Character position before attack determined automatically, depending of the ball target position, after toss
execution.
To execute punching the ball, click on enemy team side or on your team side, when ball in fly after toss.
Ball
distance from ground, and touch type (your team or enemy team side) will determine the attack type.
To make attack execution more comfort, there is click memory functionality, and you can click to execute
attack earlier than character come to target position before attack. In this case, using precalculated delay, will
be executed attack in jump.
The Y coordinate of your click, and Z coordinate of the ball(distance from ball to your character hand
position in
touch moment) determine the attack target position.
To execute normal attack from ground, click on enemy team side, when the ball flies down.
To execute high attack from ground, click on your team side, when the ball flies down.
To execute attack in jump, click on enemy team side, when the ball flies close to highest point.
To execute weak(soft) attack in jump, click on your team side, when the ball flies close to highest point.
Weak attack trajectory, depends on ball trajectory target position. When ball targeted close to net, weak
attack will directed from up to down. When ball targeted far from net, weak attack trajectory will be rainbow
styled, ball first little bit flying up, and then falling.
Using different attack type, depending of enemy character defense position, can allow win points more easy,
when enemy tired and running slow, or stands in some "good" place.