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Stun Dilemma (Read 162 times)

Started by jjmugen, March 31, 2013, 09:07:22 am
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Stun Dilemma
#1  March 31, 2013, 09:07:22 am
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Hi, guys

I have a stun dilemma.

All my chars can chain a special tecnique (supose Hadoken) while "movehit" in a single hit (supose light punch).

To prevent abuse, each tecnique has a "rest" (time while ryu is "resting" after hadouken so you can do another while is resting)

Exemple combo: LP + Hadouken (no fall into ground hadouken)

My dilemma comes of how  much stun is correct to asign to each tecnique.

I see three cases:

Case 1: Enemy Stun > Player Rest
Result: Infinite combo

This case player can hit with hadouken. Player recover of hadouken before enemy is still stunning, so he can start another combo LP+Hadouken, and this time after time infinitely

Case 2: Enemy Stun < Player Rest
Result: Obvius Revenge

This case player hit with hadouken, but his rest is longer than enemy stun time... so enemy can profit this to start a combo. No profitable

Case 3: Enemy Stun = Player Rest
Result: Nothing?

If this happen both players will recover control at same time. This prevent of case 1 and 2, but player can chain combos anymore.

Remeber all this if for no enemy fall tecniques.

What's the problem with that? How it works in professional games?
If you could help me with this it would be great.
Thanks a lot.

Re: Stun Dilemma
#2  March 31, 2013, 11:37:19 am
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Less recovery time than the opponent doesn't always lead to infinite combos, that is why start up time, pushback, and cornerpush exist.

Projectiles usually leave your character at a disadvantage in frames when used up close, since they are supposed to be used while you are far away from your opponent. I can't think of any game that has a rest period for their attacks outside of the actual frames. You need to calculate recovery time, start up time, stun time, pause time, pushback, and hitbox sizes if you want to prevent infinites. Since every attack is unique, that is all up to you.

Real fighting games have advantageous, disadvantageous, and neutral attack recovery frame/:stun time ratio. Depends on the use of the move, the distance, the power, etc.
Re: Stun Dilemma
#3  March 31, 2013, 05:14:52 pm
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Less recovery time than the opponent doesn't always lead to infinite combos, that is why start up time, pushback, and cornerpush exist.

Projectiles usually leave your character at a disadvantage in frames when used up close, since they are supposed to be used while you are far away from your opponent. I can't think of any game that has a rest period for their attacks outside of the actual frames. You need to calculate recovery time, start up time, stun time, pause time, pushback, and hitbox sizes if you want to prevent infinites. Since every attack is unique, that is all up to you.

Real fighting games have advantageous, disadvantageous, and neutral attack recovery frame/:stun time ratio. Depends on the use of the move, the distance, the power, etc.

Is a really difficult task, I mean.
Thanks for helping.