I'm so bad at keeping my word.
After my trip to Europe I kind of got caught up with real life I guess. That is my excuse.
The day before yesterday I felt a sudden must-mod-lf2 and so here I am again.
And it's shaping up.
It might be useful more as a air-to-ground move, as JA is really bad at that.
I do like "tech traps" (fooling opponent to "flip" the wrong way), but it isn't for Walker. Maybe my next project.
So, what have I done the last two days?
Well, most things have changed somewhat and he finally got his counterattack.
Walker 2.00
sneak peak numbers in red
new stuff in green
JA
20*2 damage, fall: 41
![[Image: walkerja_zps11a33245.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerja_zps11a33245.png)
● time between attacks is 1F (3F)
● active time for second attack is 1F (3F), total recovery stays the same
JJ
30 damage, bdefend: 10 (50), fall: 30 (60)
![[Image: walkerjj_zpsb956faaf.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerjj_zpsb956faaf.png)
● cancels into air specials 6F~
D→A: "Phantom Dash"
10MP
![[Image: walkerfa_zpsd2ff146c.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerfa_zpsd2ff146c.png)
● total move 12F (18F)
● low hurtbox 4F~9F
● can input follow-up 4F~8F
● now keeps momentum after move finishes
D→AA: "Phantom Punch"
10MP, 35 (30) damage, fall: 70
![[Image: walkerfaa_zps47dbb8b6.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerfaa_zps47dbb8b6.png)
● renamed
● no longer fixed start-up from Phantom Dash, 6F~10F+4F start-up (10F+4F)
● low hurtbox 1F~3F
● less forward momentum
JD↓A: "Spectre Kick"
25 (20) MP, 65 (50) damage, bdefend: 60, fall: 70
![[Image: walkerjda_zps03e3509c.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerjda_zps03e3509c.png)
● 5F+7F (5F+6F) startup, 2F (3F) active, 8F (7F) recovery
● invulnerable 1F~8F
JD↑A: "Spectre Punch"
15MP (30MP), 50 (90) damage, bdefend: 20 (60), fall: 70
![[Image: walkerjdua.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerjdua.png)
Semi-new move! Instead of a kick downwards it is a punch downwards. Has a narrow, but tall hitbox. On hit you will bounce of opponent, Super Mario-style. Opponent can always flip out of JA > Spectre Kick, but never JA > Spectre Punch because of its quick start-up. A close-up JJ combos to this attack as well.
● 5F+3F (5F+7F) startup, 2F (3F) active, 9F (7F) recovery
D→G: "Phantom Guard"
20MP
![[Image: walkerdfa.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerdfa.png)
New move! However, as I haven't talked to Gad for quite a while I have reused other animations for the counterattack, but I think it looks quite nice. Before I made the throw-part of the move I threw in the ability to counter with Phantom Punch, and it is still there.
This time around you can properly be punished for using it, but I also manage to make it instant.
● 1F start-up, 10F active, 10F recovery
● counters all blockable attacks
● follow-up has 4F start-up, 3F active, 0F recovery and on hit it does 50 damage
● cancel during hitstop to Phantom Punch: this Phantom punch is invulnerable, but is horrible on block
I will readd "jump dash" as you suggested, as soon as I understand how I removed it. I think the data is intact it is probably the fact that it doesn't trigger, but why is that.
I'm all ears for changes to JA and JJ.
If anything else seems overpowering or boring, or if you hate the Mario-jumping tell me so! ; )
Long awaited link: https://www.dropbox.com/s/ttn6839kpuyly3....00%5D.rar
By the way, is there a way to create an object that can't leave the screen?
After my trip to Europe I kind of got caught up with real life I guess. That is my excuse.
The day before yesterday I felt a sudden must-mod-lf2 and so here I am again.
And it's shaping up.
Quote:not having to press attack to perform a basic attack is just weird.I'll definately look into this more now, as I don't use JJ much in combos anymore.
You could instead use a double key input
It might be useful more as a air-to-ground move, as JA is really bad at that.
