(02-17-2013, 11:41 AM)YinYin Wrote:Yes, it is a typo.(02-16-2013, 05:00 PM)支倉凍砂 Wrote: Walker punches upward and leaves the ground. He cannot be hit below his waist, so it you can easily counter air attack with it.I hope you mean: cannot be hit above his waist. Otherwise this doesn't make it a good air counter at all.
(02-17-2013, 11:41 AM)YinYin Wrote:They are connected, they are meant to give breathing space to input a special move.(02-16-2013, 05:00 PM)支倉凍砂 Wrote: JAAre they auto connected like woodys two jump hits or do you have to press attack twice?
What about a two-hit attack as Jump Attack?
(02-17-2013, 11:41 AM)YinYin Wrote:Hm. I'll think about that.(02-16-2013, 05:00 PM)支倉凍砂 Wrote: JJHm - it's a little weird to press jump for a normal attack. It might be more intuitive if you did use this as a normal jump attack (like dennis) and recycled the aerial punching for a combo. (a follow up to the rising fist, where the opponent is not on the ground anyway)
I used it as an alternative Jump Attack. His normal one doesn't hit opponent below him well, but this does.
Though, I kind of like having options of non-special attacks in the air.
(02-17-2013, 11:41 AM)YinYin Wrote:I'm all for non-conditional inputs (which is the reason why, rather than anything else), but I'll consider it because it sounds rather nice.(02-16-2013, 05:00 PM)支倉凍砂 Wrote: Like I mentioned before, Walker has no dash in the current state. If you try to dash after landing after a jump, you will get another jump.From my experience this always looks very clumsy, neglecting any momentum the character may have from the first jump. Maybe you should instead let him perform the low jump with a little more distance.
(02-17-2013, 11:41 AM)YinYin Wrote:I rather feel it to be necessary, and it's still atrocious if blocked.(02-16-2013, 05:00 PM)支倉凍砂 Wrote: What about run + J? Here's the thing, currently Walker cannot run. Instead he can do a short, low jump.Not crazy at all. Only the invulnerable spectre kick is probably too strong when you also add more range. You could try experimenting with a version that has a small body in this case.
As it is a jump, he cancel it into his air special moves. Suddenly they have more range, and this "step" + invulnerable Spectre Kick works wonders.
(02-17-2013, 11:41 AM)YinYin Wrote:I don't mean to say it is impossible to make combos, but I really think the flipping system really makes it hard to make combos. Are you sure that opponent cannot flip during the combos you are mentioning, thus ruining the combo?(02-16-2013, 05:00 PM)支倉凍砂 Wrote: However due to LF2's limited options it is really only one combo and you choose your ender depending on how much MP you have.Limited options? There are tons of options depending not only on your mp (and possible combo branches) but also position, opponent reaction and items. Not to mention you could connect all his moves (basic and special) in any way you like if you are creative.
A combo that your opponent can react to (after the first attack of course) and escape, isn't really a combo, that is a mind game.
Though, mind games can be favourable, that I won't deny.
I was just coding, and I realised that opponent can flip between the punches of JA, or after JA except for JJ. So I have shorted the time between the two attacks of JA. However to makes sure SK hit, I had to increase the dvy of the second JA. This however meant that opponent is now to high for SK2, so I had to make its dvy crazy to be able to hit as well as increasing the start-up speed slightly.
The only way to combo is to keep going upwards into the air, unless you use effects of some kind.
Though, I am certainly no expert at LF2-character design neither do I have much experience with combos in LF2, so I look forward to your suggestions when you have had a chance to try him.
Because of how weird SK2 looks now I am thinking of axing it. It won't work as ender with any less height and it won't look any good used closed to the ground with it. Instead, I am thinking of increasing the mp cost of SK by 5~20 and increase its damage to make it work better as an ender.
Anyway, any ender to be used after the current JA needs to hit above it otherwise opponent can flip and escape damage.
Thanks for your input! : D
I'll put together a couterattack of some kind when I have time, then I'll release a beta.
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