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Would it be possible to have special melee combos unique to each character? To me, one each would be just fine, but more should be added with more releases. (Doesn't have to be in beta 1, I want that to just come out so I can play it!). It doesn't have to be from the show, the team could just assign specials to each character however they see fit.
To initiate a combo: You must get up close, and press the "combo button", and if your first hit connects, just sit back and watch the rest of the hits connect (Each hit should take up about 1/10 of ki bar, and if you press the combo button at any time during the combo it will stop the combo.) There should be a max amount of hits possible, like 5-8 hits, and if you get to the final hit, it should be a big one (Like an overhead smash or something) so it will smash them away and do lots of damage. If your turbo is on, then the combo should be faster, making it harder for the enemy to break the combo (We will be getting to that). However, use turbo at your own risk because you may not get in your final smash attack at the end of the combo because you are at great risk of running out of ki during the combo.
The recieving end: First of all, you are unable to move, and there are three ways you can break the chain of combos. Powerlevel should have an impact of difficulty on your success or failure to counter a combo:
First is for you to press block at the perfect time in between a hit. In between hits there is a VERY slight moment in between where if you press "block" at the right moment, your character will block the next hit and both characters will be "pushed away" from each other with their colliding energy, breaking the combo. A block should be the easiest way to break a combo and take the least amount of ki out of the three.
The second way to break a combo would be to simply teleport out. Whichever direction you are holding would be where you would go. This should be a little harder to time than the block and should take a little more ki, because it will confuse the attacker in not knowing where you went. While he is looking for you you could be preparing a counter-attack.
The third way to break a combo should be to counter the next hit by pressing attack (kick or punch). However, if the next move from the attacker is kick and your press punch, this won't work. The attack must match. If you press the appropriate attack at the right moment, you will block the hit with your fist/foot, and there will be a slight pause indicating that a melee "powerstruggle" has been initiated (This is where PCJoe's melee powerstruggle comes in). Now what happens is, basically the same as a normal powerstruggle, you hold down attack and watch the fireworks: Both characters will be pummeling kicks and punches at lightning speeds as each of them block them with kicks and punches (Like Cell vs SSJ2 Gohan for the first time). Ki will drain, and the victor is determine by how much ki you have and the powerlevel, just like in a normal powerstruggle. The victor of the powerstruggle will get a powerfull smash hit against the loser that will launch him very far and do massive damage. Damage should be added if he hits any walls. This should be the most difficult way to break a combo.
Now, a lot of thought has went into this and I do think it is a good idea. I think the only limitations to this idea would be it would be an EXTREME b*&@ to code, but I think it would add a great new DBZ show-like element of play into an already great mod.
To initiate a combo: You must get up close, and press the "combo button", and if your first hit connects, just sit back and watch the rest of the hits connect (Each hit should take up about 1/10 of ki bar, and if you press the combo button at any time during the combo it will stop the combo.) There should be a max amount of hits possible, like 5-8 hits, and if you get to the final hit, it should be a big one (Like an overhead smash or something) so it will smash them away and do lots of damage. If your turbo is on, then the combo should be faster, making it harder for the enemy to break the combo (We will be getting to that). However, use turbo at your own risk because you may not get in your final smash attack at the end of the combo because you are at great risk of running out of ki during the combo.
The recieving end: First of all, you are unable to move, and there are three ways you can break the chain of combos. Powerlevel should have an impact of difficulty on your success or failure to counter a combo:
First is for you to press block at the perfect time in between a hit. In between hits there is a VERY slight moment in between where if you press "block" at the right moment, your character will block the next hit and both characters will be "pushed away" from each other with their colliding energy, breaking the combo. A block should be the easiest way to break a combo and take the least amount of ki out of the three.
The second way to break a combo would be to simply teleport out. Whichever direction you are holding would be where you would go. This should be a little harder to time than the block and should take a little more ki, because it will confuse the attacker in not knowing where you went. While he is looking for you you could be preparing a counter-attack.
The third way to break a combo should be to counter the next hit by pressing attack (kick or punch). However, if the next move from the attacker is kick and your press punch, this won't work. The attack must match. If you press the appropriate attack at the right moment, you will block the hit with your fist/foot, and there will be a slight pause indicating that a melee "powerstruggle" has been initiated (This is where PCJoe's melee powerstruggle comes in). Now what happens is, basically the same as a normal powerstruggle, you hold down attack and watch the fireworks: Both characters will be pummeling kicks and punches at lightning speeds as each of them block them with kicks and punches (Like Cell vs SSJ2 Gohan for the first time). Ki will drain, and the victor is determine by how much ki you have and the powerlevel, just like in a normal powerstruggle. The victor of the powerstruggle will get a powerfull smash hit against the loser that will launch him very far and do massive damage. Damage should be added if he hits any walls. This should be the most difficult way to break a combo.
Now, a lot of thought has went into this and I do think it is a good idea. I think the only limitations to this idea would be it would be an EXTREME b*&@ to code, but I think it would add a great new DBZ show-like element of play into an already great mod.