HERE IS THE CHOSEN GAMEPLAY: (So far)
O Ilusionsta and DonDrago decided to make a new type of gameplay for the project: (you can track the video progress here:
http://mugenguild.com/forumx/index.php?topic=97796.msg880125#msg880125)
BUTTONS (Google automatic translation, there can be errors)








punch

kick

grab

Supers with punch

Supers with kick

assist (Strike)

taunt
ATTACKS All characters have only a kick and a punch in each state (standing, crouching down and air):
Standing - weak attacks (attacks appear strong in combos)
In the air - too weak (no damage), but choose those that have better graphics
Crouched:

+

= launcher (or pop up) *

+

= sweep, always
* LAUNCHERThis coup will be different in each char ... some chars, make a batter attack, where the p2 is thrown against the wall and perhaps when we can jump on your direction and start the air combo. In others, they play the p2 up directly (MVC), but the combos are completely different from MVC!
COMBOThe combos on the ground will be made by pressing continuous buttons, such as

,

,

,

. The combo will be different patterns for each char (we are developing several patterns), but all have a Starter Combo (Combo of Novice), as

,

,
AIR COMBOWe done an air combo as Meteor Combos (DBZ). Explaining:
First, you do

+

to the launcher (the wall, for example), then you do

to make your char pursue (follow-up) that the p2 is in the air. So far, nothing different ... but the party starts now ...
After the follow-up, you press

or

for a AUTOCOMBO (2 - 4 hits, depends on the char), which runs automatically. At the end of AUTOCOMBO, you press

,

or

+

to LAUNCH again to the direction chosen. After that, he shall chase p2 (follow-up) automatically and will also automatically AUTOCOMBO other.
However, you can not go twice in the same direction. If you already sent the p2 up, can not go up again. Got it? we Can make a great combo air, such as the Meteor Combo DBZ
COMBO FINISHERWe have 3 ways to end an air combo:
1 - At the end of each AUTOCOMBO, if you not press anything, the system automatically makes a finisher, impactless and without any damage, which can not be followed by no move.
2 - The command

+


in the air will always terminate in an Air Combo, where the p2 is thrown violently against the floor, with appropriate effects.
3 - Press the control of the hyper of his character (and since he has a hyper air), it can connect the autocombo in his hyper, causing further damage.
So basically, you can do this:

+ bp (launcher)

(follow up)

(auto combo),

+


(another launcher & autocombo)

+


(3 & autocombo launcher) ,

+


(4 & autocombo launcher)

+


(aerial rave finisher)
COMBO BreakersThe Combo Breakers (combo breaker to) act in two ways:
- Combos on the ground, normal - can be break with normal combo breaker. It causes very low damage and hit only once (requires 1 bar of power)
- Combos air - can be broken when you are hurled into any direction before you hit the enemy with autocombo. Will you reverse the autocombo, where you can run your own autocombo on your enemy (requires 1 bar of strength)
Counters and othersDuring the blocks

+ S1 = counter

+


= Guard Roll - faster, shot distance, invencible

+ S1 + S2 = Push Guard
During the fight

+ S1 = Guard Breaker

+


= evade Roll - slower, long distance, invencible

+ S1 + S2 = Keep Away attack (like in Smash Bros)
WHAT IS OUR IDEA?A thing that we could do something beyond that:
- Different Aerial Raves: the opponent is thrown against the wall (like KFM strong KF Palm, or Last Blade) and rebound THERE our character will jump and follow him with an more extend aerial combo (need a good name to that). its a mix between KFM KF palm/Last Blade with Rage of the Dragons
- Onscreen command list: with a command, with can show a onscreen menu with all the commands
- Force Duel: (dunno how to do this yet) think in Samurai shodown, where the fighters will shock one against other and the players need to keep pushing a button...the winner throw a fierce attack into the opponent
- Chain Moves: The same O Ilusionista had done with Red Cyclone, we can cancel super moves into hyper moves or finishers.
- Combo Breakers: A mix with Killer Instinct and MK, where you perform a move to break oppoents combo (not hyper combos)
- Dizzy states: the characters will go dizzy after many hits
- Interactive stages: Like World Heroes. So we can break stuff and be hurted on a stage
- Gem/item System There are different items that could be found in a fight:

-recover life

-power up

-defense up

-life and power up (rare)
the items wont appear like on the Pocket Fighters (arcade), Items are uncommon in a fight.
We are still working on this, we will post more (items) whenever its finished.
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I will post a screenshot whenever something is finished.
There is
alot more, But we cant post something that isnt fully finished (or is fully working)
I will post soon something soon about the fighting system.
I can't answer all questions since Don Drago and O Ilusionista are mostly working on this.
More to come.