Another Advanced Melee Thread

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Someone has probably already posted this idea but there are too many advanced melee threads to look through.

Adv Melee would be started the way it is now but when you are fighting is when it changes. You are still stuck in place like you are now but instead of hitting arrows it's more "off the rails" kind of fighting. You can both attack at the same time by clicking left mouse button for punch and right for kick BUT you aim the attack with your mouse cursor and the longer you hold in one of the buttons is the difference between the weak, medium, and strong hits. To dodge you would use the directions (w, s, a, and d or whatever you may have set them to) and when you press an appropriate direction you dodge. The animations are all the same as they are now. You don't have to wait for someone to input directions, it is all real-time, while charging a strong attack you will have to dodge you opponents attacks. You dodge the attack whilst it is happening, and when you attack it happens right away. When you have your cursor over your opponents head and attack it does the current attack animation.

This would make advanced melee more skillful I think.

No idea how much coding this would need. The main problem with this idea is when there is lag on the server it will completely mess it up :(

If you don't understand (I could have worded it better) then ask :)

Crits & comments please.

EDIT:

I forgot to put this in. To end it I can only think of when one person is hit backwards with the a strong hit. Any ideas?
 
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I like the idea and my idea is similar except no bubble around the ppl.

YOu can just run up to ppl and start punching/kicking them! Not like basic melee though. You Have to hold down M1 and when fully charged you see energy flaring at your hand and when you hit something they go flying with alot of damage. But the kicks would take longer to charge since kicks are powerful and fast. But you still could do adv. melee to throw them down or punch/kick them down. P.S Blocking would be the same for the bubble one but to block/dodge out of the bubble you have to move away or press Q.

If these ideas were to be in then this game would turn right into the show.
 
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I was thinking that maybe when fighting with the adv melee version if you couldn't dodge in time you could block and take half the damage.
 
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the idea is not bad... but i think it is nothing for playing online. u must know that many people lag :-/ so it is nothing for the online gaming. btw Black & White has the same fighting system ;-)
 
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I am aware that it would lag and that is the main problem of it :( All too aware of lag as well as I am on 56k :(

The system in B&W isn't quite like I suggested, mine is better :p I completely forgot about the fighting in B&W as I haven't played it for ages and didn't like it all that much. In B&W you click on the enemy in the places you want to attack and eventually it will attack, with my suggestion it would attack as soon as you click.
 
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i think melee has very good points to it. the combos, the struggles.

i'm suggesting a new way of doing melee, which is very smiliar to the advance melee at the moment.

when someone swoops at someone he would do 5 prepunches. you would then be ready to do melee. The ki ball would cover them the entire melee fight.

now after the 5 prepunches, both players are ready to fight. The two fighters would be locked around each other like in zelda ocarina of time lock on Z button. the fighters would then duke it out while locked. you can freely move up, down which would be moving back, left, and right. In order to get out of the lock you have to either die or one loses all his ki and is left tired and open to get freely hit, or hit by a very hard punch or kick.

now left click would be punch and right click kick. It would be ontime. So if you press punch, you punch right away. you can control freely when you punch and how hard you want to punch. same for kick. The longerr you hold a punch button, the harder the damage. same for kick. there would be 3 levels for punches and kicks. light, medium, and hard.

now you can move up, down, left, and right while circling your opponent. This would be like super punch out where u can hit different parts of the bodies. if an opponent tries to hit your right side, u can move left to try and dodge. Or you can hold the block button which would block hits made everywhere. the downside would be that your life would drain when hit. depending on whether the hits are light or hard, or the PL differnece would determine the damage given out.

now combos would be done by pressing a series of directional buttons then pressing the punch or kick button. So lets say i can do a 5 kick combo, i'd press left left right down and the kick button. Or i'd do a punch combo, down, left, right punch. you can also mix match by doing a punch combo then a kick combo. If one of your hits connects with the combo, it would finish. However if the opponent can dodge the first attack and the others before getting hit, he can counter attack. if you are hit anytime while doing the combo, then it cancels.

ki would drain with every punch and kick. However, every miss you lose eve more ki than if connected.

in order to throw, you would press punch and kick together at the same time. the throw animation would be a little slow so that it won't be so easy to throw. However a great opportunity to throw is when your opponent is tired because their ki is all depleted. This is an opportunity to finish him off however you want. A combo, a throw, a hard punch or kick.

a way a melee struggle would be initiated should stay the same. Pressing the directional buttons when engaged and the winner is the one who pressed the most arrows correct.

simple melee would still be the same. Right click you can do chains.

this melee will go very fast. in order to do the combo, you have to press the right set of keys. of course the other guy will try to hit you, but if you're fast enough you can initiate the combo. I believe this will allow more strategy and you can control more what happens in the melee fight. in the current system, the dodging arrows is so easy to dodge, sometimes your melee fights end too soon. this will eliminate too fast melee fights with longer, more thought out, planned fights.
 

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