Video Demos
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Taeko Stance-Shifting Demo (Unfinished)
http://www.youtube.com/watch?v=CM-O261s9-Y
Combo Video
http://www.youtube.com/watch?v=tcG5AQouvTc
Alignment demo (Sofie)
http://www.youtube.com/watch?v=qq6inZjlP-E
Human-controlled Natalia
http://www.youtube.com/watch?v=HcwHyL48f_Q
Human-controlled Nadia
http://www.youtube.com/watch?v=PwiLVdm6c-I
Human-controlled Lil Slugger
http://www.youtube.com/watch?v=FbpDvtCqtbE
Human-controlled Charlotte
http://www.youtube.com/watch?v=69smRwA6LQg
Human-controlled Sofie
http://www.youtube.com/watch?v=oy3XdOwRIgw
Human-controlled Wnzppr
http://www.youtube.com/watch?v=oaaZDSKJVnY
Human-controlled Oliver
http://www.youtube.com/watch?v=wVgMBHGw_Fc
Human-controlled MC Supercut
http://www.youtube.com/watch?v=i4hSSAOej40
Current Project:
Yoko
(http://www.dubcat.net/wp-content/uploads/2010/03/stand_dawn.gif)
News
The new battle system is done. A release will come soon, though I can't make any promises as to when.
Game info - 28 March 2010
Yoko will implement the stance-shifting system similar to Taeko. He will be bit slower, but will have higher damage output and average defense.
Click for more info
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Midnight Style
This style is geared towards the player who prefers a rush-down attack-oriented technique. This style has means to raise its attack power and build its meter in a charging state. Generally speaking, this style has shorter combos than the other two styles, but has ways to help it continue other combos afterwards. This style has a slightly higher maximum meter at 3000. This style also relies very heavily on hyper moves and has ways to build meter quickly.
Rage Chain
When the player successfully executes a combo (3 or more hits) against the enemy, the player initiates a “rage chain”. This means that the moment enemy recovers, an invisible timer begins counting down marking the beginning of a Rage Chain. There are 5 stages to the Rage Chain each with increasing levels of attack multipliers. Stage 1 increase attack by 10%, stage 2 increases attack by 20%, and so on. With each stage, the player has less time to get to the next stage before the Rage Chain levels down. Stage 1 remains active for 4 seconds, Stage 2 remains active for 3.5 seconds, and this goes on until Stage 5 which only stays active for 1 second. The stage timer counts down regardless of either player's state.
Dark Smash
Activated by pressing and holding Forward / Back +X
This technique functions very closely to the Focus attack from Street Fighter 4. It maintains the one-hit super armor in its charging state and it's unblockable nature in its fully-charged state. The attack can be released at any time making it either a fairly fast poking attack or a powerful, unblockable hit that sends the enemy flying across the screen. This technique can double as a counter attack; an attack in which both the other fighting styles have.
Energy charge
Activated by pressing and holding X
By holding the Alignment button, the player can charge their meter. This puts them in an idle state that makes the player very vulnerable to attack as the player cannot guard in this state and the cool down frames to this technique are significant enough to get in a quick hit.
Overdrive charge
Activated by pressing and holding X when the meter has been maxed out
After the meter has been maxed out, the player can continue to charge an invisible meter to get to an overdrive state. While charging, there are visual indicators to show how close the player is to achieving the state. The charging button must be released at the exact right moment otherwise the player enters a "burn-out" state. If released successfully, the overdrive state doubles attacking power and gives the player unlimited use of hyper attacks as well as gives access to the ultra-powerful "Overdrive Attack". If the overdrive attempt fails, the player is knocked down briefly and then enters the burn-out state which cuts the attack in half and renders the player unable to use hyper moves. In either state, the meter drains over time and the player returns to normal once the meter hits 0. Rage-chaining and overdrive are stackable which can allow the player to do massive amounts of damage in even the most basic combos.
Overdrive attack
Activated by doing HCF+C during the Overdrive State
This attack will do anywhere from 70% damage to an instant kill depending on which stage of the Rage Chain the player is currently in. The attack isn't terribly easy to land and becomes fairly predictable. On top of that it isn't a very safe attack to attempt, but if it lands, it's almost guaranteed a victory.
Dawn Style
This style possesses many defensive attributes. From raising the users defense, to activating a super armor state; this style is the best for the player who prefers a defensive character. This style is also severely limiting when it comes to the special meter as it maxes out at 2000; making hyper moves limited and defensive boosting skills at high cost due to their rapid meter draining attributes and limited amount of special to use. This style also has average combos, but an expanded basic move set. They typically have one or two hyper moves and various attacks that can keep attackers back.
Light Shell
Activated by pressing X
A player enters a super-armor state, in which not only do they take 50% less damage, but cannot be stunned by any attack. This is one good counter to the Rage Chain, as a player can interrupt a combo attempt with an attack of their own. When in Light Shell, the Dark Smash attack does considerably less damage, making it about as effective as a regular attack would normally be. The meter drains constantly until it reaches zero. The player can activate Light Shell at any point as long as the meter is greater than zero. With the meter full ( 2000 ), the Light Shell will remain active for about 6 seconds.
Barrier Shield
Activated by pressing Back+X
This shield can be activated while blocking and rapidly drains the meter while doing so. It completely nullifies chip damage when used and prevents the attacker from chaining an attack. For instance, if the attacker attempts to use the combo "A, A, B, C" and if the player uses the Barrier Shield before the first attack lands, the attacker will be unable to continue attacking until the attacks animation has fully completed; no interruptions may be performed.
Repel Shield
Activated by pressing Forward+X
This technique functions mostly like Soul Calibur's guard impact though there are some differences. A perfectly timed shield will stun the attacker allowing for nearly any attack as a follow up. An almost perfect shield will knock the attacker down, allowing for the player to chase and perform an off-the-ground move. A poorly-timed shield will leave the player wide open for an attack. It's a very risky move, but also very rewarding if timed properly.
Twilight Style
This style doesn't have a way to increase its attack or defense, but is capable of countering those that can. It also has more versatile combos and tends to be slightly faster than the other styles. This is generally an easier style to use than the others. It also is somewhat lacking in alignment-specific skills, but it does have the highest max meter at 4000.
Counter attack
Activated by pressing X when attacked.
This puts the player into a special stance that allows the player to counter and enemy's attack. It functions like Marth's counter in the Smash Bros. games. If timed properly, the player will quickly counter back with an attack that cannot be stopped. It doesn't do that much damage, but it will knock them down and put the player at a distance to avoid retaliation.
Evasion
Activated by pressing X and forward, back, or down.
Depending on the direction pressed, the player will dodge in that direction. During the dodge, the player is invincible, though there are start up and cool-down frames where the player can be attacked, so it has to be used with caution. There are also certain attacks that allow the player to dodge.
Final Notes
In the intro state of the first round, the player can select a fighting style - after which the player cannot change for the remainder of the match. Every single character ( barring the possibly-unplayable boss characters ) will have access to all three styles. A fourth style is in development that will likely be AI only, but for now, 3 are set-to-go. As of right now, one character, Sofie, is completely ready to go with all 3 fighting styles complete.