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[mod]Little Fighter 2- The Final Return
#51
I see. That looks a bit less then 12% (1/60 data). Are you sure you should make Julius ultra-overpowered? Because that term brings to mind CL in R-LF2. Your previously mentioned spear thing should go to LouisEX. Are you going to add a new char for gang weaklings like Bandit?
60% Combos sounds reasonable. Make sure the moves that make up part of a combo can be used on its own, or else every time someone tries to execute a move they end up doing a combo (and waste a load of mp)
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#52
(04-09-2010, 07:52 AM)oliveryungo Wrote:  I see. That looks a bit less then 12% (1/60 data). Are you sure you should make Julius ultra-overpowered? Because that term brings to mind CL in R-LF2.
Won't be THAT overpowered, except he can summon alot of justins for all his mp, and that isn't really useful. they have 1 hp each and i believe anyone can take them, even close ranged people. his explosion creates two clones above and below, and they each create two clones on the side of them. all id: 52s opointed out have a hp of 5 and disappear. but his soul bomb is going to be REALLY hard to get past- 5 clones blasting 5 soul bombs at you.
Your previously mentioned spear thing should go to LouisEX. Are you going to add a new char for gang weaklings like Bandit? ~
Nah. Mind draws a blank
60% Combos sounds reasonable. Make sure the moves that make up part of a combo can be used on its own, or else every time someone tries to execute a move they end up doing a combo (and waste a load of mp)
you have to press attack to continue the combo for some chars that need to have timing. rest you have to do it manually. e.g. d>a, d^j
and 20%+20%+60%=100% btw
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#53
Timing?! Oh no!! I hate timing!! It's soooo annoying!! And...1hp Justins? Anything that can go through several objects would kill them all. And 5 clones is a bit stretching it, don't you think. 3 would be a bit better.
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#54
(04-09-2010, 08:20 AM)oliveryungo Wrote:  Timing?! Oh no!! I hate timing!! It's soooo annoying!! And...1hp Justins? Anything that can go through several objects would kill them all.-thats the idea And 5 clones is a bit stretching it, don't you think. 3 would be a bit better. they'll disappear, you know?
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#55
I know that, but really...a wave of Julian balls?(lol) most chars can't jump high enough to dodge one of them, and if you try to counter it the thing explodes and does more damage.
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#56
(04-09-2010, 08:30 AM)oliveryungo Wrote:  I know that, but really...a wave of Julian balls?(lol) most chars can't jump high enough to dodge one of them, and if you try to counter it the thing explodes and does more damage.

no it doesn't... you shoot it from far range and you're fine, just hit the one in front of you. but get hit and it'll drain a quarter of your health. you ought to be more worried about justins, it'll be 50 coming at you xD
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#57
50?! How in the name of....of....whatever can you solo it then? 50 Justins with 1 hp each isn't going to be much of a threat.If they're group tightly together just burn one...and domino effect!
So you're going to weaken the strength of the Julian balls (haha)? Like in R-LF2? Or else when that first wave comes you'll just be knocked down....and down...etc.
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#58
yup. explode upon impact, i found out the explosion is actually really weak xD.
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#59
Ahhhh, much better. But all this guy is gonna do is spam Justins and spam balls? Is he going to receive a recolor? (please dont, recolors of julian look horrible)
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#60
(04-09-2010, 08:36 AM)forgetlatios Wrote:  no it doesn't... you shoot it from far range and you're fine, just hit the one in front of you. but get hit and it'll drain a quarter of your health. you ought to be more worried about justins, it'll be 50 coming at you xD

and what if you play a meele-char? either all chars get at least one cheap range attack, or the meele chars will need some other features to balance this.
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