Divine WIPs

Started by DivineWolf, May 15, 2012, 03:45:05 AM

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DivineWolf

Yeah, it's not redundat in the least. They're 2 different functions. Counter Movement is more evasive, or can setup up for great punishing combos to foes who are left in their attack anim, while you've rolled behind them. Zero Counter is just straight up offense. Knocking foes away with a more prioritized attack.

Sinnesloschen

Well, I didn't take KOF into consideration. I still think it should be replaced with something else, but I don't know. Maybe counter movement is the best option...
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

DivineWolf

I may or may not add something to replace it. But I won't be doing it anytime soon either way, if at all. It's not really nessecary I replace AG, because it was just something I added in anyway.

Sinnesloschen

Yeah, Zero Counters are already a nice way to get out of blocking P2's attacks as is.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

TTTTTsd

I was thinking that whole cancel a normal into a roll thing from KOF. Make it cost more than one meter here though. I forget what the EXACT name for it was, but it was a really neat mechanic. Also, so long as you don't have an issue with me here, chances are I will be here, sitting behind you with a pitchfork just waiting to prod you ;P

But are there truly grown men in this world?!

Jmorphman

Quote from: Killer Kong? on November 29, 2012, 06:44:47 AM
Make it cost more than one meter here though.
Why? It costs the same amount as the Guard Cancel Blowback Attack, one stock.

Might want to debuff it though, so it's not as invincible as KOF since it costs half as less? I dunno.

Quote from: Killer Kong? on November 29, 2012, 06:44:47 AM
I forget what the EXACT name for it was, but it was a really neat mechanic.
Guard Cancel Roll

TTTTTsd

I know it costs the same, but KOF IIRC had less positive frames on normal moves. I could be wrong, but I'm only saying more than one just to be safe.

But are there truly grown men in this world?!

TRUEMicah

Quote from: DivineWolf on November 28, 2012, 11:05:31 PM
I was also thinking possibly some time down the road of adding a Mega Crush function like from TVC. I'm kinda at cross with it though, because it may be sorta cheap.
Mega Crush on your characters sounds interesting. 
I'm very anxious to see your take on this.

Quote from: DivineWolf on November 28, 2012, 11:05:31 PM
The requirements for it would be 2000 power, 200 life drain, and your current(match) life value must be above 250 in order to perform it. I think that balances it out pretty well. Though, I don't mind hearing opinions on it.
Those requirements IMO sound a tad harsh.  Why not just lower the character's defense by 20 - 25% after Mega Crush is performed?
Mega Crush could have a set time to recover (I.E: Guard Crush, Dizzy).

DivineWolf

Quote from: Killer Kong? on November 29, 2012, 06:44:47 AM
I was thinking that whole cancel a normal into a roll thing from KOF. Make it cost more than one meter here though. I forget what the EXACT name for it was, but it was a really neat mechanic. Also, so long as you don't have an issue with me here, chances are I will be here, sitting behind you with a pitchfork just waiting to prod you ;P

No sir, not doing. I don't like that mechanic at all. Appreciate the suggestion though. Counter Movement is really the only thing that sounds promising/I may be willing to implement. Though, as I said, it won't be anytime soon. I am going to take out AG though, along with changing the ZCs up so they aren't special/super cancellable. I'm not changing KFG punch ZC though, cause as I said, that was my intent. It's not cancellable anyway, it just launches the foe, setting up for juggles.

Quote from: TRUEMicah on November 29, 2012, 10:01:38 AM
Those requirements IMO sound a tad harsh.  Why not just lower the character's defense by 20 - 25% after Mega Crush is performed?
Mega Crush could have a set time to recover (I.E: Guard Crush, Dizzy).

No, those requirements aren't harsh. I know in TVC it costs 2 power stocks to perform it. You also lost life whenever it was performed, and I'm pretty sure you couldn't use it anymore once your life went below a certain value. Regardless if you had 2 power stocks or not. The lowering defense thing is unpractical imo. Setting a timer for it, doesn't feel practical either. The life loss value I suggested, may be more than what the value is in TVC, but other than that, everything other stipulation is straight from the source.

