Spoiler: THANKS TO and DEDICATED TO (click to see content)
Kn - source common and variables
GM - cf. gravity constants, alignment & binding (LOL!)
Shwa - making assets, input, testing, feedback, etc.
Vans - testing, feedback, sage advice
Q. What is TOP?
A. The MotW to Mark of the Wolves' MotW (lol)
Q. What's different?
A. Some very minor changes have been made.
T.O.P. moves, Feints, Break moves have been moved to JET as DMs, Feint cancels, and Break cancels, respectively. T.O.P. becomes much more of a defensive style of play in the process by limiting the existence of certain moves used in standard combos (esp. because feints and breaks disappear, limiting some of the longer combos found in some characters).
Q. What is EAS?
A. The Full Moon to Mark of the Wolves' Crescent Moon
Q. What's different?
A. Some stuff!
This is an attempt to return the core focus of MotW to some of the old traits of Fatal Fury. Pre-Real Bout chain combo neutral reappears, the sort of flat damage scaling based on enemy health returns, backstep canceling from FFS comes back, and the Heat Bar of Wild Ambition (a personal favorite) takes center stage. This is essentially me taking a big block of my Wild Ambition studies and combining it with some aspects of my favorite Fatal Fury title, Special.
Q. What is JET?
A. The GGXXAC+R to Mark of the Wolves' GGXX#RELOAD
Q. What's different?
A. EVERYTHING!
The introduction of JUST EXTENDED TECHNIQUE, a canceling system that rewards technical play, removing meter altogether, adding in new cancels, RB-ish chains WITH reverse beat, and the classic red bar Desperation Move is reinterpreted in the Densetsu Move. However, J.E.T. is a risky avenue, because it requires canceling in order to reach the damage levels of the other two (For some characters this mode could essentially be useless!). This mode is made for people who like experimentation.
Q. WHY IS THE DAMAGE SO HIGH?
A. This initially wasn't my goal.
The damage here is a side effect of a calculation in my formula for converting raw damage numbers from the AES MotW practice mode. At first I wanted to change it, but it actually brings in the dino damage quality that I enjoy about early Fatal Fury games. Nothing against "anime games" (lol), but I personally dislike the drag that scaling puts on the match, and I love the tension that the possibility of a character absolutely shutting you down by blowing away more than 40% of your bar in four hits brings the to decision making process of playing games.
Q. Guard break?
A. The only thing not in right now.
I tend to not prefer it outside of a fullgame environment; however, we're looking to do some cool things with this (maybe not a total full game, but we have a nice collection of character ideas for this style) so it will pop in by later characters.
Spoiler: T.O.P. - Tactical Offensive Position (Mark of the Wolves) (click to see content)
- Medium damage (✓)
- T.O.P. (✓)
- P/S power supers (✓)
- Just Defend (✓)
- Guard Cancel (✓)
- Universal anti-airs/anti-lows (✓)
- Ground recovery (✓)
1) T.O.P. gives you a tactical advantage through increased damage at a certain point, Just Defends, Guard Cancels, anti-air and anti-low moves that have high and low invincibility, and ground recovery. Of all the modes it covers the most defensive options, and as such is considered the "defensive" form of offense to E.A.S.'s pure neutral damage and J.E.T.'s highly aggressive chain scaling.
2) The combo system here directly comes from MotW: each character will have canceling attributes inherent to each normal move that decides what can be canceled into specials/supers. Like MotW all comboing essentially comes down to hard links.
3) S/P Supers
In T.O.P. you have the ability use S/P supers just like any other Fatal Fury title. Despite the "defensive" connotation of this mode, the highest raw power of the three types of supers can be found in these supers.
Spoiler: E.A.S. - Equal Attack Situation (Wild Ambition/Special) (click to see content)
- Full damage (✓)
- Heat Bar (✓-ish)
- More lenient damage scaling (✓)
- Flat Health based damage scaling (✓)
- Heat blow (✓)
- Backstep canceling (✓)
- Hop forward (✓)
1) The Heat Bar is the primary object of importance in E.A.S. Each attack or guard increases it, while each hit taken decreases it. Being hit at 0 puts your into overheat, a dizzy state.
2) E.A.S. covers a great deal of the neutral game found in Special and Wild Ambition, especially in the later, where the types of chain combos found in Real Bout were shortened. Just as in T.O.P. the character will retain their canceling attributes into specials and supers, but they will not be able to chain normals like J.E.T., which takes up the Real Bout style.
So, if T.O.P. is defensive and J.E.T. is offensive, this represents a much more neutral focused game.
This is highlighted in a relic of Fatal Fury Special, backstep canceling, in which a special can be performed instantly from a backdash on landing, as well as forward hop canceling found in FFWA, which means that the player, even in a defensive situation, is always able to recover control of the neutral game.
