06-22-2013, 07:34 AM
(06-22-2013, 01:55 AM)支倉凍砂 Wrote: I have implemented your JD+A/J input for the punch, and the kick is JA. It works quite well as long as you don't spam.Yeah the input for those two is amazing now. I press A for the kick and hold A for the punches. However I feel that the kick is too powerful by inflicting dance of pain. It makes it too easy to grab opponents. I think you either need to make it knock the opponent out or only send to the second injury frames.
Actually you probably have this to hit falling characters but not knock out standing ones so here is how you could possibly have both:
Separate the itr into two frames: first itr has a low fall value an a certain arest, this one will hit non falling characters and push them away without knocking them out (because this actually feels great);
second itr will have a high fall value to hit falling opponents (but it won't trigger if the first itr hit due to its arest).
(06-21-2013, 03:06 PM)支倉凍砂 Wrote: I was thinking if one could add a bouncing-of-the-screen effect on certain attacks.Certainly, if the object going off screen always has the same sense of direction (always going forwards or backwards) then the dropped object too will always have the same direction. So you could let it start in a bounce off animation.
(06-21-2013, 03:06 PM)支倉凍砂 Wrote: It is quite hard, yes, but I like it. Just →→A for an invulnerable attack is too easy I believe. I believe it should have its uses... against human players. As computers instantly spams A when you get in range it is quite hard to do it against them. I did some hurtbox changes to it, so it might work better now.I tend to forget invulnerability when I test things for input difficulty. I wouldn't mind having a fully vulnerable version that is easier to pull off. (not to mention most of the time I face bots - sometimes pretty smart custom AI but still ...)
The input could also get easier if you gave the little hop some more air time.
Also the Phantom Guard is awesome. I think it could last a little longer though, maybe even start to wait in a loop between the guarding state and one with state 0 so you stop defending by walking away any time you like.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves