On block, I think you mean. I understand your concern, and yes it combines both a stun gauge and a guard crush gauge into one system, which definitely favors the person on offense more than the defender. But, it technically isn’t more punishing than having both stun and guard as separate systems within a game, as long as the amount of damage it does is balanced well.
Consider a scenario in a game that has both stun and guard crush (like KOF98 or KOFXIII for example). You eat a big combo, so your stun is up. The high damage combo probably ended in a knockdown, so the opponent gets to continue pressure, which means you take Guard crush damage. Most games that have stun values won’t let your stun go down when you’re blocking either. So while your blocking both your stun bar isn’t emptying, and your guard gauge is going down. Stopping to block gives a chance of stun, continuing to block gives a chance of guard crush. That is technically the same outcome as when you merge the two resources into one as we have.
Just because we’ve merged these two resources into one, doesn’t necessarily mean that it makes it easier to stun and/or guard crush an opponent, that’s all about balancing the Shatter damage values.
But yes, the Shatter system does favor the attacker, and therefore we are considering the option of giving the opponent an Alpha Counter/Guard Cancel whatever you want to call it.
[Edit] But it’s of course perfectly acceptable to not really like Guard Crush mechanics in general. I think they can be pretty exciting when they’re a specific strategy you can apply (Like Kusanagi in KOF2002, can specifically aim to get a guard crush in his playstyle), rather than the main tool to set up offense (As I kind of feel is the case in MOTW, especially for some characters).
I meant on hit, but the new information you added to that section makes it more clear. I was concerned that you could fill up an opponent’s gauge during a combo, and then reset them into another big combo from the guard crush. I didn’t realize that it just placed them into a knockdown state.
Not to nitpick but, it may be more logical to map throws to lp+lk and shatters to hp+hk.
If you guys ever end up with an update using EX moves or supers mapped to a i.e. qcf p+p
Most fighting games map fighting mechanics these way, so it’ll be easier to pick for new players
(Not to mention it’s more friendly for pad players like me ;p )
So the Shatter system is basically a guard crush that allows you one followup attack, correct? I like the sound of it, though as was stated earlier, it could favor the attacker/rushdown characters too much, so an alpha counter mechanic also sounds like a good idea to me.
I assume a Shatter attack will be like SFEX guard crushes/level 3 focus attacks in that it is impossible to block them at all, right? As opposed to BBCP’s Crush Trigger system, anyway.
Indeed! Either a single follow up attack or a Shatter super.
No, they will be blockable, but they’ll be a lot quicker than either of those two. In terms of speeds you should think more in the direction of KOF CD attacks (between 16 and 23 frames startup), which is fairly slow for a normal attack but not almost a second startup SLOW like a level 3 focus attack.
+1 for switching the button combinations though. You liken the Shatter attack to a CD attack, so it should really be both hard attacks and both light attacks as throw is fairly standard for games with 2x2 or 2x3 layouts. One other thing, very minor but on the system page, the diagonal back arrow for hop isn’t showing up.
The videos that we’ve been showing off so far have all been recordings within the engine, but none have really showed off ’ gameplay’. So this time, we’re showing off some combo’s with our, now functioning, health bars in place!
If anyone wonders what the ‘greyed out’ part of the screen is. That is basically the ‘off-screen’ area. We have not yet implemented a camera that actually follows the action.
The video is really choppy for me but from I can see it looks pretty good. I don’t want to jump the gun cuz the game is so early but it looks like nothing too crazy or over-the-top…
She is indeed nothing too crazy. You’re still missing out on her supers, her shatter attack and her command normal, but even with those she will be a basic character.
Some future characters will have some more ‘exotic’ systems/movesets or more extreme looks/effects, but also have to adhere to some principles laid out by Phoenix and me, so everything will be within reason.
That video was verrry confusing at first, with the abrupt cuts between clips! And especially with the static background and Julia not having an idle animation yet. I had to watch it a few times to adjust to what was going on. Hahah.
All of the animations so far look absolutely fantastic!
I did notice that the attacker’s sprite was being drawn behind the defender’s sprite. Without any hitsparks or sound, I found it was actually kind of tough to spot the tiny, quick cr.lp’s.
I guess that you’re planning on changing it so that the (latest) attack always shows up in front? Off the top of my head, I thiiink this is what other 2D fighters typically do.
I honestly wasn’t really aware of that yet, but I’m pretty sure Phoenix was (thats how he rollsss), so its probably on the list of things to fix. But yeah, your point makes sense.
Bob Sagat will arrive shortly to claim the compliments! Joking aside, I fully agree with you!
Yup, it’s on the todo list of things to do once we start making hits more visually appealing with hitflashes, and ‘vibration’ of the opponent during hitstop, etc.