| New Gameplay Mechanics | |
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21
Posts : 617 Join date : 2014-01-25 Location : USA, California
| Subject: New Gameplay Mechanics June 20th 2014, 8:47 am | |
| This is the rethought out gameplay mechanics: It will basically be Capcom gameplay but with a few twists and polishes to make it more original - Specials - Grabs - Supers - Hypers - Divine Specials - Power Charge - Running - Double Jump - Basic Chains - Roman Cancel NEW CRAPDivine Specials: these are powerful attacks that can be used in a number of situations, each being unique for the character, that's what makes it divine Double Jump: I kept this to keep the comical sense into the game, gives it more action also. Running: Forward running instead of dashing. Basic Chains: They are chains that are dependent to the character. Roman Cancel: For a power cost,you can cancel the move out the second it connects,allowing you to combo something that you usually couldn't There it is..
Last edited by 21 on June 26th 2014, 12:30 pm; edited 1 time in total | |
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DarthPhoenix99
Posts : 208 Join date : 2014-06-15 Age : 25 Location : Castle Oblivion
| Subject: Re: New Gameplay Mechanics June 20th 2014, 12:19 pm | |
| Nice will you be incorporating this into Sega vs Capcom? | |
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Erroratu
Posts : 902 Join date : 2013-07-14 Age : 27 Location : Bosnia and Hercegovina
| Subject: Re: New Gameplay Mechanics June 20th 2014, 12:44 pm | |
| Add roman cancel to the list DONE | |
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21
Posts : 617 Join date : 2014-01-25 Location : USA, California
| Subject: Re: New Gameplay Mechanics June 20th 2014, 6:32 pm | |
| if you can explain what it is i'll put it in
@ Darth yes that's what it's for | |
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Navana
Posts : 2020 Join date : 2014-06-17 Age : 30 Location : Ohio
| Subject: Re: New Gameplay Mechanics June 20th 2014, 11:01 pm | |
| Nice ideas! Good luck and I hope it works out! Hope to see some progress! | |
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Erroratu
Posts : 902 Join date : 2013-07-14 Age : 27 Location : Bosnia and Hercegovina
| Subject: Re: New Gameplay Mechanics June 21st 2014, 7:00 am | |
| - 21 wrote:
- if you can explain what it is i'll put it in
go play Guilty Gear Anyway,for a power cost,you can cancel the move out the second it connects,allowing you to combo something that you usually couldn't | |
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Navana
Posts : 2020 Join date : 2014-06-17 Age : 30 Location : Ohio
| Subject: Re: New Gameplay Mechanics June 21st 2014, 2:49 pm | |
| - 21 wrote:
- if you can explain what it is i'll put it in
@ Darth yes that's what it's for I'll explain it better for you, to help you! The Roman Cancel is one of the GG series' most innovative features. By pressing any three attack buttons simultaneously during a move that connects or is blocked, you can cancel all of the recovery. The Roman Cancel has many great uses, the primary being for extending combos and increasing damage. Any normal attack, and the majority of Special Attacks and Overdrive Attacks, can be Roman Cancelled which lends itself to some devastating options. Using a Roman Cancel requires 50% of your Tension Gauge. Since not all attacks can be Roman Cancelled, it's important to study the character movelists to learn what can and can't be cancelled. Roman Cancelling blocked attacks can be an effective option as well. Though it still takes 50% of your Tension Gauge, it can often get you out of impending trouble, or set up unexpected follow ups. Since your opponent may expect to block your attack and retaliate as you recover, Roman Cancelling the recovery can catch them off guard and allow you to continue your attack rush. Projectile attacks cannot be Roman Cancelled. An important facet of Roman Cancelling to be aware of is trajectory. When a move is cancelled, whatever direction and speed your character is travelling will, for the most part, continue. For example, if an upwards moving attack is Roman Cancelled, then your character will continue travelling upwards. This also holds true for forwards, downwards, backwards, and diagonal movement. | |
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Mistah Jorge
Posts : 2356 Join date : 2013-07-04 Age : 26 Location : Portugal
| Subject: Re: New Gameplay Mechanics June 21st 2014, 3:20 pm | |
| U should add a running atack to your list (an atack that can only perfomed in a running/dash forward state, just for those who didn't get what i was sayng) | |
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Navana
Posts : 2020 Join date : 2014-06-17 Age : 30 Location : Ohio
| Subject: Re: New Gameplay Mechanics June 21st 2014, 3:21 pm | |
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Bull Demon
Posts : 946 Join date : 2014-04-06 Age : 27 Location : India
| Subject: Re: New Gameplay Mechanics July 6th 2014, 11:05 am | |
| - jorge.timtim wrote:
- U should add a running atack to your list (an atack that can only perfomed in a running/dash forward state, just for those who didn't get what i was sayng)
I got it . . like in tekken series ? | |
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Bull Demon
Posts : 946 Join date : 2014-04-06 Age : 27 Location : India
| Subject: Re: New Gameplay Mechanics July 7th 2014, 2:30 am | |
| - 21 wrote:
NEW CRAP
. lol lol | |
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| New Gameplay Mechanics | |
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