for this damage rotation.