Battle Capacity (a fighting game by me)

It isn’t necessary to make throws three frames. Games like ST and Guilty Gear have 0 frame throws and work perfectly. With all the other changes made to throws it seems keeping it at zero frames is acceptable. Forcing players to be precise with their strings is an aspect that has been important in many fighting games.

Awsome. i tried the patch and the game feels a lot better.

Question/request: How do I use replays? Are they exclusive for ONLINE VS? Could they be made for Offline vs?

Thx again

YOu should be able to save replays just by turning replay function on and launching the game through lunaport.

Good idea. The HUD I’m working with has always just been a placeholder as something functional until I get something nicer to replace it, but never got around to that. I have someone who has offered to redesign it, but if it doesn’t work out, I’ll put out a notice in the art section.

One thing I suppose I should try with the beta is how zero frame throws work in conjunction with the other changes. I’m concerned as to how that might affect things across the board. Currently, Colossoil has a nasty frame trap in light Pursuit, which may not be as effective if he can can be grabbed on block. The move leaves him close enough to jab and start the string again if they mistime their escape, but his large size may make it possible to grab him if throws are zero frames. That’s what betas are for though, and it may be worth testing. I’m happy with how throws work at the moment though, so it may not even be necessary at this point.

I like it. These are rejected pokemon someone said?

Good job on this. It actually looks pretty cool. Haven’t played it yet, but may give it a shot later on tonight.

Right, this has been inquired of me a few times. For technical reasons, the single player mode in the 4.2 beta is not available. Only versus mode at the moment.
I’m preparing a new patch for release shortly which has a more complete version of Cascavian, as well as a functioning single player mode.

I’ve want to ask: why is so hard to do Super move on wake up? I addition there is no auto blocking feature and usually have hard times to input a special move or super to stuff blockstring or brocken combo. Usually i found myself in the situation when I can rely only on block right after my wakeup.

  • About input and crossups. I can’t explain it clearly but…
    If crossup occurs when i pulling off a special or super move… switch of 4 and 6 directions happens BEFORE game reads the input of the move.
    For example in Guilty Gear you can you can input move reversed and if crossup occurs move will come out. So if you can READ your opponent you will be rewarded for that. Otherwise crossups just turn any input in a mess.

He can’t do wakeup supers or mash during blockstrings. FIX IT!!!

So Battle Capacity v05 is now out!

The biggest new feature is the inclusion of ‘X-Attacks’. The idea is similar to EX moves, but instead of using meter, each player is given one X-Attack at the start, which is transferred to an opponent on hit or block. You can store up to two X-Attacks. You can check out the new moves in the updated ‘Characters’ section.

There is also a new character, Cascavian. A kung fu crane type, with an air dash, projectiles and solid frame traps.

Aesthetically, we also have new stages, new stories, and a brand new HUD and menus. Which you can check out in this [media=youtube]LvaHIPHsHuA"[/media].

I owe a lot to feedback from players like you. Please check out the game and drop by the chat sometime, I’d love to have some matches.

Look’s Pretty Cool. I’ll be sure to give it a go when i get home later tonight.

Thank god. An original fighting game that has original ideas, an original gameplay style (Well, that can only be so original.) without falling into fads and being prey to awful gothic Twilight-esque style.

Version 5.1 is out!

Had a lot of fun last night taking out some emergency infinites. A lot of changes have been made, including balance tweaks, new moves and backthrows for everyone.

I’ve compiled a short list here listing some of the major changes for each character.

Pyroak

  • New moves in Wooden Barge and Timber, df.b and d.c in the air respectively. The first one is a forward moving tackle and the second is a fast elbow drop. Both attacks were conceived to give Oak greater offensive options.
  • Ember was given about 20 frames more of cooldown, meaning he can’t spam it as easily and fill the screen with his fireballs one after the other. So it requires more precision to hit the payoff and the chance of being punished is greater if used carelessly.
  • In the same vein, Flamethrower was made less meaty and is more of a quick burst attack. On the one hand, he recovers a bit faster, but again, it makes his defense more precise.

Cyclohm

  • Whirlwind Kick was made easier to execute in combos. Previously the timing to combo into this move was so difficult it was close to being obsolete, so hopefully this makes Cyclohm less reliant on an opponent’s mistakes to score damage.
  • j.light had its gravity increased so he falls faster when using it, giving him something of a short hop. The hitbox also lasts longer but only the first few frames can cross up.
  • X-Twister has faster startup

Fidgit

  • Down strong, his sweep now has greater range.

Syclant

  • Standing light and medium can now hit airborne enemies allowing Syclant more juggle options after a Frost Edge or Fury Swipes.

Revenankh

  • Standing far medium and strong have more range, increasing Rev’s footsie game

Stratagem

  • Crouching medium and strong were given better range and startup
  • Standing far strong has a disjointed hitbox making it better for anti air, or for poking.
  • He can now use Jumping Slash and Jumping Backslash in the air.

Krilowatt

  • Corrected some visual glitches that occurred when certain attacks are blocked
  • Crouching medium has faster startup and crouching strong now slides further

Colossoil

  • All versions of Giga Impact except for X have lost invincibility.
  • Crunch and Crouching strong are now more punishable on block
  • Hitting the second hit of Horn Attack in the air can now lead to Horn Drill or other juggles.

