03-08-2015, 05:10 PM
It feels like you got hitting itrs littered all over the DvA instead of 4 distinct hitting frames, thus making the hits seem to connect out of sync sometimes (not wrong to have an effect 4 itr on all frames to repel projectiles though). That or the rest values could use some tweaking.
The sword will get caught in hit lag and spawn multiple projectiles when directly hitting an object -> over 250hp damage. Better get rid of the itr in the opoint frame to prevent that. Also I think the projectile could be spawned higher, so the lower end of the swipe ends at the tip of the sword instead of below ground.
The whole sword move on DA actually feels quite out of place now having 4 better moves on common inputs. I would either scrap it entirely or keep it on DvA, further distribute the strafe hits onto run/super attack and repurpose the super kick as a unique jump attack.
I kind of prefer the current DvA though - it's just a much cleaner thing to use and look at.
DvJ can heal others including opponents.
The run attack could use an additional physical swing sound and take some mp (make sure to have a projectile repelling effect 4 itr on the whole thing to justify the energy&mp use).
D^A could use a visual effect for every projectile burst from the ball. The doubled projectile output upon hitting it doesn't feel enough to end it early - have you tried triple?
I currently overuse this move quite a bit as it has the longest reach and will keep opponents busy for quite some time. Not a bad thing, but it could certainly use some custom sprites, sound and use up some more mp to match the utility.
The sword will get caught in hit lag and spawn multiple projectiles when directly hitting an object -> over 250hp damage. Better get rid of the itr in the opoint frame to prevent that. Also I think the projectile could be spawned higher, so the lower end of the swipe ends at the tip of the sword instead of below ground.
The whole sword move on DA actually feels quite out of place now having 4 better moves on common inputs. I would either scrap it entirely or keep it on DvA, further distribute the strafe hits onto run/super attack and repurpose the super kick as a unique jump attack.
I kind of prefer the current DvA though - it's just a much cleaner thing to use and look at.
DvJ can heal others including opponents.
The run attack could use an additional physical swing sound and take some mp (make sure to have a projectile repelling effect 4 itr on the whole thing to justify the energy&mp use).
D^A could use a visual effect for every projectile burst from the ball. The doubled projectile output upon hitting it doesn't feel enough to end it early - have you tried triple?
I currently overuse this move quite a bit as it has the longest reach and will keep opponents busy for quite some time. Not a bad thing, but it could certainly use some custom sprites, sound and use up some more mp to match the utility.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves