3s like engine.
Focus attack like move that can be used to hit high and a low hitting version but this is the only attack that can be parried. If blocked, the attacking character recovers for as long as a cr.RH generally does in 3s. If it hits, it puts the opponent into a counter hit state depending on the attack landed to the tune of +5 for neutral( bad guess), +3 for lights, +5 for mediums, and +7 for heavy attacks. There obviously won’t be enough time to dash up and do anything unless you want to just start a neutral state(+0) rock/paper/scissors game, so you’d basically be able to:
On neutral, something like a single hit into linked/cancelled super. Ideally. Good opportunity for mix up too. One could low strong link super the first time. Second time walk grab, third time walk telegraph a grab but go into short short super instead. Fourth time expect them to try the new focus and parry bait their focus with a follow up through an option select or risk a turnover. The possibilities are almost endless and 3s players won’t be losing the core game play and all the while sf4 players will have something familiar to draw them in and teach them how 3s is played.
On light counter, you’d get short short or one of the situations above. Maybe some nice normal attack play or footsies and pokes as the community likes to call it. Medium attacks and heavies won’t be quick enough to hit here so you’d have to pay close attention or just simply “know” what attack is coming. This would also allow for a new approach to cqc where you could draw out a parry attempt through the use of the slower normals. For example, p1 hits p2 doing cr. short with the focus and instead of doing the short short into super follow up does the slower cr. medium and buffers :f::df::d::df: and waits for a focus so he can interrupt the focus attempt with an uppercut(no meter) or a super.
On medium counter, you could do all of the stuff in the neutral counter but the distance would be different at high level because good players don’t do point blank low forwards so you’d get some variety out of the apparent redundancy issue.
On heavy counter, you would inflict extra damage but would also take extra damage if hit. You could do the on neutral stuff and more but more importantly it would help sf4 and casual players learn 3s like footsies and teach restraint in regards to spamming heavy attacks. I always felt that was a silly quality to sf4 and couldn’t understand why someone would make a heavy attack so safe to use at a distance that wasn’t max range.
varying number of meters across the board and an EX super for everyone that adds 15% damage through the use of half a meter. So it would be kinda like an ultra except that instead of always trying to fadc into it just because you know you have one, it would teach meter management practices like conserving third round meter for the final blow.
You guys are the homies and I want to see what you think of my game. Expect it out sometime in the future when I get better at programming. Maybe some srk codes wanna help me make it?
This is my first attempt at making a balanced game. I think it’s balanced because it gives the aggresor multiple options if his plan succeeds, meanwhile it gives the defender plenty incentive to defend more. Jabs will only chain twice a la 3s and no combos can be started from jab outside of a light cancel.
No fadc and recovery on the focus thing would go from 'what feels like 30+ frames to about 9 to generally give the defender the opportunity for a punish that isn’t too ridiculous.
I haven’t thought about characters too much, though, because I don’t like a lot of the sf2 cast and while I want to make a game I’d be proud of, I should definitely consider the larger market because there will come a day where i will have to buy furniture periodically.