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Author Topic: Fighting game mechanics [06-06]  (Read 11308 times)

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Offline Xavori

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Re: Fighting game mechanics [06-02]
« Reply #25 on: June 02, 2008, 11:50:51 PM »
Hmmm. I want to promote being in the air, since there are already a large amount of disadvantages ((no momentum control, can't stay in the air for a long time, harder to hit the opponent since you're both moving, etc.)), so I want to make it so you can't just hold block to block an attack, so how about this:

Along the lines of EFZ's Recoil Guard, if you press back ((can't hold; has to go from neutral to back)) within a fairly generous amount of frames, you can block a normally air-unblockable attack. You still have blockstun and chip, so it won't be like a Faultless or EX Shield.

If this is acceptable, the question now is, what about moves that are air-unblockable, but hit multiple times, like Sion's 623 whip spin? I'm thinking of only making the first hit of any attack air-unblockable ((so you need good timing)), but if people want multiple air-unblockable hits, could one "Almost Recoil Guard" once, and be covered for the rest of the hits, or do they need to ARG each? I don't think I'd like to have to 4545454 repeatedly, though, but it wouldn't be very difficult since the timing is very loose.
Then what if you give them the option to do both? Say that after they "Recoil Guard", they can continue to RG and take little to no chip damage, or if they don't want to time it properly, they can just hold back and normal block the rest of the hits, but take more chip.

You can also add attacks that HAVE to be multi-part RG'd and can't be RG'd into air-block.
Oooooh. Nice idea~ [/Sunohara]

Offline Boku

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Re: Fighting game mechanics [06-02]
« Reply #26 on: June 02, 2008, 11:55:15 PM »
Hmmm. I want to promote being in the air, since there are already a large amount of disadvantages ((no momentum control, can't stay in the air for a long time, harder to hit the opponent since you're both moving, etc.)), so I want to make it so you can't just hold block to block an attack, so how about this:

Along the lines of EFZ's Recoil Guard, if you press back ((can't hold; has to go from neutral to back)) within a fairly generous amount of frames, you can block a normally air-unblockable attack. You still have blockstun and chip, so it won't be like a Faultless or EX Shield.

If this is acceptable, the question now is, what about moves that are air-unblockable, but hit multiple times, like Sion's 623 whip spin? I'm thinking of only making the first hit of any attack air-unblockable ((so you need good timing)), but if people want multiple air-unblockable hits, could one "Almost Recoil Guard" once, and be covered for the rest of the hits, or do they need to ARG each? I don't think I'd like to have to 4545454 repeatedly, though, but it wouldn't be very difficult since the timing is very loose.
Then what if you give them the option to do both? Say that after they "Recoil Guard", they can continue to RG and take little to no chip damage, or if they don't want to time it properly, they can just hold back and normal block the rest of the hits, but take more chip.

You can also add attacks that HAVE to be multi-part RG'd and can't be RG'd into air-block.
Oooooh. Nice idea~ [/Sunohara]
how do i adult behavior to my younger brother?

Offline Xavori

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Re: Fighting game mechanics [06-02]
« Reply #27 on: June 03, 2008, 08:22:47 AM »
Awwwwww~~~

Offline Xavori

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Re: Fighting game mechanics [06-06]
« Reply #28 on: June 06, 2008, 01:31:26 AM »
>.< Shameless bump...?

I probably should have waited until after I textured her eyes... she does look a bit weird.
http://midoryoku.deviantart.com/art/Futsuu-tte-iuna-87835049

Should I flip the first post so that new updates are at the top?