- Fixed interrupting the landing with jumping and walking.
Why was this change necessary? Every fighting game that isn't MK allows you to cancel your landing frames into walking/forward dashing/back dashing. And even MK allows you to cancel landing frames into more jumps. Even worse, now you have to wait for your landing recovery to end until you can do your next attack. So now empty jumps lose their value. For reference, a 7 frame throw is like a 10 frame throw after landing, and a 5 frame jab is now a 8 frame jab after landing. By jumping forward and choosing not to do an attack that hits high when the opponent is expecting one, you are no longer at an advantageous position for doing something the opponent doesn't expect. Instead, you're now at frame disadvantage and any attack you can throw in this situation can be beaten by the opponent's jabs.
- Added camera shake to Vincent's heavy attacks
Camera shake is good, but it's not timed right. The shake happens after the sound effect and when Vincent is already in the middle of recovery frames.
Consider the projectile inactive when its explosion is done, which prevents spamming projectiles.
The cooldown period is too long and unnecessary if you just made the light and medium fireballs have the same amount of recovery as the heavy version.
Other things:
-Input display can only show Throw and Fury as simultaneous inputs.
-Vincent's super puts him a character distance away on hit and block, instead of ending up at point blank. This makes it harder for follow ups and essentially makes it safe on block.
-Vincent's s.hk looks more like a ballerina twirl than a spinning hook kick. Granted it's missing start up frames and in-betweens, but still. It looks off.
-Add start up frames for all air normals. I shouldn't be able to hit Don in the shins with Vincent's j.hk.
-The hit sparks for Vincent's j.lk, j.lp, j.mk, j.hp and j.hk are lower than where the foot/arm/fist really is.
-Don's delayed j.hk still goes through the floor
-jumping, holding forward, and delaying j.hk gives you j.hk instead of sharknado. Again a problem with not storing inputs.
-What's the design decision behind Hammerhead if it doesn't knockdown, move him forward drastically, allow combos to continue after, or have armor? For a grappler type character this move serves very little purpose. It's easily telegraphed and whiffs on crouchers. i.e. duck on reaction, whiff punish, combo. kill.
-normals should logically cancel into tiamat knuckle if
motion was used. Still strongly advise turning the motion for it into a qcb+p.
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At the cost of 1 bar I can do almost 50%. And I can keep going. After L fireball, link s.hp xx tiamat knuckle, neutral jump j.hk s.hp xx fire ball s.mp, back mp, s.hp xx Leviatian kick. Haven't tested damage for that, but it's probably 70% for one meter. The combo in the vid generates half a bar, so the rest of the combo probably builds up another half. Since this combo requires one meter, the max net gain is an entire meter, and the minimum net gain is half a meter. This is of course assuming that meter gain doesn't scale. Now for the important questions:
What is your ideal damage percentage for one combo? How is the damage scaling supposed to work?
To quote Mike in another fighting game thread,
And you are also confusing number of hits, the newbie's metric of combo difficulty or intricacy, with damage, the designer's metric of relative character strength. Hits are completely irrelevantfrom a design standpoint. A 143-hit combo from Cable can kill you in MvC2, or a 6-hit combo from Juggernaut can kill you. And that 143-hit combo can be 3 moves (the same 40-plus-hit move 3 times), whereas the 6-hit combo from Juggernaut is also 3 moves. The only relevant parts are that both can kill you, as well as the resources and range required to land them.
An infinite in Melty wouldn't kill you, it runs out the clock; an infinite in XSF will kill you. A good combo in SG, those long ones you say "crush all hopes of a comeback", does a bit under half a lifebar worth of damage and costs at least 1 bar of meter for that and giving the opponent at least 1 bar in return; a good combo in MvC3 kills your character, while giving you more meter than you had when you started it.
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