However, E.A.S. has two levels of damage scaling: a light Fatal Fury Special scaling of 100%, 85%, and 75%; and a flat Wild Ambition scaling of 100%, 85%, 75%, and 50%, determined according to the health of the enemy.
3) The Heat Blow (A+B+C)
The Heat Blow replaces metered supers with an unblockable attack that stuns the opponent. It can only be performed with a max heatbar, and instantly reduces it to zero on use, but has the bonus property of being able to be used during hitstun. The enemy is put into either a float state or stagger state, during which they can be punished
Like step canceling, this serves to promote a pseudo-tug of war neutral game, in which the aggression of one player can be inverted at any point in time.
Spoiler: J.E.T. - Just Extended Technique (Real Bout/Contemporary) (click to see content)
- Lowest damage (✓)
- inverse scaling (✓)
- Progressive chains (✓)
- Reverse beats (✓)
- Feint, hop, & break cancels (✓)
- DM (✓)
1) J.E.T. doesn't passively regenerate, but rather uses up health during forced cancels. Moreover, you take a reverse guts penalty of 150%, deal 3/4th of your normal damage, but have the theoretical potential to increase it up to 225% if you chain perfectly.
2) Canceling and comboing in J.E.T. makes use of Real Bout chains with reverse beat options, so just like in Real Bout you can input an ABC progressive chain
A > B > C
Enders are always a far heavy, so either you can end with C or D, but you cannot chain C into D.
But you can also reverse beat based on limb type
D > B > C > A
This chain progression is important to understand because while in J.E.T. a normal (outside of A) can only be used once in a string. Consequently, Gato's bnb as described above becomes unavailable in J.E.T. because the jump C would remove the ability to use crouch C unless the combo is dropped. Therefore, you must make of the three Just Extensions--hop, feint, and break cancels--to reset your buttons to continue a chain. Just as in MotW, breaks can only be used once per combo, and hops are limited to two. Feints, however, are unlimited. Because Garou is often a game of purely hard normal links, Just Extensions also provide a bit of combo leniency via an 18 frame pause, which allows for otherwise impossible links.
In addition to this, in J.E.T. there is an inverse proration based on the amount of buttons available, so for each button you don't have active your damage is scaled by an inverse value of the classic flat Fatal Fury red bar proration values, 85%, 75%, 50%
1.05*1.05*1.075*1.085 (rounded down)
Just Extensions will compound this, so each successful cancel will calculate as
[final pre cancel]*1.05*1.05*1.075*1.085 (rounded down)
each cancel, with each further hit multiplying it up a step; however, it is also important to note that each cancel will do the same [final pre cancel] to your health. So if you use three buttons your damage will be 1.18, and if you cancel you will lose 18% of your health. Then let's say you use two buttons prior to canceling so that your damage has increases to 1.30, when you cancel here you will lose 30% of your health. This will essentially continue until you run out of Just Extensions or drop/end the combo.
To summarize
The chain rules are as follows:
(C/D close reverse beats) > A/B normals > C/D normals
vvv any of these to vvv
Command normals 0R Specials
vvv Command to vvv vvv Special (via break) vvv
Specials Densetsu
The cancel rules are as follows:
feint - out of close and crouch normals into everything
hop - out of far and command normals into air normals
break - out of specials into normals and Densetsu
3) Densetsu Move (C+D)
The Densetsu Move replaces metered supers, DMs, and T.O.P. moves. It can only be performed from a break cancel state and it deals damage based on the cost to use it, drawn upon this formula
(Life * Just Extension formula ([final pre cancel]*1.05*1.05*1.075*1.085)) * (Just Extension formula #1 if > 1, else 1) * (Just Extension formula #2 if > 1, else 1) * (Just Extension formula #3 if > 1, else 1) * 2.5
Because it is directly based upon your life, the Densetsu grants diminishing returns the more you're hit, but because it scales on Just Extensions, you have the possibility to cancel into a hit greater than your own health.
Spoiler: movelist (click to see content)
Gato+ (Garou JET) 90% for 1.1 by Bannana
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please read the Garou+ file, don't complain about missing moves!