Quote:Actually I think unbreakable combos just turn a fighting game into a ddr/piano game as soon as the combo starts. That puts only the attacker into the actively playing position while the other player sits down passively waiting for a mistake. ...
Quote: another option is to anticipate the opponents flip.While I certainly agree that combos can't go on forever, I really think that 5-second combos should be in a fighting game. It gives the active player chance to emphasise the advantage he got from the original hit. Without combos a fighting game just turns into pure hit-and-run (especially when there is no okizeme). For the record, I despise Same Fighter.
I do like "tech traps" (fooling opponent to "flip" the wrong way), but it isn't for Walker. Maybe my next project.
So, what have I done the last two days?
Well, most things have changed somewhat and he finally got his counterattack.
Walker 2.00
sneak peak numbers in red
new stuff in green
JA
20*2 damage, fall: 41
![[Image: walkerja_zps11a33245.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerja_zps11a33245.png)
● time between attacks is 1F (3F)
● active time for second attack is 1F (3F), total recovery stays the same
JJ
30 damage, bdefend: 10 (50), fall: 30 (60)
![[Image: walkerjj_zpsb956faaf.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerjj_zpsb956faaf.png)
● cancels into air specials 6F~
D→A: "Phantom Dash"
10MP
![[Image: walkerfa_zpsd2ff146c.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerfa_zpsd2ff146c.png)
● total move 12F (18F)
● low hurtbox 4F~9F
● can input follow-up 4F~8F
● now keeps momentum after move finishes
D→AA: "Phantom Punch"
10MP, 35 (30) damage, fall: 70
![[Image: walkerfaa_zps47dbb8b6.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerfaa_zps47dbb8b6.png)
● renamed
● no longer fixed start-up from Phantom Dash, 6F~10F+4F start-up (10F+4F)
● low hurtbox 1F~3F
● less forward momentum
JD↓A: "Spectre Kick"
25 (20) MP, 65 (50) damage, bdefend: 60, fall: 70
![[Image: walkerjda_zps03e3509c.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerjda_zps03e3509c.png)
● 5F+7F (5F+6F) startup, 2F (3F) active, 8F (7F) recovery
● invulnerable 1F~8F
JD↑A: "Spectre Punch"
15MP (30MP), 50 (90) damage, bdefend: 20 (60), fall: 70
![[Image: walkerjdua.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerjdua.png)
Semi-new move! Instead of a kick downwards it is a punch downwards. Has a narrow, but tall hitbox. On hit you will bounce of opponent, Super Mario-style. Opponent can always flip out of JA > Spectre Kick, but never JA > Spectre Punch because of its quick start-up. A close-up JJ combos to this attack as well.
● 5F+3F (5F+7F) startup, 2F (3F) active, 9F (7F) recovery
D→G: "Phantom Guard"
20MP
![[Image: walkerdfa.png]](http://i1248.photobucket.com/albums/hh495/sikigami/LF2/walkerdfa.png)
New move! However, as I haven't talked to Gad for quite a while I have reused other animations for the counterattack, but I think it looks quite nice. Before I made the throw-part of the move I threw in the ability to counter with Phantom Punch, and it is still there.
This time around you can properly be punished for using it, but I also manage to make it instant.
● 1F start-up, 10F active, 10F recovery
● counters all blockable attacks
● follow-up has 4F start-up, 3F active, 0F recovery and on hit it does 50 damage
● cancel during hitstop to Phantom Punch: this Phantom punch is invulnerable, but is horrible on block
I will readd "jump dash" as you suggested, as soon as I understand how I removed it. I think the data is intact it is probably the fact that it doesn't trigger, but why is that.
I'm all ears for changes to JA and JJ.
If anything else seems overpowering or boring, or if you hate the Mario-jumping tell me so! ; )
Long awaited link: https://www.dropbox.com/s/ttn6839kpuyly3....00%5D.rar
By the way, is there a way to create an object that can't leave the screen?
<div style="float:left;"><img src="http://i1248.photobucket.com/albums/hh495/sikigami/avamaou.png"> </div><div style="margin: 50px auto auto 15%;">凍て付く夜明けを 乾いた真昼の 震える闇夜の 果てを見に行こう</div>

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