07-05-2013, 05:43 AM
(07-05-2013, 01:33 AM)支倉凍砂 Wrote: 1. Walker creates a projectile in front of him.You won't have this problem if you use frame 10 (hitting) instead of frame 20 (hit) as this won't result in a team change. But I guess this is not much of an option as it would again also hit characters.
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.
Either way the drop object method is still there to skip the team change.
(07-05-2013, 01:33 AM)支倉凍砂 Wrote: I think maybe a character with weapon works better with the "hop" Walker now uses.In that case he needs to run in the next release.
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.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves