xx means special cancel
Okay, I think Iāll just have to work on my timing with the first and second uppercuts. I usually do crLP crHP dash/run lp freezeball crHP dash/run LP crHP -> dash/run -> lp LKThrustKick, in laggier matches, or when Iām feeling lazy.
If it helps, make sure when you dash into LP, that the LP hits meaty or else cr.HP will whiff.
What should come on the next big update.
2 new characters
4 new moves, 2 new supers distributed evenly among the 2 characters.
Move #1: A counter attack - Just like Gouken on SF4 or the Alpha series. Perfect to bait out moves and Jump ins.
Move #2: Rising kick (2)- Gen bicycle kick is a perfect example. It should look a bit like Cindys so the animation wont suffer.
Move #3: An aerial jump Grab - Like Akuma or Goukenā¦When you can across the screen and grad your opponent.
Move #4: Torch ball - Since we have freeze ballā¦We need a torch ball where it burns/flame you (torches) and causes knock downs.
Notable moves: A Rekka, Lightning Kick (a la Chun Li), Invisible (a la Reptile in MK)
Super #1: Combo hits - Dan super in SF4ā¦Just a barrage of hits with a good finish.
Super #2: Super throw (2) - Another command grab. Where you can grab them spin them around and throw themā¦Like King from SFxT
Also taunts by pressing the back button. New stage and different stance for everyone.
The torch ball would make the normal fireball almost pointless.
And with the super throw I was thinking about it but man, that wuold be ridiculously overpowered. The resets you could make would be ridiculous, and it would be all around too cheap.
See the thing about most supers is, for example, as much as Dan is the Man (super taunt perhaps?), that type of super exists in another form. Like basically the stun could replace dans super. But I would like to see that super.
But Qās command grab would be cool. And people seem to want the rekka really badlyā¦ Itāll be like the thrust kick, except betterā¦probably will be unsafe on block though.
Oh, okay. I can do the first crLP crHP dash crLP to crHP, but the second one never seems to come out all the time. I usually just do crLP crHP dash crLP crHP fireball crHP and, depending where I am on the screen, dash lp thrust kick, or just dash dash lp.
The fireball should be buff like speed i.e faster frameā¦Super throw can be balance by being very slow start up like Hondas Ultra 2.
I dont know but its just some idea to put on the table.
I donāt think the toastball (eh, thatās a funny name, though) is a good idea-weāve got enough projectile variety.
And giving the super throw alot of startup, combined with the super flash, would make it almost unusable.
Things Iād like to see in the next update:
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Orb Shield orbs disappear on block and hit. If we were able to block in the air Iād leave Orb Shield alone but in a game like this I think it should be similar to Roseās U2.
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Shorten Pounceās invincibility frames. Its an unblockable super with tons of invincibilty, thatās a bit over the top. Start up should be invincible.
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Give twin orbs the same start up frames as Freeze ball. Decrease the blockstun also for this move, as its safe on block while causing tons of blockstun. Make it also to where both orbs disappear against another fireball.
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Fix the hitbox for Rolling Kick.
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Fix grabbing and command grabbing through blockstun
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Get rid of hitboxes during the grab animation. Hitboxes should only be on the move itself not the animation.
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Either shorten time frozen or make to where you can mash out of the frozen state.
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Make Freezeball cause chip, not alot but some chip. Projectiles should cause chip regardless.
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Make projectiles cause a bit more pushback.
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Make Shuriken do two hits max then disappear causing a knockback.
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Add a move or two with a stage (maybe a SF4 esque stage for simplicity)
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During lobby it list players name above lifebars, but during player matches it doesnāt.
Maybe changing it to perhaps a hit into a SPD for the super. Making the super comboable off a juggle and a standing state. Still blockable being totally balanced. Has invincibilty so it can go through projectiles. Damage is balanced to be somewhere near Super Fireball damage.
