Slowly been working on this :p
The character and system are designed for a 4:3 environment. Playing in 16:9 may cause issues visually.
I am currently using screenwidth and screenheight controllers so this is 1.1 ONLY, but I will be editing that later to make it 1.0 compatible.
There are bugs in ikemen with the color selection and remappal. Ikemen GO compatibility is intended so I'm looking into it.
Since Gato I've been developing the gameplay for my all Fatal Fury system, trying to unite gameplay mechanics from every game from 3 to Mark of the Wolves, along with some ideas I thought were pretty interesting in Art of Fighting 3. It's still not perfect, we're gonna need tons of different characters to really flesh out the mechanics and find what fits, but alpha tests were pretty promising and I'm happy with the core package so far.
AS ALWAYS my very voluntary, and quite busy, old man testers and I are not gonna find everything, so please tell me if you find any bugs or issues. Oversights are common!
The idea behind the gameplay is very early to mid 90s neutral-ish, taking what is basically a core FF3 gameplay after removing lane sways, though retaining the classic down forward quick sway on D. With this there's the Heat meter from Wild Ambition, Escalation mode as a loose interpretation of the effects of Blue Mary's super from RB2, and everything is rounded out with Just Defend, Feint Cancel, a Break Move, a Pursuit, and a simplified version of everyone's favorite Real Bout mechanic: chain combos.
I'm working on a lot of cosmetic and graphical backends, and there's some FX and some other fluff I still want to add, maybe change the SFX out in the future, but the gameplay is done.
No AI at the moment, I use a modified version of Vans' buffering so she'll just bug out.
Spoiler: Movelist (click to see content)
Spoiler: Cancel Chart (click to see content)
Spoiler: Universal Mechanics (click to see content)
Spoiler: Training Mode (click to see content)
not on the webzone right now