Nothing concrete.
The code is here:
https://www.irccloud.com/pastebin/2uSZrPWEAnother file has animations.
I think the pole shove is a good premium example and the shield shove should be more like it.
["nudge_pole_shove", 0, amf_priority_striked|amf_play,
[0.75, "anim_nudge_pole_shove", 0, 25, blend_in_release],
],
Focus on the second row: Duration, animation name, beginning frame, ending frame, and sequence flags.
Now, here are the 1h nudges:
["swingright_fist_mirrored", 0, amf_priority_striked|amf_play,
[0.45, "right_swing_mirrored", 0, 41, blend_in_release],
],
["direct_fist_mirrored", 0, amf_priority_striked|amf_play,
[0.65, "direct_fist_mirrored", 0, 41, blend_in_release],
],
["nudge_shove", 0, amf_priority_striked|amf_play,
[0.85, "defend_shield_forward", 0, 25, blend_in_release],
],
Shield nudges
["nudge_shield_bash", 0, amf_priority_striked|amf_play,
[0.45, "defend_shield_left", 8, 20, blend_in_release],
],
["nudge_shield_shove", 0, amf_priority_striked|amf_play,
[0.75, "Shield_bash_13.9.11", 0, 20, blend_in_release],
#[0.4, "defend_shield_parry_all", 0, 25, blend_in_release],
],
["nudge_shield_backhand", 0, amf_priority_striked|amf_play,
[0.9, "defend_shield_right", 0, 50, blend_in_release],
],
swingright fist = 1h neutral nudge
nudge shove = 1h defense nudge
direct fist = 1h attack nudge
Shield bash = neutral nudge
Shield shove = defense nudge
Shield backhand = attack nudge
I am not too knowledgeable about this, but less dead frames by changing the starting frame number, decreasing the duration since shield has a noticeably higher one, or changing the animation itself might help (or just make it too good). I am also not very knowledgeable on how hitboxes work for these things. Perhaps the current hitbox feels off because it's so slow and clunky?