This thread is mostly for discussion and questions regarding the basic details of the system mechanics (in other words, movement, normals, specials, supers, damage scaling, juggling, etc). If you have a question about something discussed in this first post or have a suggestion for another topic, feel free to ask or make a suggestion.
Questions about sub-systems don't belong here and will be moved or trashed if I see them.
1. Combo Chains
Spoiler, click to toggle visibilty
Project LENSMAN's combo chain system works on a relatively simple principle. Attacks are classified as Normal (Light and Heavy), Command, Special, and Super, and generally chain in the following order:
Light Normal (A or C) -> Heavy Normal (B or D) OR Command Normal -> Special (if the Heavy Normal or Command Normal can be canceled) -> Super (if the special can be super canceled)
When going from a Light Normal to a Heavy Normal, you can freely change whether you are standing or crouching. Additionally, most Light Normals self-cancel into themselves.
A few sample combos using Kaneda as the example:
-cr.C, st.A, st.B, QCF + A [SC] QCF x 2 + A
-cr.A, cr.C, cr.B, QCB + A/B
-cr.C, Fwd+D, QCB + C/D
2. Juggling
Spoiler, click to toggle visibilty
There are five states of juggle in Project LENSMAN. As the name implies, these states only really come into play when attacking an opponent
in the air. (Level "0" is its own special animal.)
-Anywhere juggle (Level "0")
-Air reset (Level "1")
-Special juggle (Level "2")
-Super juggle (Level "3")
-No juggle (Level "4")
A note about Level 0: it is, by default, what the juggle level is set to when the opponent is not being juggled. The moment the you land a hit on an aerial opponent, the juggle level changes from 0 to whatever is appropriate. When you get a counter hit, the juggle level resets to 0 until your next hit juggles the opponent again, which is why Level 0 also has the name "anywhere juggle": if juggle level is at 0, you can pretty much hit with anything.
Generally speaking:
- Level 1 occurs after an opponent is hit with a normal attack.
- Level 2 occurs when most special moves land the first time (though there may be some exceptions that put the opponent straight into state 3).
- Level 3 occurs when most special moves land on an opponent that's already been hit with a special move.
- Level 4 occurs after regular throws, some command throws (Kai's is the only exception at the moment), supers, and sweeps.
Standing and crouching normals will always whiff if the juggle level is above 0.
Air normals will whiff if the juggle level is above 1.
Special moves will whiff if the juggle level is above 2.
Supers will whiff if the juggle level is above 3.
Moves such as Hiko's Giant Sweep and Kaneda's Forest Storm (B) do bypass the Level 4 restrictions, but those moves have their own restrictions in place to ensure that those features are not abused.
3. Damage Scaling
Spoiler, click to toggle visibilty
Damage scaling in Project LENSMAN is the same as it is in KoF 13.
The formula for damage scaling is calculated for every hit after the first hit of a combo, and works as follows:
Damage = Raw Damage * Decay Percentage
[Decay Percentage = (1 - (Number of Hits in Current Combo * 0.05))]
"Raw Damage" refers to the damage that that particular attack would do if it was used as the first hit in the combo.
For those that are not mathematically inclined, this basically means that the raw damage of attacks in combos decreases by 5% every with every hit you add (second hit does 95%, third does 90%, and so on).
Normal and special moves will not do any less than 20% of their raw damage. Supers will not do any less than 40%.