07-01-2014, 08:43 AM
(This post was last modified: 07-01-2014, 12:06 PM by Chris2Balls [:B].)
A throw is done with P+K+Forward.
Also, an idea: for now the specials are set on quarter circles plus kick or punch: potentially, there could be a maximum of 8 specials (top back quarter, top front quarter, bottom back quarter, bottom front quarter, plus punch or kick). For now, most characters have two specials, set mostly on punch's bottom front and back quarters. What I suggest is that we bump the number of specials up to four, so that it covers BF+P, BB+P, BF+K and BB+K.
Talking of which, I've had difficulties executing the specials when playing against the CPU. You have to be pretty accurate for the timing when you press each button, otherwise it won't work: I'm exagerating, but it's a bit like IF DOWN (pressed for 300ms) + BACK (pressed for 300ms) + PUNCH (pressed for 300ms) = SPECIAL, and anything else won't work.
I really like Icicle's stage and the Space Ring stage, I enjoyed playing on them! Robo's Gognio is awesome too, aswell as his throw.
[spoiler=Some reminders/notes on C2B]
-ball storm (special 2, BF+P) seems to lack reach, like you have to be right next to the opponent to execute these, which makes them difficult to pull off effectively. I can understand that the reach is reduced for the special to avoid it being spammed, but its very limited reach combined with the difficulty of pulling a special off just make it not interesting to use in a fight in the current build. Perhaps if C2B made a step forward to perform the special?
-the throw is pretty damn cool, but I was thinking that instead of throwing the opponent far, it would serve C2B's game better if the opponent was thrown close to the ground and bounce upward, to allow for a juggle? Anyway, I'll create a mock-up of this for you.
-I like what you've done for air kick! Pressing down to do the baguette wave makes a lot of sense. You could do the same thing for air punch, to make C2B fall down faster like here - maybe by pressing punch twice or something? However, the air kick itself still doesn't brake C2B's fall for every punch.
-I don't know if this is accidental or not, but jumping, pressing down+punch will make C2B do a duck punch in the air, which brakes his fall and allows him to reach further. I think this is a great addition to the moveset and hope it doesn't get taken away!
-the duck punch is working well, but it's not as fast as I envisioned it.
-this isn't implemented in the back kick yet.
-the kick and duck kick combos haven't been done yet. I like how the duck kick works currently, but it's perhaps a bit spammy so we could try how it works with the combo in its place.
-last but not least, BF+P (Special 2, Ball Storm) and BB+P (Special 3, Rising Loaf) are covered, with BF+K and BB+K remaining. I suggest the following changes: BF+P stays as special2, BB+P becomes special 1 (dat ass), BF+K becomes special 3, and BB+K is special 2b (ball chain).
-in some cases, like forward kick and duck punch, a lot more damage is dealt when the opponent is blocking than when they're not.
[/spoiler]
I'll carry on playing for now and let you know about anything else, as this release has made my day. Keep it up!
Also, an idea: for now the specials are set on quarter circles plus kick or punch: potentially, there could be a maximum of 8 specials (top back quarter, top front quarter, bottom back quarter, bottom front quarter, plus punch or kick). For now, most characters have two specials, set mostly on punch's bottom front and back quarters. What I suggest is that we bump the number of specials up to four, so that it covers BF+P, BB+P, BF+K and BB+K.
Talking of which, I've had difficulties executing the specials when playing against the CPU. You have to be pretty accurate for the timing when you press each button, otherwise it won't work: I'm exagerating, but it's a bit like IF DOWN (pressed for 300ms) + BACK (pressed for 300ms) + PUNCH (pressed for 300ms) = SPECIAL, and anything else won't work.
I really like Icicle's stage and the Space Ring stage, I enjoyed playing on them! Robo's Gognio is awesome too, aswell as his throw.
[spoiler=Some reminders/notes on C2B]
-ball storm (special 2, BF+P) seems to lack reach, like you have to be right next to the opponent to execute these, which makes them difficult to pull off effectively. I can understand that the reach is reduced for the special to avoid it being spammed, but its very limited reach combined with the difficulty of pulling a special off just make it not interesting to use in a fight in the current build. Perhaps if C2B made a step forward to perform the special?
-the throw is pretty damn cool, but I was thinking that instead of throwing the opponent far, it would serve C2B's game better if the opponent was thrown close to the ground and bounce upward, to allow for a juggle? Anyway, I'll create a mock-up of this for you.
-I like what you've done for air kick! Pressing down to do the baguette wave makes a lot of sense. You could do the same thing for air punch, to make C2B fall down faster like here - maybe by pressing punch twice or something? However, the air kick itself still doesn't brake C2B's fall for every punch.
-I don't know if this is accidental or not, but jumping, pressing down+punch will make C2B do a duck punch in the air, which brakes his fall and allows him to reach further. I think this is a great addition to the moveset and hope it doesn't get taken away!

-the duck punch is working well, but it's not as fast as I envisioned it.
-this isn't implemented in the back kick yet.
-the kick and duck kick combos haven't been done yet. I like how the duck kick works currently, but it's perhaps a bit spammy so we could try how it works with the combo in its place.
-last but not least, BF+P (Special 2, Ball Storm) and BB+P (Special 3, Rising Loaf) are covered, with BF+K and BB+K remaining. I suggest the following changes: BF+P stays as special2, BB+P becomes special 1 (dat ass), BF+K becomes special 3, and BB+K is special 2b (ball chain).
-in some cases, like forward kick and duck punch, a lot more damage is dealt when the opponent is blocking than when they're not.
[/spoiler]
I'll carry on playing for now and let you know about anything else, as this release has made my day. Keep it up!


