I feel like Roman Canceling in hitstun is just...bad for the offensive player. I'd reccomend turning it into more of a burst so that both players are still neutral regardless.
There are a couple of more minor mechanics related to Gamma Canceling out of hitstun that is there to help out the offensive player. For example that Gamma Canceling out of hitstun in the air removes your air actions, and there won't be any aerial moves with invincibility in this game. This means that as long as the offensive player is mindful of what combo routes they use, they could setup situations where if the opponent Gamma Cancels they will have a very hard time trying to land again afterwards. Also a thing to keep in mind is that the offensive player will most likely have more meter to work with since attacking builds more meter then getting hit,
Of course, not everything about the mechanic is set in stone yet, and there probably will be some changes to it after i have had some more players try it out for an extended time.
Oh, i am very sorry, This update was done quite swifly, so i must have forgot to updated the actual project. I will make sure to fix it whenever i get home from work.
This is a fun game, but I request that you have the dash cancel window become more narrower. I also found a bug where if you D amplify Auora's Level 3 (the super that costs all meter) super move, it causes a crumple and makes P2 float.
Thank you very much for trying out our game! good chatch on the bug, its just a small oversight, so we will have it fixed by the next update! Also could you elaborate more on why you want the dash cancel window more narrower?
Seems like it could be a fun game, taking what makes Melty and GG cool and mashing them together. One question though, what are the downsides of safeguarding? It seems like it's strictly superior to blocking so why would I not use safeguard all the time? (aside from it occasionally eating inputs which I assume is unintended.)
Right now the downside to safeguarding is that you are put in counterhit state and you cannot tech grabs. also if you want to block normally again you have to go trough 20 frames of cancelable endlag first. so grabs could get scary to play around since you have to choose a risky option to deal with them.
That being said, the mechanics are not 100% set in stone yet and could definitely use a bit of refinement. But we would want to get a good chunk of playtesting done first. so when we do make changes, we have a better understanding on what is working and what needs to be tweeked a bit.
Very WIP visuals, but the mechanics are incredibly thorough and the actual animating of the visuals are honestly pretty smooth (besides the running animation, it might need a few frames)
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Is there a discord server for this game by chance?
We have now made one, you can join here https://discord.com/invite/cESMzRPQpW if you'd like!
I feel like Roman Canceling in hitstun is just...bad for the offensive player. I'd reccomend turning it into more of a burst so that both players are still neutral regardless.
There are a couple of more minor mechanics related to Gamma Canceling out of hitstun that is there to help out the offensive player. For example that Gamma Canceling out of hitstun in the air removes your air actions, and there won't be any aerial moves with invincibility in this game. This means that as long as the offensive player is mindful of what combo routes they use, they could setup situations where if the opponent Gamma Cancels they will have a very hard time trying to land again afterwards. Also a thing to keep in mind is that the offensive player will most likely have more meter to work with since attacking builds more meter then getting hit,
Of course, not everything about the mechanic is set in stone yet, and there probably will be some changes to it after i have had some more players try it out for an extended time.
Hopefully so.
yo is this 0.11 or wha
Oh, i am very sorry, This update was done quite swifly, so i must have forgot to updated the actual project. I will make sure to fix it whenever i get home from work.
Now it should be fixed!
You forgor (skull emoji)
This is a fun game, but I request that you have the dash cancel window become more narrower. I also found a bug where if you D amplify Auora's Level 3 (the super that costs all meter) super move, it causes a crumple and makes P2 float.
Thank you very much for trying out our game! good chatch on the bug, its just a small oversight, so we will have it fixed by the next update! Also could you elaborate more on why you want the dash cancel window more narrower?
Well, when I try labbing out C dash cancels, they appear to be pretty hard, especially after D amplifying it :P
Is it that you don't get your dash cancel to come out? or is it that you aren't able to connect an attack afterwards?
One thing to note is that you can't use the A+B dash macro for dash cancels. so you'll have to do a ->-> or <-<- input for dash canceling.
Other then that, you are able to buffer the dash input during hitstop so you can do it a lot earlier then you might expect.
The dash cancel will not come out.
I am sorry, but it is hard for me know what is wrong when you don't give a description of what you are trying.
I am going to play this game
HOOOOOOOOOOOOOOOLY SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII-
Seems like it could be a fun game, taking what makes Melty and GG cool and mashing them together. One question though, what are the downsides of safeguarding? It seems like it's strictly superior to blocking so why would I not use safeguard all the time? (aside from it occasionally eating inputs which I assume is unintended.)
Right now the downside to safeguarding is that you are put in counterhit state and you cannot tech grabs. also if you want to block normally again you have to go trough 20 frames of cancelable endlag first. so grabs could get scary to play around since you have to choose a risky option to deal with them.
That being said, the mechanics are not 100% set in stone yet and could definitely use a bit of refinement. But we would want to get a good chunk of playtesting done first. so when we do make changes, we have a better understanding on what is working and what needs to be tweeked a bit.
Fucking HYPE
Very WIP visuals, but the mechanics are incredibly thorough and the actual animating of the visuals are honestly pretty smooth (besides the running animation, it might need a few frames)