Post by YinYin on Mar 28, 2014 16:03:30 GMT 2
reading your comments tomorrow - I took the only free time I got today to make this (not finished):
Can somebody please test these out - concerning timing/animation speed in lf2? how much time is there inbetween frames in the game?
also some colour variations are possible - which one do you like best?
I really like that super punch.
When exactly are those counter attacks used?
I really don't know yet, I have just seen bashcrazy's dragonball characters and they all had counters. To be honest, I really have no idea how you even activate that in LF2, maybe while defending, pressing attack - it costs mp and then there is the attack. What are your thoughts about counters?
If you limit it to only the hit defense frame it will become a move that is perfectly timed upon being hit.
Since LF2 stores your last special input as long as you don't press anything else until you reach a frame that can execute it (see Woodys teleport, it only works in standing/jumping, so if you perform it from defense you have to wait for defending to end), this would take away the task of timing from the player (you put your move in and then just wait to get hit - no penalty if you don't get hit).
On the other hand just mashing A on the hit defense frame would be rather cheap too. And a high mp requirement for a simple kick just to balance the cheapness of a perfect reaction doesn't seem the way to go for me. So the standard options usually take away more game play elements than they add.
Recently this method has come up for counters: www.lf-empire.de/forum/showthread.php?tid=9084
It can be tweaked more easily to balance it beyond just setting a certain mp value. The drawbacks you cannot overcome with it (it won't be able to react to just anything powerful like the usual defense method) certainly fit less overpowered and more common melee counters you seem to be animating.