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)
Universal Normals
A - Punch
B - Kick
⮩ 6B - Universal Command Normal
C - Strong
⮩ 2C - Universal Pursuit (ON HKD)
⮩ 6/4C - Redirect - instead of a normal throw, characters have redirects that turn the opponent around
D(Z) - Quick Sway - taking the place of lanes are quick sway options, all of which has specific invul properties
⮩ 5D - Standing Dodge - high invul
⮩ 2D - Hop dodge - low invul
Meter Specific Normals
Heat OK - moves available when heat is max
AB - Heat Blow - reset your opponent to neutral during hitstun at the cost of very little damage, can't be used on trip
ABC - Escalation mode - changes the properties of special moves and how hittimes are calculated
Escalation Mode - moves available when escalation mode is activate
AC - Feint cancels the current move, regardless of its cancel status
5A
⮩ 6AA - Simplified chain combo
Specials
Break - A special with two levels of power mapped to A and B, can be canceled early by breaking with AB
Don't come near me! - 22 A/B
Escalation - Two different specials mapped to A and B respectively, upon entering escalation mode the properties of these change.
Here I go~! - 214 A
⮩ E. faster speed, CH on raw hit
Sacchin Dunk - 421 B (AA)
⮩ E. Ground OK, faster land recovery animation
Heat - A special mapped to C, at Heat OK this move becomes an overdrive version of itself.
Sacchin Arm - 623 C (AA)
⮩ EX - major damage
Spoiler: Cancel Chart (click to see content)
All moves that can cancel may be canceled into any special, heat, etc.
5A - on hit
5B - on hit
5C - on block
2A - on contact
2B - on contact
2C - X
j.A - X
j.B - X
j.C - X
5A can be freely canceled into 5B, and 5B can be freely canceled into a command normal
Command normals can be canceled into any special
5AB can be canceled
Spoiler: Universal Mechanics (click to see content)
789 - Jump
tap 789 - Hop
tap 2
⮩ 89 - Super Jump
Unique to this system is jump drift: holding any direction other than 789 while in the air will alter the jump arc. This allows for further/shorter/faster jump arcs, and, thanks to the inherent quirks of my input parser, is even pre bufferable, allowing for very low to the ground hyper hops.
4 just before being hit - Just Defend
tap any direction during JD - Passing Bonus
The standard aspects of JD apply to this system, but with a slight twist. Since Heat Blow already presents an offensive option out of a defensive situation, and this system is very much tied to movement thanks to the way Heat meter functions and the unique ways in which my buffer works, I though it would be best to not double dip and present guard cancels into attacks. Instead, tapping a direction during JD will preform an evasive manuver in that direction, which occurs during hitstop, meaning that all movement is essentially unpunishable and gives the defender the ability to alter the situation in a way similar to garou.
Spoiler: Training Mode (click to see content)
When in training (or when you press spacebar before a match) certain options are available to you for ease of testing
Instantly enter Heat O.K. by pressing X
Set next move to counter hit status (iff applicable) by pressing Y
All of these indicators will light up when active, e.g. the Counter Hit O.K. will always flash if the opponent is put into the counter hit state, even if the counter hit status is not activated, revealing what moves have natural CH properties.
not on the webzone right now