Kitsunoh

  • Corrected an issue where you could still X-Port without X

Arghonaut

  • Crouching light has slower startup but faster recovery time leading to more combo options.
  • Sweatin’ arcade mode fixed

Vitalimar

  • Crouching medium no longer hits low
  • Changed the hitbox of Vital Throw so that it does grab jumping opponents as easily now

Skulloton

  • Standing strong’s hitbox was tweaked so it works better as an anti air, but will trade more often on the ground

Cascavian

  • A new move in Wing Attack. It’s fast and can be linked from certain attacks, act as an a reliable reversal and can extend combos in some situations.
  • X-WaterPulse is no longer a grab
  • Close standing light is now a command normal

Hope to see more people online. After a year of beta testing and fine tuning, I’m confident in the competitive solidity of this game. In the past month, we’ve had a few great players drop by to feed some of our vets, but I’d like to see if this game could be taken further. It’s grown rather organically as people have come by and given their feedback, verbally, but most often by playing against others at a similar skill level, and I think this game still has room to grow and improve.

Updated the OP with the newly minted [media=youtube]aMjS_5fVsk8"[/media].

Big thanks to TGM for executing the combos here (I helped too by jumping a couple of times). Honestly, a good amount of this video consists of stuff I hadn’t thought possible…as well as some things I’d…be more comfortable removing.

Anyhow, I hope you enjoy it. Any feedback would be appreciated.

Combo transcript

Really enjoyed the game after my first day playing it. The combo system is a bit funky, but I’ll learn it.

Messed around a bit, I like the graphics, the character diversity, and the way the X moves work. I’ll try and rope some locals in and get a couple of vs games.

Mirror matches look like they would be frustrating without different colors however.

There are two different colours. Hit fierce to get the colour you want.

sharkattack, try not to listen to your community too much. Apprentally they think Rev is a top tier, when I see some large glaring flaws that are easy to exploit for the cast.

the worst matchup I’ve seen for Rev has been Pyroak, but then, we’ve only had a couple of Rev mains. What are some of his exploitable weaknesses you’ve noticed? Or are they more character specific?

Well I’ve only been in the lab with the game for a few days, but Argh’s got some pretty awesome options selects on him it seems, and can completely escape his mixup game for free on reaction to his Shadow moves. This is made even more difficult by the fact that Argh’s normals beat out Revs, and Argh can play a purely reactive approach and destroy Rev with ease.

I guess Argh can’t be grabbed during his dashpunch, (haven’t tested exactly this part yet) so dash punching will beat either the Punch or the grab out of shadow. I can do low jabs and keep inputting dash punch, if he goes in the ground, I simply hit punch again and, depending on the button I hit, either escape completely or hit him out of whatever he is trying to do. I’m assuming this will work for anyone with a movable attack like this but have no yet tested.

I don’t really see what’s going on with Rev either. His best normal is an anti-air, but no one is going to jump at a grappler. Other than that his normals all seem really slow and don’t accomplish much to help him get in, leaving Shadow Sneak as his only way to get in, but it is incredibly easy to react too. The X version my be tricky, but that’s all taken away by the fact that he flashes as he is going in the shadow, completely removing the move as a good surprise option, making it easy to react too.

I can see some strenghts within Rev, like crossup Shadow and a great 50/50, but those strenghts appear to be invaldated by his weaknesses.

I see you constantly update this, which is fine, but do keep in mind that neither you nor your community are likely to know everything about the game, and to keep that in mind when balancing the game.

I do like the game, don’t get me wrong, some very cool things going on here, just, don’t get sucked into the community whine trap.

Now, a few questions and comments:

  1. Why no grab teching?
  2. Cascavian’s wind attack needs a new input. Down Back works just fine, the only issue here being that some might miss their instant air Waterfalls, but they will simply have to learn a tiny bit of execution change.
  3. When are we getting Voodoom?
  4. How far would you say this is the from the final version?
  5. This is number 5.

Well I’ve only been in the lab with the game for a few days, but Argh’s got some pretty awesome options selects on him it seems, and can completely escape his mixup game for free on reaction to his Shadow moves. This is made even more difficult by the fact that Argh’s normals beat out Revs, and Argh can play a purely reactive approach and destroy Rev with ease.

I guess Argh can’t be grabbed during his dashpunch, (haven’t tested exactly this part yet) so dash punching will beat either the Punch or the grab out of shadow. I can do low jabs and keep inputting dash punch, if he goes in the ground, I simply hit punch again and, depending on the button I hit, either escape completely or hit him out of whatever he is trying to do. I’m assuming this will work for anyone with a movable attack like this but have no yet tested.

I don’t really see what’s going on with Rev either. His best normal is an anti-air, but no one is going to jump at a grappler. Other than that his normals all seem really slow and don’t accomplish much to help him get in, leaving Shadow Sneak as his only way to get in, but it is incredibly easy to react too. The X version my be tricky, but that’s all taken away by the fact that he flashes as he is going in the shadow, completely removing the move as a good surprise option, making it easy to react too.

I can see some strenghts within Rev, like crossup Shadow and a great 50/50, but those strenghts appear to be invaldated by his weaknesses.

I see you constantly update this, which is fine, but do keep in mind that neither you nor your community are likely to know everything about the game, and to keep that in mind when balancing the game.

I do like the game, don’t get me wrong, some very cool things going on here, just, don’t get sucked into the community whine trap.

Now, a few questions and comments:

  1. Why no grab teching?
  2. Cascavian’s wind attack needs a new input. Down Back works just fine, the only issue here being that some might miss their instant air Waterfalls, but they will simply have to learn a tiny bit of execution change.
  3. When are we getting Voodoom?
  4. How far would you say this is the from the final version?
  5. This is number 5.