02-05-2013, 09:21 AM
Forget everything I said about Fusejs teleport attack.
I just managed to walk away from it unharmed all the time, didn't know the initial itr was that small.
The team idea for stage does work very well - but there is no way you can pretend them to be balanced against the original fighters.
To me Louis (/Knight) and Deep are the original rocks (stage tanks) against your supposed Davis scissor. And Davis stands a very good chance against them (that's the balance part).
Your Dokum weights several more tons compared to them. At least that's your intention.
Or you could actually use this as a feature and make the >>JA go higher/farther compared to the >>J.
Type 1 goes randomly to frame 0-15 when hit, not sure about state 3000 enabling 10,20,30 too, but one hit action would be enough anyway.
http://www.lf-empire.de/forum/showthread.php?tid=7523
The idea is that you can overfloat both hp and mp bar very precisely if you know their limit.
That way you can make your character actually gain on either of them by subtracting a lot.
Doing this with the hp bar can disable regeneration and dark red hp and will on top of that make bottles deadly.
That way you could make such moves require a lot of hp (mp: 49000) but only subtract a little (-10hp) so the character cannot perform it again.
The disabled regeneration and bottles prevent the character from recharging to perform it again.
All these costs/drawbacks may be a little high, but they also work as neat features and could be your perfect excuse to make these moves even more powerful, because the performer actually sacrifices (or "releases") his ability to regain hp.
I just managed to walk away from it unharmed all the time, didn't know the initial itr was that small.
The team idea for stage does work very well - but there is no way you can pretend them to be balanced against the original fighters.
To me Louis (/Knight) and Deep are the original rocks (stage tanks) against your supposed Davis scissor. And Davis stands a very good chance against them (that's the balance part).
Your Dokum weights several more tons compared to them. At least that's your intention.
(02-05-2013, 12:23 AM)Alblaka Wrote: Rather, I should relink 90 to 213. After all 213 is the start of my dash attack. Which is the source of my confusion as to why Dokum can even perform the regular 90er dash attack... apparently LF2 can detect the dash+A before even entering the dash frame (given 213 has different states and shouldn't be able to call dash attack at all).Yes that's the whole point of the double key inputs, which is why I would suggest you to use a copy of 213 on 90 so it acts the exact same. But the relink will work too.
Or you could actually use this as a feature and make the >>JA go higher/farther compared to the >>J.
(02-05-2013, 12:23 AM)Alblaka Wrote: Becoming invulnerable without the ability to do anything at all, merely wasting mana, doesn't really seem broken to me. It's a means to distract enemies so your team can take them down (see above, 4man).But you cannot control that either if the shield is absent right after the first hit (I think I am getting this because of Suikans shuriken being too powerful). You could at least reward the attacker in some way for destroying that shield object.
I can't utilize multiple objects, as the shield is supposed to be destroyed after taking x hp of damage. Cannot control that without using a single object.
Using a T1 could work, but I assume the 'hit' frames and similar stuff doesn't work as smoothly as with T3's?Otherwise it would be a better solution, I suppose.
Type 1 goes randomly to frame 0-15 when hit, not sure about state 3000 enabling 10,20,30 too, but one hit action would be enough anyway.
(02-05-2013, 12:23 AM)Alblaka Wrote: No clue how I'm supposed to create or utilize such an effect ^^' Does it contain HEX?No, just some knowledge in that direction.
http://www.lf-empire.de/forum/showthread.php?tid=7523
The idea is that you can overfloat both hp and mp bar very precisely if you know their limit.
That way you can make your character actually gain on either of them by subtracting a lot.
Doing this with the hp bar can disable regeneration and dark red hp and will on top of that make bottles deadly.
That way you could make such moves require a lot of hp (mp: 49000) but only subtract a little (-10hp) so the character cannot perform it again.
The disabled regeneration and bottles prevent the character from recharging to perform it again.
All these costs/drawbacks may be a little high, but they also work as neat features and could be your perfect excuse to make these moves even more powerful, because the performer actually sacrifices (or "releases") his ability to regain hp.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves