Although perhaps we should have high parry and low parry if we have high block and low block. Especially if we want to avoid over-reliance on it. But again, it's simple: just time your block correctly at the correct height.
Swordsman Troper — Reclaiming The Blade — WatchI think that'd be fair; do we want to be able to parry special attacks? Maybe if you only have perfect timing, like a Just Parry?
Depends. I like the symmetry of meeting a special move with a special counter, for instance. I don't think ultimate moves should be counterable, but perhaps basic specials could. Maybe. I dunno. The thing is that it's a relatively easy counter setup compared to other games, so allowing parries to counter special moves might weaken said moves too much.
P.S. Have we been using the term "parry" for a while, or just recently? I could've sworn we've slowly been moving from "counter" to "parry".
I just sorta drifted into saying parry because I was borrowing from Last Blade's example, which is... primarily sword-based.
But... let's see, in that game, you can parry any basic attack (which is to say, a weak/strong sword attack and a kick), while crouching if it's a low attack, and you can stop some specials, but not all of them, by holding forward while parrying. It can't stop projectiles, throws, desperation moves, or some attacks with special properties— for instance, I'm not sure it could stop Moriya's Ittou Oboro or Ittou Shingetsu.
So maybe we make it a variable setup, like a subset of attack priority? Every character would have a handful of moves that just cannot be parried, no matter what, even if you can block them.
Wait...trope powers?
Is that some sort of thing where you invoke a trope to power up your character or something?
One of my few regrets about being born female is the inability to grow a handlebar mustache. -LandstanderCool, cool.
And I'm all for T being the hadouken-performing dude as long as he does it with a Finger Gun.
Seino Furiko is a hand-to-hand fighter with an unruly combat style that depends mostly on being physically powerful at the cost of speed, with a fondness for turning in circles. She prefers punches, elbow jabs, headbutts and knee strikes to kicks. Alex had the neat idea that a combo of counterclockwise attacks could fill up a meter that would allow you to access Kairos Mode, whereupon she'd temporarily become a Glass Cannon able to tell where an opening will be before it appears - this could be represented by her opponent's reaction time slowing down.
edited 30th Aug '11 9:52:23 PM by FurikoMaru
A True Lady's Quest - A Jojo is You!Très bon.
I could really do with everyone else's writeups— I think all I have right now is Furiko, me, Siegfried, Milos, Tre, and Wicksburg, which is... just over half the cast, I think. It's not strictly necessary, of course, but it'll save me some trouble.
Sometime by the end of today (the 31st) I'll have a fully delineated checklist of what I want to incorporate; tomorrow I'll begin work on this.
Worst case scenario, this is an opportunity to segment the character work and focus on one set of half at a time.
Swordsman Troper — Reclaiming The Blade — Watch13 fights with a large hook and a cleaver (more likely to be easily obtained in an urban area than a machete - I might switch the hook out too, as it's rare to find one both sufficiently long and wieldable). There's no real finesse to 13's fighting style, he attacks like a rabid beast, which he kind of is in a way. As such, 13's almost purely an offense-based character, with quick attacks and high damage, and a special movelist geared around direct damage or increasing it. To compensate, 13 has no special evasive or defensive moves outside of the standard block/dodge, as well as lowered defense.
edited 31st Aug '11 3:42:27 AM by DarkDecapodian
Aww, did I hurt your widdle fee-fees?Got it, thanks!
Hey, guys, an idea for one of Blackmoon's super moves came to me in a dream last night (don't worry, this mild insanity is the sign of good things for projects I'm involved in). Do you think it'd be overpowered if he had a super move that functions as an extremely high-priority counterattack, capable of blocking/countering some (but not all) other super moves, with relatively generous frames of invincibility, at the cost of requiring a full or nearly-full super meter and draining it completely upon use?
Sounds characterful.
I'd probably say that it nullifies all other "ultimate" moves and counters anything less.
Which reminds me that Siegfried doesn't have a true ultimate yet.
-thinking hat-
Swordsman Troper — Reclaiming The Blade — WatchWell, it's not exactly fair if he has five cost-free moves that are as powerful as ultimates, right?
Upon further thought, though, the mechanics we've set up for him don't lend themselves to a proper ultimate. Which is fine by me as long as the Master Strikes are sufficiently cool enough.
Well, it depends on how long the combos are. They have to be accessible enough to be useful, but not so inaccessible as to be too prone to flunking.
Although we could mix it up a little more than that. After all, each Master Strike has a particular function; a particular tactic or technique it interrupts or counters. In fact, I'll list 'em:
- Zornhau is the most powerful strike in the German longsword system. Probably the biggest contender for an ultimate.
- Krumphau isn't actually a proper connecting strike; it targets your adversary's hands or weapon to force an opening. Perhaps this one wouldn't require a combo, but do no damage and force a couple of seconds of stun?
- Zwerchhau is all about attack priority. Its function is to push through a strike and ensure a hit while defending oneself. In game terms, it could have very high attack priority.
- Shielhau has the same functionality as the above, but does it more deceptively. Its function could simply be to provide another way to achieve the same function as Zwerchhau, giving Siegfried more flexibility when it comes to taking priority.
- Scheitelhau is all about using geometry to establish a rang advantage over low guards. Attacks with this combo could have extended range.
Alright, here's my checklist for the game so far. I'm just putting it here so everyone else has an opportunity to see what I'm going to be working on.
- ENGINE
- Special meters
- HP meters
- Timer
- P1 vs CPU
- AI
- Difficulty levels
- P1 vs P2
- Blocking
- Attacking
- Movement
- Collision
- Specials
- Move sets
- Move-canceling?
- Animation integration
- Sound integration
- Music integration
- Parries
- Attack priority
- GAME SHELL
- Command inputs
- Joypad support
- Menus
- Pausing/unpausing
- Options
- Saving/loading
- Mode select
- Netplay?
- Character selection
- Randomization integration
- Command inputs
- STORY MODE
- Cutscene integration
- Set (eg, not random) fights
- AI scaling
- Character switching
- Boss Subtitles
- OPTIONS
- Sound/Music
- Save
- Load
- Difficulty
- Number of Rounds per Fight
- Customize controls
I'll be keeping you guys posted on what I manage to get done.
Crown Description:

*nod*
In fact, that's why I wanted a parry function assigned to a button. I didn't want to get into a scenario where it ends up being, "Okay, if you hold all four attack buttons at once, then press back, then quarter-circle-forward, you'll parry a high or mid attack. If it's a low attack, you have to go quarter-circle-forward and then down-forward, and if it's a special attack, you have to rotate the d-pad 360 degrees and double-tap the shoulder buttons..."