Battle Capacity (a fighting game by me)

I’d be happy to answer any questions you may have about the system that aren’t clear, or feel free to jump into the chat sometime. We usually have a good five or six active most evenings besides the regular afkers who might respond if poked.

MollyFighter, I’d love to try MTSP, as I’ve never had the opportunity to set up a server. What did you do to set one up?

Well, I mean, it’s not really that things aren’t clear, it’s just that I can’t say I agree with some of the design choices. I’m sure you have reasons for it, but for instance normals seem to be given the special cancel property at seemingly random, and even then sometimes it’s only select special moves a character has that they can even special cancel out of. Like Syclant, his cl.C, I don’t get this move. You can’t special cancel out of it, you can only really link jab off of it, which doesn’t give you much, it being a close normal by default it doesn’t have great range, I have to imagine it’s good on block because otherwise I don’t understand why this move exists.

I’m sure if I played the game more and figured out what I should be doing with Syclant I probably wouldn’t care that one of his normals was dink, or maybe I’d even find out I was wrong about that move, but from just learning the game it’s frustrating to be constantly running into brick walls like that, where even my fundamental knowledge of fighting games can’t help me figure things out because the game is designed in such a unique way.

No, you’re right, the game was built on a shaky foundation and ended up being designed around some early, rather arbitrary, decisions. I don’t really have an excuse for that, and I guess I haven’t really thought much of it because most of us who play it have been playing for awhile and take those inconsistencies for granted.

One thing I tried to do was to give every normal a function.
Cl.C’s first hit cancels into A-Swipes, basically opening up his can of juggles, especially if you have a super stocked. This wasn’t so important in previous iterations when jabs could be linked to f.B (which cancels into 3B), but it’s now a good way to start some of his more damaging combos without X.

Setting up servers are a hassle. You’d need to have your ports forwarded already to get one started. Be sure to encrypt your IP Address aswell. Then put the IP in the server name and create one. If anything just join this one, thetrotspot.net

Corrections: Both hits of cl.5C cancel into A-Swipes, and Ant CANNOT juggle after A-Swipes unless the opponent was already aboveground; 5A isn’t fast enough otherwise. Which means that super is the only way to follow up an A-Swipes after cl.5C. This still leads into some level of juggles, and means one can milk a bit more damage out of a 3B juggle when wanting to finish with both Blizzard and X-Swipes (3B A-Swipes 5A dash cl.5C A-Swipes Super B-Shard dash 5A X-Swipes)

Of course, the actual supercancel seems really finicky… trying to determine why, but it seems related to Kril’s similar issue on his 4C.

So I’ve gotten back into the habit of uploading matches on the youtube channel:
[media=youtube]EbsPyG0r_jE[/media]

If you have some cool replays you’d like me to upload, I’d love to get a PM from you with a link to the .RPY.

Speaking of which, Mollyfighter, did you happen to save that match we had on MTSP? I checked and noticed I didn’t have recording checked. I really enjoyed getting to play on that server, and I’d hope some of us get to do it more often if only because it’s a more social way of getting matches.

I have it saved. I’ll send you the replay over the IRC.

EDIT: Nevermind, looks like I didn’t save it either.

[media=youtube]lbE2aiUTYjM[/media]

Corner Carry:

5A B-Swipes (B-Shard dash 5A j.B) x2 Blizzard B-Shard dash C-Swipes 5A

Corner:

3B (B-Shard dash 5A j.B) x2 Blizzard X-Shard dash 3B X-Shard dash 3B B-Shard dash C-Swipes 5A

Heh… You’ve got the idea! Those are good for practical combos, but if you really wanna break the game? Cut out the middleman by, uh, using nothing but the middleman! Cartoons/SharkAttack (Sharktoons?), you should recognize this one…

[media=youtube]ceFuJsm-M7o[/media]

I knew how silly B-Shard was after I realized that it doesn’t have any juggle limit. I can’t seem to dash and B-Shard after B-Shard though. I can do the B-Shard dash X-Shard thing though.

[media=youtube]4vczPBzyyrU[/media]

Requires the dash to be buffered early so that the second forward input doesn’t get tracked with the Shards motion, as 6236 causes Swipes. That was supposed to kill this infinite off ages ago, but… well, you see what happened there. It’s not exactly consistant anymore like it used to be, but it’s still around.

Nice videos, MollyFighter. I don’t often see people make full use of those shards in combos, so it’s nice to see that someone approaching Syclant with a fresh eye saw that potential. I think there was room for maximizing damage (like ending a combo with X-Swipes for big unscaled damage), but it’s a shame that isn’t always practical online.

Speaking of impractical, that B-Shard infinite kills me. Just another reason why there WILL be another patch.

This game is tight. If the sound was of higher quality it would be great. I do also agree with above that the way the cancels and links happen are a lil arbitrary. Seeing some more moves that you can jump cancel from would be choice. I do like playing in practice mode for now thou. Keep posting the match videos. You should do another patch :slight_smile:

will download and try later. looks cool.

Hey, so work on the patch has been slow, but one of the things I’m going to try to do more of is talk a bit about what kind of things I look to address.

One of the characters that gets talked a lot about in our circle is Cyclohm. If you’re unfamiliar with him, he’s basically a zoner with very exaggerated features. Given the mobility options many characters have, Cyclohm can’t rely on keeping his opponents in his magic 5C range forever, and so has to have the tools to end a match quickly as soon as an opportunity appears. Fortunately for him, the stars that allow him to finish a round off of one mistake align frequently, leading to lots of SF4 Sagat LOL moments.


The thing is, balance-wise, I don’t think this is a huge issue, but from a player’s perspective, I can see how it can be frustrating to play a very strong game, and to lose it all in one combo because of a temporary slip of caution, like your house got robbed while you were taking out the garbage.

I’ll be applying solutions that target what I think (and have been told) are the two main columns of Cyclohm’s disproportionate retributive abilities; X-Twister and Thunder.

As it is, Cyclohm rarely has to use his ‘X’ on anything other than X-Twister. The payoff of putting your opponent into a ‘wet’ juggle state is too good to trade for anything else. So I’ve decided, after much coaxing, to lower the damage bonus electric attacks get from the ‘wet’ state. In the current build, the bonus does an additional 4-5 damage depending on the attack. In the patch, this damage will be lowered to 2-3. To give you an idea of what this will look like, currently, Tri-Attack and Thunder receive a whopping boost of 15 when all three hits hit. A standard LOL combo will usually include 2 Tri-Attacks, a Thunder, and at least one Thundershock. If the opponent is wet throughout the whole ordeal, this leads to an additional 34 points of unscaled pain on top of already bulky damage. With the nerf, the bonus becomes more like 21.

As long as we’re talking X-attacks, Cyclohm also has access to perhaps one of the most useless ones in the game; X-Static. It’s basically a fairly slow move that hits low (a rarity with Ohm) and doesn’t lead to anything giving him some weak ‘mixup’ at close range. I’ve ditched this and changed the concept to Cyclohm electrifying his body for a short period of time giving him about 9 seconds of perpetual hitbox around his body as he moves around. I’m not sure what the consequences of this will be, but that’s what testing is for!

His other nerf is somewhat straightforward. Currently, Ohm builds meter very fast, allowing him to have his Thunder stocked almost every time he needs it. All I’ve done is slightly lowered the amount of meter he gains per hit from 5 to 4 (out of 100). A more productive way of addressing this, though, I think would be to make his Rain Dance ability more useful, especially with the hit to the ‘wet’ bonus damage. I figure this will also have something to do with the X-Attacks associated with the rain cloud, but haven’t come up with anything concrete yet.

Anyway, so that’s what’s going on with Cyclohm. I’d love to hear your thoughts, if I’m going about this the wrong way, or if this isn’t even an issue.

Also, I’ll leave this here because I think more people should pay attention to Arghonaut

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Hi, I’m new here. Not sure if  I’m embedding this right, but I just wanna share this combo video :)</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=GsPldwiLzYc</span><br></font></div>

Weird Ganymede remix. I approve.<br>

Wow, game mined. There’s stuff I’ve never seen in there, way to put it all together, and to keep it fresh and distinct from some of the other combo videos. My favorite segments have to be the Stratagem and Kitsunoh portions, not generally the characters you see combo-ing to zero. Nice touch with the flying Pyroak too, I was hoping to keep that a secret until the next patch, so consider my intentions fantastically undermined!<br><br>Checking out your channel, I can say I quite like your schtick, sir!<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/16780/sharkattack">sharkattack</a> said:</div>
<div class=“QuoteText”>Wow, game mined. There’s stuff I’ve never seen in there, way to put it all together, and to keep it fresh and distinct from some of the other combo videos. My favorite segments have to be the Stratagem and Kitsunoh portions, not generally the characters you see combo-ing to zero. Nice touch with the flying Pyroak too, I was hoping to keep that a secret until the next patch, so consider my intentions fantastically undermined!<br><br>Checking out your channel, I can say I quite like your schtick, sir!<br></div>
</blockquote>

Thanks. It took me awhile to get the system. The game is really fun and I’m glad to know that you’re still working on it. Not sure if this has been asked before but are you planning on adding Mollux, Necturna and Aurumoth soon?

Too bad the Kitsunoh combos in that video aren’t valid due to seemingly landing inbetween the 5C and X-Iron (this game’s combo system doesn’t shut off after most non-knockdown juggle landings), or it woulda been even better. If you found the tech on your own without seeing things i’ve put into videos combo or otherwise, well done! You’ve a good eye for things. The Kril tiger-dive combos, Oak’s projectile hitstun “restand”, Voodoom’s X-Slash jugglebug abuse, the Flying Pyroak transition glitch, and the 3 infinites in particular. If you need any pointers on what I know of the system or what have you, feel free to ask.<br><br>As far as I know, the tech that hasn’t been known or shown before are the Gem combos off of X-Power, Hawk juggling into X-Sphere, and Doom dashing to get 4C after X-Pulse<br><br>Also, it’s safe to say he won’t be adding new characters. It’s something that people ask him a lot from what i’ve seen, and i’m pretty sure he’s not interested in the sheer amount of effort it’d take to create even 1 more new character from scratch, much less 3. That’s a lot of animation frames and time he isn’t willing to spend anymore.<br>