I'm currently planning to add a fully functional guard crush system to NGBC2. The mechanic has already been tested, using Terry as the test character and Amakusa as the test opponent.
The system is point-based, with each character starting out with the same amount of points (160 currently). When blocking, a character loses 1 point for every frame of blockstun they're in. So for example, an attack that inflicts 10 frames of guardstun will take 10 points off the defending character's guard crush points. 15-20 frames of blockstun means you lose 15-20 guard points, and so on. When a character loses all their guard points, they'll get 'guard crushed' which stuns them for a few seconds, leaving them wide open to enemy attack. It is possible to suffer a guard crush both on the ground (stand/crouch block) as well as in the air (airblocking)
So far all the functions are working perfectly, and I will soon get to patching the guard crush coding to all the other characters.
This is the blog pertaining solely to the MUGEN that has gone through much development and tuning. The creator has many updates and thus will contribute to this blog personally. I, as one of his loketesters, will also provide feedback. I wish those playing a good fight.
Thursday, July 8, 2010
Finally, some more updates (yay!)
-Setsuna can no longer cancel from his standing forward+heavy punch into Anonymity #1 (QCF+P), Anonymity #2 (DP+P), Anonymity #3 (QCB+P), and Anonymity Severance (QCF x 2+P). But on the flip side, Anonymity #1, 2, & Severance can each negate one projectile hit, and *only* one hit. Against a multihit projectile, it will just negate one of the hits.
-Amakusa's QCF+LP/LK/HP projectile is a four-hit move, but it will now be destroyed automatically when it clashes with another projectile. (think Akuma's 3-hit red hadouken in Third Strike). The priority on his midair QCF+LP/LK/HP is greatly lowered, making it harder for players to spam. Still a useful combo setup tool, but it's more risky now.
Also, Amakusa now has a guard cancel knockback move - push HP+HK while blocking, takes one stock of meter to use.
-Amakusa's QCF+LP/LK/HP projectile is a four-hit move, but it will now be destroyed automatically when it clashes with another projectile. (think Akuma's 3-hit red hadouken in Third Strike). The priority on his midair QCF+LP/LK/HP is greatly lowered, making it harder for players to spam. Still a useful combo setup tool, but it's more risky now.
Also, Amakusa now has a guard cancel knockback move - push HP+HK while blocking, takes one stock of meter to use.
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