03-02-2015, 07:11 PM
Well then, some ideas to give his specials more integrity:
The power ball could use a higher frequency to be of any use. Additionally I would chain it with the x slash:
POWER BALL X BREAK (D^A + D>A)
If Adam performs his D>A below the power ball it will instantly break into a lot of projectiles.
How to: the ball has a kind 9 itr (like Johns shield) that will send it to the breaking frame if it hits Adam (extra bdy inside the D>A overlaps with this itr and nothing else - give both the same y offset). The split itself is a simple facing: combination of your choice (maybe you can mimic the X shape with the created projectiles).
It would also be cool if it was hovering lower or moving slightly up and down so Adam can reach it. If hit it could either send out extra projectile bursts, get it's loop time extended (negative injury?) or drop down for an explosion. You could also limit or extend/split this kind of interaction to be only possible with the sword (y offset again).
Considering the sword cannot be picked by anyone else it should be rather easy to single out a certain angle to be used for spawning projectiles from Adams normal weapon attacks (only using that weaponact there and nowhere else).
To go in line with common special move inputs I would swap the healing over to DvJ (inwards). To differentiate it from John I would turn it into a continuous move (like Firens flame). Instead of using state 1700 he would spawn a constant stream of objects with kind 8 itrs (injury 1). Make the animation cycle fast and he will be able to heal faster and further than John, but only as long as he stays in this animation.
The power ball could use a higher frequency to be of any use. Additionally I would chain it with the x slash:
POWER BALL X BREAK (D^A + D>A)
If Adam performs his D>A below the power ball it will instantly break into a lot of projectiles.
How to: the ball has a kind 9 itr (like Johns shield) that will send it to the breaking frame if it hits Adam (extra bdy inside the D>A overlaps with this itr and nothing else - give both the same y offset). The split itself is a simple facing: combination of your choice (maybe you can mimic the X shape with the created projectiles).
It would also be cool if it was hovering lower or moving slightly up and down so Adam can reach it. If hit it could either send out extra projectile bursts, get it's loop time extended (negative injury?) or drop down for an explosion. You could also limit or extend/split this kind of interaction to be only possible with the sword (y offset again).
Considering the sword cannot be picked by anyone else it should be rather easy to single out a certain angle to be used for spawning projectiles from Adams normal weapon attacks (only using that weaponact there and nowhere else).
To go in line with common special move inputs I would swap the healing over to DvJ (inwards). To differentiate it from John I would turn it into a continuous move (like Firens flame). Instead of using state 1700 he would spawn a constant stream of objects with kind 8 itrs (injury 1). Make the animation cycle fast and he will be able to heal faster and further than John, but only as long as he stays in this animation.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves