Battle High 2 now available on XBLIG

http://www.battlehigh2.com/

More of an update/expansion than a full sequel, but it’s still nice to see another decent fighter on the XBLIG marketplace. Still has some of the things I didn’t like about the first one (dedicated buttons for throwing and universal overhead, no option for LP+LK=Throw or HP+HK=Overhead) and added my least favorite command for a move (a new elemental form for everyone by hitting down,down,down+overhead), but more characters, new moves, and voice acting are all pretty awesome considering the game costs a buck.

Rotanibor is streaming the game.
http://www.twitch.tv/rotanibor
Stream is over

What the hell is this? It looks like Shaq-Fu.

Actually plays better than it looks, and it makes ‘sense’.

This is a combo I did in the original, using the dash cancel, 2-into-1, links, and juggles.

The extra H.kick after the drill is a link. The one before is a 2 into 1, dash cancel to continue combo, the EWGF move. You can definitely apply normal FG stuff and have it work.

Dint know this was out. I’m pickin this one up right now. Wish they put online in though.

Also, if you have any suggestions or feedback, I imagine the creator will eventually be in here. His twitter is @MattrifiedGames and I’m pretty sure he wouldn’t mind input. He was pretty happy about it from the BH1 thread, if I remember correctly.

Unfortunately no twitter, FB, ect.

But in a few minutes, discovered that Arvid may once again be retarded. Card doesnt need to be charged, and can be directly comboed after steel belly.

Ill need to have a human match to see if Jiro’s autocounter is spammable still.

Cant wait for the pc version

Principal no meter infinite:

LP, LP X L psychic lunge (repeat)

LP X L psychic lunge ®

LOL.

Where the fuck is block damage?

Does it have online play?

Nope.

I just picked this up. I only played the first one for a few minutes, so I figured I’d dig a little deeper into this one. First few things I noticed:

  1. Characters with speed-up Elemental Overdrives can 100% combo from pretty much any hit.

  2. Sometimes when I did a super move, one of the character images would appear too low (like in the ground). Noticed this specifically with Jada, Michelle, and Bryan.

  3. Bryan’s Jumping Light Punch has a super wonky hit-box. You can press LP after you have completely passed the opponent and you will still hit them from behind (even though there is no attacking limbs in that direction).

  4. Klein can do his air whirldwind attack infinitely without falling. Not that this is that great to do, but there should probably be a limit to the amount of moves he can do in one jump.

More things:

  1. So, it isn’t just Bryan’s Jumping LP that has a random hitbox behind it. His Jumping HP does too. At least the j.HP looks like it could be a body splash type move, which makes a little more sense that it hits behind. Still, the j.LP is just wonky.

  2. With Avrid, a backwards dash cancel has a character image that appears too low (in the ground).

  3. Some hitboxes have variation in where they appear. I noticed this with Jiro’s j.LK, j.HP, and j.HK. I also saw this with Mai’s j.LP. What I saw is a hitbox that sometimes appears too far forward. This isn’t just a glitch with the hitbox viewer either; I tested and saw that when this happens, the actual range of the attack increases.

  4. Speaking of the hitbox viewer. It’s a little glitchy. Sometimes when you do a special move (especially projectiles), it will show the hitbox of whatever move was performed before the special move (it is just a visual glitch). Also, Jiro has a hurtbox that appears behind him at some point in his walking forward animation. There were many times that I noticed a hurtbox on the ground when I used a jumping attack. It would show up for just an instance, then go away (noticed this specifically with Jiro).

  5. Charging in this game seems to take 1 second. Maybe this is a little too fast? Something like 1.5 seconds might be better.

  6. Buffering, and the way the game stores inputs in general, is a little weird. For example, once you have charged back for a special move, you can let go of back and then tap it repeatedly (doesn’t have to be super quick tapping) and the game keeps the charge. You can even step forward slightly then hit back, and you will still keep your charge. Another issue I noticed with the buffering comes from links. For example, if I plan on linking a Standing LP into a Standing LK, I don’t have to time it exactly because the game stores the LK input for a few frames even if it is input while the LP animation is still going on. This isn’t an issue specifically, but what happens when I try to go [LP, LK, qcf+LP] is. If I press the LK in the same timing that I used for the first combo, then I begin the qcf…I end up with [LP, crouching LK, qcf+LP]. It doesn’t matter that I hit the LK before I input down. The game remembers both inputs and executes them when the standing LP ends.

#6 - KOF13 has that problem as well on some things and it annoys the crap out of me. Main one: s.HP xx dp+attack for a punish. Hit forward for the dp+attack too early and you’ll get a throw instead of a s.HP, even if you know you hit forward after the HP. I think it’s a 4 or 5 frame window. Also, I think 3rd Strike had a charge partition system like that, but it was about 10x more complicated.

I wish it were like KoF or SF3, but it is not as user friendly as either one of those (which aren’t very friendly to begin with). With Shinji, I have an exceptionally hard time just hitting down/back+Kick (so I can start charging) and not getting a teleport. I have now realized that the only reliable way to do this is to press Back, then roll down to Down/Back+kick. Otherwise, there’s always a chance of a random teleport coming out. God forbid you do a cross-up J.HK, then try to land and combo into a Down/Back+LK. I really do feel like I am fighting the game as well as the opponent.

Speaking of Shinji: Mid-screen Infinite

[cr.LK, cr.HK, b~f+HP, b~f+HP]xN

This does not work in the corner, but you just have to add in:

cr.LK, cr.HK, qcb+HP

This will teleport you to the other side, and give you enough time to combo into another cr.LK so you can continue the loop in the other direction.

Speed-up Elemental Overdrives are ridiculous. At first, I was thinking that the dev should just make them a movement speed buff (and remove the increased speed of attacks), which is what SFxTK does, but then I noticed that even the movement speed buffs are comically fast. So, I think the dev should slow down the movement speed increase, as well as remove the increase in attack speed. Another option would be to drastically decrease the amount of damage that speed-up characters do while they are in overdrive mode.

On the other hand, some Elemental Overdrives (such as Bryan’s) are too weak. Bryan’s overdrive gives him a slight strength boost while slowing him down (both attack and movement speed decrease). This actually makes him do less damage overall (because he loses some of his available combos). Which is crazy considering how Speed-Up characters get 100% combos for doing their overdrive.

Hey,

I’m the lead “programmer” for Battle High 2 as Hogosha mentioned. I’ve been rather busy with conferences and my other job to respond to feedback or try and release a patch, but the notes here and from others will definitely help. If you are playing or have played Battle High 2 and enjoyed it, my colleagues and I appreciate it. If you aren’t enjoying it, we apologize and hope that an update, if and when it can be done, will improve your overall enjoyment.

I wanted to respond to some of the feedback and list out some changes I’ve been contemplating on making.

When it comes to multi-button inputs, I’m just not a fan so I figured dedicated throw and overhead buttons would not be an issue, especially since enough buttons are available for this. Now knowing that I’m wrong about this though, I will probably try and remedy it in a future iteration or a sequel or game.

Sadly, there still is no online play. Doing online play would probably require redoing a large portion of the game code, which probably wouldn’t be a terrible thing as I have learned a lot, but before I attempt an online patch or online in another fighting game, I need to get more familiar with network code in general. I’d rather take the time to do it well than rush it and make the online experience the one of worse out there.

The game is available on PC through Desura though if you don’t have an Xbox but are still interested in playing.

Any infinites currently found such as Principal’s LP -> L Psyching Lunge are just due to bad QA and we hope to fix them soon.

Anyway, here are some updates I’m contemplating on applying based on feedback here and other places.

[list]
[]Slowdown all Elemental Overdrives that affect speed and only apply that speed to movement and not attack speed
[
]Remove the speed modification from Bryan’s Elemental Overdrive
[]Allow Jiro’s Elemental Super (TerraTackle) to catch airborne opponents. (Not mentioned here but something brought up)
[
]Remove the small crossover hitboxes from Bryan’s Jumping LP and Jumping HP
[]Investigate improving the appearance of the “shadow” graphics when performing certain super moves and canceling dashes
[
]Investigate hitbox glitches, particular with Jiro and Mai
[]Experiment with increasing charge times
[
]Disallow Klein from using air move infinitely
[]Fix Shinji’s Elbow infinite, Principal’s infinite, and Khai’s LP -> Overhead infinites, and any others mentioned
[
]Investigate the charge time for Arvid’s projectile
[*]Investigate fixing buffering. Essentially, I had tried redoing the entire buffering system near the release date, which was just an arbitrary date I wanted to get the game done by due to conference timing, and almost broke the entire game, but luckily I was able to revert the code.
[/list]

Those are the major ones I can think of at the moment, but there are probably tons of things I can do to improve the game. Battle High 2 was really done more for fun, and though being taken seriously to some degree would be nice, it was never expected.

Thanks for playing and for your feedback as well.

Having a decent (as you said) online, as well as some of these fixes (Plus block damage on specials) will make this game played more seriously. Probably the 2 button grabs also (but leave macro option) Basically these indie fighters such as this and Avatar Fighter Online depend on online matches to make anyone have a reason to play. Its unfortunate but in todays FG atmosphere its hard to get players in games that arent a big name. At get togethers, they all have to practice in their ‘tourney’ games, and pfft to anything else.

Avatar Fighter had gotten pretty serious for a decent amount of people. Even today, at multiple times of the day, you can like 2 6-man rooms full along with like 1vs1 room or 2 going on at once. And im seeing tons of new people, some that have an idea of how to play. That is alot for an indie game thats over a year old, and im sure online has contributed to it. People have figured out movsets to work for them, movesets to neutralize their opponent’s, ect. People have gotten it to a science. As far as BH, Without online, I doubt even simple matchups, counterpicks, and strats, will really be known, it’ll be just a few people coming up with combos and nothing more.

And since nobodies mentioned, nix the free air recovery attacks. I hit you out of the air, BUT you can attack me while falling, BEFORE the attack I hit you with even recovers…free damage.

I just wanted to stop by and say the game is a bang for the buck. I got it on Desura for 3 bucks, damn good spend. Are there any changes that are going to be done in the future?

Thanks! Glad you are enjoying it.

Actually, I am working on some updates right now! I should have them released on at least Desura by the end of the month!

Check a few posts prior for a brief list of the changes.

Michelle is great, enjoying her a lot. Found a cool midscreen loop with her inferno mode.

c.LP c.LP c.HP xx S.Slash xx 2nd Form s.LP S.Slash xx E.Slash (c.LP S.Slash xx E.Slash until you hit a corner) c.LP S.Slash xx E.Lunge xx Infernal Rage
Does a lot of damage.

Yeah her and Jada are really great. I love Jada’s spin kick and her powers