Sinnesloschen

I'm all for Counter Movement at this point.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

TRUEMicah

Quote from: DivineWolf on November 30, 2012, 03:18:40 AM
No, those requirements aren't harsh. I know in TVC it costs 2 power stocks to perform it. You also lost life whenever it was performed, and I'm pretty sure you couldn't use it anymore once your life went below a certain value. Regardless if you had 2 power stocks or not. The lowering defense thing is unpractical imo. Setting a timer for it, doesn't feel practical either. The life loss value I suggested, may be more than what the value is in TVC, but other than that, everything other stipulation is straight from the source.
I was mostly going off of Blazblue when I made my suggestion.  :P
I've played TvC a few times but not enough to familiarize myself with Mega Crush or other features.  Honestly, I'm just curious how you'll implement your planned future techniques, no matter what they are.

Sinnesloschen

What, you mean the Break Burst?
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

TRUEMicah


DivineWolf

Quote from: TRUEMicah on November 30, 2012, 03:24:52 AM
I was mostly going off of Blazblue when I made my suggestion.  :P
I've played TvC a few times but not enough to familiarize myself with Mega Crush or other features.  Honestly, I'm just curious how you'll implement your planned future techniques, no matter what they are.

Ah, that's cool. Yeah, it cost quite a bit to perform in TVC, but was well worth it in certain situations. It basically allows you to break free from you opponents juggles at any given time. As long as you met the requirements to perform it. I honestly liked that better, than the "guessing game" version of it in MVC3. But, I won't digress into that...


Sinnesloschen

You mean Team Aerial Counter? That's almost nothing like a Break Burst aside from breaking out of a combo, it's far more situational.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

DivineWolf

IDK what Break Burst even is... :-\ Never played Blazblue and am not interested in playing either. Yes, I know it's called Team Ariel Counter. It's basically a guessing game version of TVC Mega Crush. With the added stipulation that it can only be used with team air crossups.

Sinnesloschen

It's basically Blazblue's C-C-C-C-COMBO BREAKER that can be used outside of combos, but only twice a match (it's a tad more complex, but I'm too lazy to bother).
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Infinite Daze

Quote from: C.A.N on November 30, 2012, 03:41:26 AM
It's basically Blazblue's C-C-C-C-COMBO BREAKER that can be used outside of combos, but only twice a match (it's a tad more complex, but I'm too lazy to bother).
Hey C.A.N, I think you explained it very well, especially for one sentence. I love dat C-C-C-C-COMBO BREAKER  :D. @DivineWolf, whatever you choose to add/remove I am all for because I really like what you do with the characters you make.

Jmorphman

Quote from: DivineWolf on November 30, 2012, 03:18:40 AM
No sir, not doing. I don't like that mechanic at all. Appreciate the suggestion though. Counter Movement is really the only thing that sounds promising/I may be willing to implement.
It's the same thing though, just different names... wait, normal into roll? What?!?!?! What KOF has that?

As for this combo breaker thing, I don't think it's really needed in a normal MUGEN enviroment. :-\

DivineWolf

#239
Quote from: ID.FINITE on November 30, 2012, 02:30:23 PM
@DivineWolf, whatever you choose to add/remove I am all for because I really like what you do with the characters you make.

Thanks.

Quote from: Lumpy Space Jmorphman on November 30, 2012, 05:47:58 PM
It's the same thing though, just different names... wait, normal into roll? What?!?!?! What KOF has that?

No... Counter Movement can only be performed when guarding. I have seen some chars do what he said. Though, I'm not a KOF buff. Vans' Angel does this. Or, at least the AI does it... IDK if its a bug or an actual mechanic from KOF. I've seen her whiff punches, then cancel them into rolls. 


      Posted: November 30, 2012, 06:19:31 PM
EDIT: Or at least I think I saw her do it before... Let me check to be sure. I know I've seen other KOF chars in MUGEN do this though for sure. Can't remember which ones though. As for is it a actual source game mechanic...? I couldn't tell ya. :-\