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 New Gameplay Mechanics

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DarthPhoenix99
21
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21

21


Posts : 617
Join date : 2014-01-25
Location : USA, California

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PostSubject: New Gameplay Mechanics   New Gameplay Mechanics EmptyFri 20 Jun - 10:47

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 CRAP

Divine 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 Very Happy

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 Thu 26 Jun - 14:30; edited 1 time in total
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DarthPhoenix99

DarthPhoenix99


Posts : 208
Join date : 2014-06-15
Age : 24
Location : Castle Oblivion

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptyFri 20 Jun - 14:19

Nice will you be incorporating this into Sega vs Capcom?
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Erroratu

Erroratu


Posts : 902
Join date : 2013-07-14
Age : 26
Location : Bosnia and Hercegovina

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptyFri 20 Jun - 14:44

Add roman cancel to the list
DONE
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21

21


Posts : 617
Join date : 2014-01-25
Location : USA, California

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptyFri 20 Jun - 20:32

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

Navana


Posts : 2019
Join date : 2014-06-17
Age : 30
Location : Ohio

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptySat 21 Jun - 1:01

Nice ideas! Good luck and I hope it works out! Hope to see some progress!
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Erroratu

Erroratu


Posts : 902
Join date : 2013-07-14
Age : 26
Location : Bosnia and Hercegovina

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptySat 21 Jun - 9:00

21 wrote:
if you can explain what it is i'll put it in
go play Guilty Gear  New Gameplay Mechanics 1340147569 
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

Navana


Posts : 2019
Join date : 2014-06-17
Age : 30
Location : Ohio

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptySat 21 Jun - 16:49

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

Mistah Jorge


Posts : 2356
Join date : 2013-07-04
Age : 26
Location : Portugal

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptySat 21 Jun - 17:20

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

Navana


Posts : 2019
Join date : 2014-06-17
Age : 30
Location : Ohio

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptySat 21 Jun - 17:21

Good idea ^
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Bull Demon

Bull Demon


Posts : 946
Join date : 2014-04-06
Age : 27
Location : India

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptySun 6 Jul - 13:05

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

Bull Demon


Posts : 946
Join date : 2014-04-06
Age : 27
Location : India

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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics EmptyMon 7 Jul - 4:30

21 wrote:



NEW CRAP

.
lol lol jokers laugh 
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PostSubject: Re: New Gameplay Mechanics   New Gameplay Mechanics Empty

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