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Parry Stance Idea for a character (Read 267 times)

Started by solshadow, June 08, 2010, 10:15:11 pm
Parry Stance Idea for a character
#1  June 08, 2010, 10:15:11 pm
  • Judge Magister
I have an idea for a character who uses different stances which would allow for different combos and different effects. My character (Arrogance or Arro for short) has one stance in particular "Parry stance" that im concerned about. My original idea for the stance was once the command for the stand was input, Arro would be in a "parry mode" which would effectively be able to parry most attacks thus ending most opponents ability to atack by inducing a state of parry constantly. Arro would then have the split second needed to continue his attacks due to the opponent being returned to the neutral state.

Below is a random picture I fought to demonstrate how I think the parry stance would work. Now I divided the scene into 3 parts, standing for the 3 types of attacks: everything in 1 is considered aerial, 2 is middle and 3 is ground/low.

Lets say Arro is in a normal stance (no stances have been used) and he used the general punch. It would hit between white lines in the middle portion. Now, lets say he did the same with the parry stance activated. Now the animation would still be the same but I would have 2 more "shadow" arms, between the yellow and white lines. Effectively sandwiching the punch you see. While these shadow arms wouldnt cause damage, they would still activate the parry requirements, thus allowing for an increased parry range.



Does this all work out? Am I missing anything? Post comments and thoughts on this. Im not completely familiar with the mugen engine limits so I havent the slightest idea if this is possible but this is how I figured it would work in my head.
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