Thinking about it, Zero Counter costing 1 bar would also be weird when you have that single, long SF3 Superbar. You'll be completely out of stock after using one! Thought that might be your own fault, then.
Taunts should give some kind of special property like SF3?I don't think this is worth the effort to balance
I don't think this is worth the effort to balanceGood, less work and idea engineering!!!
suggestions: remove guard bar. i find it superfluous if youre having guard break. just buff throws/make them faster. if you could use sf2 throws and throw softening thatd be great, haha (i wouldnt recommend putting both throw breaks and recovery from being thrown at the same time.)Guard Break requires a super stock which can be pretty limited depending on your super art you choose. It doesn't take a hit like focus. Also I have a strong dislike for turtlers and this bar helps prevent that =p Both throw recoveries were in SFA3.
if youre using a3 style recovery... the reason why some characters can keep them juggled was mostly because of vc. a lot of the time the player could tech, except that during the tech the time invulnerability lasts is shorter than the time control is given. with a2 ccs, i think that already cuts out a lot of the bs you might have remembered in a3 matches. but who knows?
on that note, stun would be too much with both ccs and a3 juggles, personally
dunno what the comeback technique is. is it an attack? (edit:nvm)Added linkage to the 1st post as well for new readers.
(will there be 4-bar supers? madness!).Hah, I doubt it. The only characters in SF3 that had multi level super arts were Akuma and Oro. More may have that in this game but I doubt they would get a bar that went up to 4 with their super arts =p
suggestions: remove guard bar. i find it superfluous if youre having guard break. just buff throws/make them faster. if you could use sf2 throws and throw softening thatd be great, haha (i wouldnt recommend putting both throw breaks and recovery from being thrown at the same time.)Guard Break requires a super stock which can be pretty limited depending on your super art you choose. It doesn't take a hit like focus. Also I have a strong dislike for turtlers and this bar helps prevent that =p Both throw recoveries were in SFA3.
A lot of these do involve the CC but they seem to continue after it's over and some don't seem to need it at all. Though it doesn't seem to show those very long so maybe they are not infinite?
hence the suggestion of sf2 style throws- theyre quite strong, because they cant whiff and can only be softened. the only reason guard bar was introduced in a3 was because throws were weakerThey're too strong. Everytime I play SF2 I get thrown like crazy. Normally while I'm trying to throw. Don't make me endure SF2 throws in this game please!!! >:-(
thats his crouch cancel; the player is bypassing the neutral state by crouching as soon as he lands then cancelling the crouch by jumping which is how the combo continues.Ah, that was it! I guess as long as we make sure we remove this the A3 juggle system should be okay?
Hey guys, I got a question. While coding the basics I went to confirm if there were any sort of auto close range attacks. (not a V-ism player) As I suspected there is not. So this made me wonder how certain characters are dealt with. So I picked Charlie who typically has a B+SK, near SK, far SK, and F+SK
He doesn't have his far SK at all in this option. I'm kinda wanting to remove this feature. Game has quite a few SFA mechanics already anyway. Thoughts? Alternatives?
That would be really cool! I want it to look as similar to a commercial game pause screen/move list as we can get it.
I don't know about the changing directions depending on which side you're on. Does it put the command on the right side of the screen when facing left? Those kinds tend to confuse me more but if it switches sides too it might not be so bad.
Should we have another option for super selection inspired from Ultra SF4's double? Where the character has access to all super arts with the cost of damage reduction? Super stock number and super bar length could still be different as well to help balance it out. Not like the option in SF3 to have all supers with 2 bars of the same length for all characters.I don't like the idea of super selection period, so I'd support an all-supers option. But to balance out the advantage of multiple supers I don't think a damage nerf is the way to go, that can get too fiddly to balance. How about the all-supers option gives you only one stock of a long super bar? That way having all your supers available gets balanced out by waiting longer to use them, having only the one stock, and limiting use of EX / Comebacks / Custom / Zero Counters?