THIS CHARACTER WAS MADE FOR 4:3
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keymapping
A = x
B = a
C = y
D = b
T.O.P.-----------------------------------------------------------------
A+B - Universal Anti-Low
D A+B - Universal Anti-Air
A/B/C/D - Ground recovery
QCF A/C - Shin-ga
>>>> FF A/C - Rekka
QCB B/C - Fuu-ga
>>>> A - Kou-ga
>>>> B - Sen-ga
>>>> C - Kyuu-ga
>>>> D - Katsu-ga
DP B/C - Rai-ga
D, U C - Houzan Sai Heki-ga
QCFx2 A/C - Rei-Ga
QCFx2 B/D - Ryuu-Ga
E.A.S.-----------------------------------------------------------------
QCF A/C - Shin-ga
>>>> FF A/C - Rekka
QCB B/C - Fuu-ga
>>>> A - Kou-ga
>>>> B - Sen-ga
>>>> C - Kyuu-ga
>>>> D - Katsu-ga
DP B/C - Rai-ga
D, U C - Houzan Sai Heki-ga
A+B+C - Heatblow (at max)
J.E.T.------------------------------------------------------------------
F A+C - Feint (cancel)
D A+C - Feint (cancel)
UB/U/UF - Hop (cancel)
A+B - Break (cancel)
QCF A/C - Shin-ga
>>>> FF A/C - Rekka
>>>> A+B - break
>>>> C+D - Densetsu move (50% health)
QCB B/C - Fuu-ga
>>>> A - Kou-ga
>>>> B - Sen-ga
>>>> C - Kyuu-ga
>>>> D - Katsu-ga
OR
>>>> A+B - break
>>>> C+D - Densetsu move (50% health)
DP B/C - Rai-ga
>>>> A+B - break
>>>> C+D - Densetsu move (50% health)
D, U C - Houzan Sai Heki-ga
gee.... sure is empty here.....
Spoiler: bug&check lists (click to see content)
list of stuff done/not for GATO+
1/26/21 ver 90%
things done
-fixed kara into self
-densetsu fx
-changed GC back to a unique move (lol)
-air JD during J.E.T. fixed
-faster effect animation for F+B command
-some placeholder effects swapped with newer ones
-command normals no longer cancel
-new modes in!
-Houzan Sai Heki-ga added!
-Guard Cancels now feature all moves! (LOL)
-HEATBLOW
-fuuuuuuuuuu————————————GA stomp isn't an overhead lmfao what was I smoking
-Guard damage that I was initally too lazy to do!
-what's air guard?
-p/s fx
-FFWA hop forward && cancel
-FFS backdash cancel
-Hop cancel only available on moves that don't normally cancel(!)
-Hop cancel also acts sorta like assault in UNI
-JET is now the REAL BOUT+anime mode
-Cancel flag fix
-all sounds in(?)
-all givepower set
things not done
-shwa is doin the P&S super stuff and a new heatbar, stay tuned!
-progressive chain buffering
-misc text and hud stuff
-guard crush
-I might put a limiter on the comboability of E.A.S.
-Update AI for T.O.P. && E.A.S.
-mostly 90% for the E.A.S. stuff we're working on (it's still functional, it's just visual)
possible bugs
-probably some kara stuff
-Houzan seems a little tough to do with Vans' buffer
-noticed kasumi grabbed the helper for the Kou-ga projectile, I think I fixed it but who knows
1/8/21
things done
-Reworked the flow of Kn's original cancel code and moved it to a new file to save space
-100% without question modified to fit MotW cancel rules in J.E.T. out (including Karas)
-RB chaining rules for normals adapted to MotW cancel rules so that what normals you can chain into from any other become the same as special cancel rules, allowing for each character to have unique canceling chains as opposed to just becoming a bunch of pseudo-Angels. You won't notice it here though because Gato can cancel 85% of his moves.
-Extension canceling follows suit, esp. for feint cancels
-Cleaned up some command backends
-Moved Vans' buffer system to its own file
-very rudimentary AI with Vans' AI system (I don't code AI :p), might be buggy (like reverse air JDs lol) and it definitely does not know how to use J.E.T.
-sprite realignment
-removal of extra pushback on far normals in J.E.T.
-fixed some pal bugs
things not done
-guard crush
1/6/21
things done
-no J.E.T. chaining on guard
-new text
things not done
-guard crush
1/4-5/21
things done
-changed how specials work with jet chaining
-fixed some break/normal confusion
-fixed instant b command normal out of hop cancel
-working on the less spaghetti jet
-100% no question without a doubt accurate MotW damage
-fixed explod bug in developer mode
-jet damage set to 3/4th vanilla
-Rai-ga land state loop fixed
-Houzan Sai Heki-ga & Shin-Ga guard cancels
-did I mention I was trying to make jet less spaghetti?
-edits of J.E.T. proration
-Densetsu
-throw,palettes,intro,outro,taunt,etc.
things not done
-guard crush
1/1/21
things done
-vanilla MotW chaining (might need some adj.)
-J.E.T. chaining (might need some adj.)
-most J.E.T. stuff
things not done
-intro,outro,palettes,taunt,etc.
-throw
-QCB B/D
-DU C (no gato player uses this do I even need it lol?)
-DM/Densetsu move
-during J.E.T. c.C can cancel into QCF C
things that probably are too broken lmfao
-J.E.T. inverse proration too high?
Spoiler: old images (click to see content)
ENJOY : )