07-05-2013, 01:33 AM
I must have described what I meant poorly. 
To make it more clear:
1. Walker creates a projectile in front of him.
2. It is destroyed if it is rebounded (frame 30), ex. opponent punches it. If it is hit by something else (frame 20), it goes to "active mode".
3. In active mode it slowly moves forward for about 5 seconds, with itr kind 14 and effect 4. If it gets hit the timer restarts.
4. However as it has changed team, opponent projectile attacks will be bounced back but will only damage Walker's team. And Walker's teams projectile will also be bounced back and hurt Walker's team.

I think maybe a character with weapon works better with the "hop" Walker now uses.
With the bad air-to-ground hitbox of SK I thought it will hardly be used if I remove the hop. However, then I realized it might be fine as you now instead have run dash from which you can use it.
Sorry for the misunderstanding.

(07-03-2013, 09:02 AM)YinYin Wrote: I think it could work as his 4th and final ground move (pp/pd/pg and this .. phantom shield?).The "(rebound)" I wrote meant I used frame 30 to do that.
Also I just reread your description and now I don't actually see why the rebound would be a problem.
If it starts out as an inactive energy veil waiting for a projectile to hit before it starts moving forward as a shield I don't see why it should be 'reboundable' at all. If it gets hit by a character it should just shatter and disappear.
To make it more clear:
1. Walker creates a projectile in front of him.
2. It is destroyed if it is rebounded (frame 30), ex. opponent punches it. If it is hit by something else (frame 20), it goes to "active mode".
3. In active mode it slowly moves forward for about 5 seconds, with itr kind 14 and effect 4. If it gets hit the timer restarts.
4. However as it has changed team, opponent projectile attacks will be bounced back but will only damage Walker's team. And Walker's teams projectile will also be bounced back and hurt Walker's team.
(07-03-2013, 09:02 AM)YinYin Wrote: Why would he need a weapon to run? And why would SK become too powerful with running?I meant the opposite in both cases.

I think maybe a character with weapon works better with the "hop" Walker now uses.
With the bad air-to-ground hitbox of SK I thought it will hardly be used if I remove the hop. However, then I realized it might be fine as you now instead have run dash from which you can use it.
Sorry for the misunderstanding.
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