@TuronForLife This makes certain features of framedata less tweakable than it is, for example, in Street Fighter 4, but it has the benefit that players can intuitively 'feel' whether a move + on block, and even fairly well, how much just by looking at the move.
@TuronForLife Like many of those games (and also Guilty Gear), Shattered uses universal hitstun levels. So a level 1 attack will always do the same amount of hitstun (11 frames), level 2 always 13 frames, level 3 always 17 frames, level 4/5 20 frames.
Julia's crouching LK doesn't cancel to specials. But in this combo this is circumvented by chaining to standing LP and kara-cancelling it into DP. Here's a slow-motion view of that sequence!
Besides this we continue to play around with the combo system, and find more and less broken unintended consequences of the combo system.
Here's a powerful combo that circumvents the chain cancel rules through a whiff-canceled st.LP for a devastating combo.
As we showed yesterday, our first stage now has animated spectators looking on from the background. The travelers on the airship The Providence forget all about the view, and are enthusiastically cheering on the fight that is going on.
What else have we been up to?
Because Roxanne uses EX moves, rather than supers, she gains meter slightly faster than other characters. In this impractical combovideo-type combo she builds back almost a full new meter.
This combo is almost entirely pixel and frame perfect, so don't think she'll be broken.
Julia can't special cancel off of her light kicks, but if you look closely, she whiffs a standing light punch and kara cancels it into her DP.
Three crouching light kicks do slightly more damage than a single heavy punch, so if you want to maximize damage, train that execution.
As we showed yesterday, our first stage now has animated spectators looking on from the background. The travelers on the airship The Providence forget all about the view, and are enthusiastically cheering on the fight that is going on.
What else have we been up to?
If you have some money to spare, we encourage you to help out this awesome gamedev, and overall great guy through the GoFundMe to help out with the costs of his rehabilitation.
https://t.co/5tr8CWWevO
Finally, we want to mention that fellow indie fighting gamedev @MarcDWyz (of PocketFighterEX fame) has fallen on hard times. Marc was briefly a colleague of our combat designer @PhDniX while they both worked on Immortal (@mishura_games).
https://t.co/r7g6p5dTIx
I'm back home now. Rehab got me equipped with the basics of getting around with limited mobility, but the road to a full recovery is going to be much much longer.
Many more doctor appointments and rehab left to go...
Link in the reply if you can spare anything to help.