Bumping thread, lifebar UI sort of finalized. Additionally I changed a few things under "Mechanics". Hopefully should have something for a project thread soon.
Spoiler: "Comparison between AFJ Wing && Cadenza Lifebars"(click to see content)
Went with a more French-Bread like look but I still kept the original power bars to pay homage.
So I realized I meant Heat 236C and not regular 236C.
But Heat 236C only causing crumpling on clean hit addresses what I came across, as I was under the assumption that comboing into it from cl.5A/2A would allow for both hits of the Heat version to hit outside of the corner.
An old idea that I may come back to if IRL slows down for me and allows me the time to work on stuff again.
Spoiler: "About"(click to see content)
Q: What is Anime Fighting Jam Cadenza? A: Anime Fighting Jam Cadenza is a concept based on the very old flash game: Anime Fighting Jam Wing. The roster right now mocks some of the character choices in AFJW.
Spoiler: "Mechanics"(click to see content)
Q: What will it play like? A: What I had came up for this gameplay wise are the following:
Not sure what happened here, but found it by accident trying to record a combo. EDIT: Seems to be when you do Winds of Change: Away after the opponent falls out the Big Tornado.
Re: Edward&Belmont Trusdale Re-released. Several others updated. see thread.(7/31/17
Basing it off how CVS2's Ratio System works, I was trying to figure out if it's possible to detect the third character in each team. In doing so, it grants the character a damage boost. I've already got the damage boost coded, but I'm not sure how I can get it for only the third character on a Turns Team.
Another simple dizzy combo, styled a bit towards the end. Was only able to get the dizzy without st.HK by doing st.LP xx cr.MK, cr.MK instead. And another note, I tried to combo 236LP into 41236HK but it doesn't register as a combo even though it does combo.
The opponent is still in a juggle state after being dizzied during a juggle in both Rebalanced and Custom. Like hitting them with any normal that doesn't knockdown after they are dizzied during juggle will cause them to fall into a knockdown instead of being in a standing hitstun.
Mind's Eye gets rid of multi-hit projectiles after the first parry instead of having to parry the rest of the fireball.
You also can't parry multihit moves like f.HP or f.MP. Like after the first parry, you are in a set recovery and cannot parry the next hit. I'd lower the amount of recovery after a successful parry from 13 frames to something smaller like 4 frames. Maybe even adjust the pausetime for the opponent aswell.
LP Shoryu doesn't have fall set aswell so the opponent just flips into recovery after hit.
Also can't seem to get both hits of EX Shoryu to hit after LK Tatsu, only the first hit
Hop Kick hits high and is invincible to all crouching moves (even cr.HP). Would change it to where the hurtbox is small like this and low profile moves whiff and not just have all moves in the crouching state whiff due to the NotHitBy. Hop Kick should also hit mid like the source.