I agree with some ideas like twin orbs needs to be looked at because that move have alot of superiority over 90% of moves in the game. But freeze ball SHOULD NOT cause ship because unless the time frozen is shorten tremendously.
Freezeball should not cause chip, thatās the only thing keeping it from being completely cheap. And if they did, eveen if you froze the short time, that would make them retarded, because people would have little to no options to get around them-at least when you block them, you donāt take anydamge. It balances them out.
Iāve never been command grabbed during blockstun, but no ones ever tried to, so nyeh.
Maybe remove the hitbox on the grab part of the throw, and leave the rest alone.
Freezeball time should definitely be shortened, it should make it so you can barely get a combo in from 3/4-full screen (that would make people shut up because they always call me a spammer after I destroy them, but whatever)
A new stage would be a nice touch, but itās not too necessary. Oh, and the ability to put in custom music (assign it) to the game would be nice.
Oh, and the amount of time the orbshield is out after you use it should be decreased-it takes forever for them to go away.
But, alas, letās shorten this list-we donāt want to put too much pressure on Mr. Brian lol
So I think what the majority wants:
- A rekka move
- Freezeball freeze time to be shortened
- a new stage
- Orb Projectile startup should be increased. But that would also make it hard to combo with it, but whatever. Maybe slightly decrease the hitbox on them, and possibly decrease the knockback on hit and block.
- Fix the hitbox on rolling kick (I think itās supposed to hit low, though)
- Slightly Decrease invincibility on pounce- I use it and I agree that it is very cheap. Itās a get out of jail free card, and it sets up plenty of unblockables
But this is just a suggestion list. Food for thought, not something you have to add in, Mr. Brian.
This sound good?
Hmm, but, that would make it basically pounce. If it is a charge, then a hit, it really is just a different version of pounce. That also sounds very hugo-esque.
Ah, well I see what you guys mean on chip damage via Freezeball. I suggested a slight chip damage only because eating this projectile could mean 40% combos off the bat. Look at Magnetoās Hyper Grav chip damage, thatās the chip damage Iām inquiring. Maybe making the Freeze ball die off in the range of Air Fireball would tone it down. And not being command grabbed during blockstun by anyone doesnāt just mean that its ok since no one uses it. If you look at other fighting games, Command grabs whiffs on block.
What do you mean? Pounce is unblockable attack. This move is blockable. Making it Hugo - esque keeps it from becoming useless. I donāt get the comparison with Pounce and this though lol.
I never said it was okay lol, haha it definitely is a problem. I acu otually just assumed it couldnāt, but the orb super and throws tend to defy all laws of throws and blockstun.
And making it die off? Maybe. I would hate that lol haha, but it would make it balanced. Maybe make it die off right before fullscreen? And not even slight chip damage, itās perfectly fine that it doesnāt do any.
Oh hey, what about an air fireball super? Like akumaās msh vs sf/xmen vs sf super? That should be easy to program/put in, and it would be interesting. It would change how zoning would work, because it would keep you levitated for a little bit.
Oh, well, dashforward attack that puts you in a juggle state, really.
And if it was blockable, then picking either it or pounce would be a slight no brainer. Although, it could have itās uses. Maybe invincibility to the point/to a point? I just considered it similar to pounce, but then again, pounce doesnāt really do any damage (which is why itās chok-full with invincibility).
What would the range of it be? 1/4 screen?
To the length of a LP Shoulder Charge. The invincibility would be only on the start up. Making it during the rush would be crazy.
Hmm, okay. Now, what about damage and the height you get knocked up? I agree with Stryefno1 that it should do as much damage as the fireball. Also, what if it looks like Qās super art II in sf3: 3s? (Deadly Double Combination) One hit, and then a huge slam that sends the opponent flying? Thatād be a simple and easy animation, and it would work well with the gameās visuals.
Oh I wanted to ask Mr. Brian, are you gonna start streaming an AFO lobby? Would like to see myself play sometimes.