The Gotens colliding sounds great. Do it! I also think Gohan should look up as Goten jumps up on his shoulders and kicks off.
AugustAPC said, October 15, 2013, 05:37:54 pmI also think Gohan should look up as Goten jumps up on his shoulders and kicks off.I don't think that's necessary, if he's going to look up and then down again, plus he should be looking at his opponent.
Gohan being able to dash backwards while super-jumping? He is definitely going to be easier to play with that way .
Yeah man he can airdash into any direction he'd like (except diagonal). And you know he has the double airdash.So you can totally do things like dash up, then forward; or forward, then backwards; or up, then down.I also didn't post this finished walkcycle yet. Here it is.Not perfect, has some issues, but I can live with it. I'm already happy I finished a walkcycle in just 2 days.
Lookin' Good Balthy.Will his Air Dashes be like the other Z2 Characters? Or would we be able to cancel out of air attacks to create longer combos?(Launcher -> Air MK -> Dash Cancel -> Air MK -> Dash Cancel -> Some other move, Just an example of what I mean)
Well nope, the example you mentioned won't be possible. But you can at least always have one extra Strong Kick which makes it pretty powerful(launcher > jumping LK, MKx2, SK, uf+SK, for instance).
I also noticed that Gohan can chain his SK from his c.SP like Goku's Smash Elbow and then a Snap Kick afterwards. Was that intentional or a coincidence?
Is the Great Saiyaman planned to be a playable character? Because I just came up with some really good system mechanics for him...sucks I can't sprite lol.(I can giveyou the rundown if you wannahear it anyway.)
Not planned. Balthazar is not respriting the whole character, and we're not making Gohan twice anyway.
Well too bad, Gohan was already an 'accident' and I'd MUCH rather spend my time on another, not-Gohan character.That said, I did some tinkering around his Finishers, I changed them up a little bit. In the end, they were mostly the same, but with some changes (All of these take place after the Butterfly Smash of his initial Ranbu move, which ends with the enemy being smacked downwards from the air):FINISHER #1 -Hi-Ex Blast Fist FINISHER #2 -Devil's Punishment FINISHER #3 -Team Kamehameha I'll see what we're gonna do with the twin Kamehameha beams. It will be cool to have them twirl around, as Iced suggested.So far, Gohan is the most brutal character, having fatalaties for all three of his Finishers! (Hi-Ex Blast Fist makes them explode, and both the Full-Power Masenko and Team Kamehameha disintergrate the enemy).
Yeah, at this point Gohan's forte isn't just mobility and kicking, it's all-around beatdown. Goku being just well rounded in a bit of everything, a showcase of random abilities, and Vegeta being all projectile. Going back to the discussion from a few weeks back about his emotion system, Just an all around hitcount lift (or even just one thing in that direction) is definitely the way to go, even if it's just "repeating a second kick".
Cool animations and ideas!As for the team kamehame, i would suggest another idea... maybe more easy to spriteInstead of the beams twirling, they could just make a big kamehame, so big that it digs trough the ground as it advances.So you could just cut the lower part of the beam and add earth effects like Hulk earthquake sprites for example.
How does this look for some swirling Kamehameha action? There can perhaps be some additional effects that swirl around both beams.