06-23-2013, 11:02 AM
(06-23-2013, 10:33 AM)支倉凍砂 Wrote: What do you think about increasing the acceleration, i.e. jump distance?Ultimately it would result in an instant dash - which would be ok because that usually is what you aim for anyway when you start to run.
(06-23-2013, 10:33 AM)支倉凍砂 Wrote: Difference being, in that game, characters are solid objects so you cannot dash through them.Actually that doesn't seem too complicated. The only problem I see is getting stuck at that object inside a speedy looking frame (like running against a crate). That'd be stupid.
I've been wondering if it is possible to make an invisible projectile attach to opponent and create an itr: 14 wall so you cannot dash throw, but it seems complicated.
It's not like I can't change it to be its own command.
A better solution would be allowing to start the PP at any point inside the PD or automatically starting the PP upon touching an opponent (itr kind 3).
Also I think the PD could end with a punch if the player doesn't input anything (the frames right next to the speed line frames on the sprite sheet).
It would be similar to Bats speed punch.
And yea a separate input for the PP would be great.
(06-23-2013, 10:33 AM)支倉凍砂 Wrote: What would need to be done to allow dashing?Land in state 6.
(06-23-2013, 10:33 AM)支倉凍砂 Wrote: How do you feel about the new JK? On maximum range grounded opponent recovers much faster than you and characters like Deep can instantly punish you for it. Only on close range you can follow up into SP.Negative knock back = pulling him towards you with a kick? That wouldn't make much sense.
I'm thinking either making it knockdown or giving it negativ knockback to allow SP easier.
Could you instead increase the knock back without destroying the follow up on close range? That would require the opponent to waste your recovery time by closing in on you again so you might get a chance to roll or dash away.

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