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[Idea]HP restoring delay on training mode

Colossi

THE ONE THAT DODGES
I've never played other big fighting games before and I may be saying something stupid, but few days ago I've watched a Decapre gameplay commentary somewhere on youtube and there is a part during the video that he shows the training mode.

When she does a combo and she drops, the dummy's HP doesn't regenerate until a few seconds pass without dealing any damage to the dummy, and then the HP regenerates. I suggest that this delay before regenerating the HP would be nice on training mode to calculate the damage with resets, since the combo is intentionally dropped and picked up.
 
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You can just put Health to "Normal", then it doesn't regenerate at all.
Just savestate before you start punching the opponent and load again once you're done.
 
I've done it sometimes and all, but I don't think this change would be too difficult to implement and it only adds more to the game.
It's not something like WE NEED DIS NOW, but it's something nice to add.
 
Maybe it's different in Ultra but in AE that "feature" is one of the most annoying parts of training mode -- especially since damage scaling changes dramatically at different health values

Save states give you all of the control you're looking for without having to mess with health regenerating on knockdowns/with loose resets
 
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