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- Sep 1, 2004
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Disclaimer: I just searched for my suggestion in the forums and couldn't find it so if someone else thought of it too you can kiss my butt. (I mean... you rock too :] )
Suggestion 1
***advanced melee should not be invincible***
This will pave the way for my new dynamic plays following. You should be able to be blasted if you're meleeing. You should be able to be punched (right-clicked) while advanced meleeing.
***advanced melee should do more damage ***
Advanced melee is now "open" and high risk. increase the damage potential. (double it)
***Cancellable combos/melee strings***
To avoid getting hit/beamed/disc'd, when it's your turn to input a combo in the advanced melee battle you should be able to cancel. This would happen by pressing the teleport button when it's your turn to input a combo. Doing this will give your opponant the four-way attack sign (or a special 'attepted teleport' 4 way sign... green may be?) which the opponant must unsuccessfully defend or also press teleport to allow you to bail out of the attack. The reason why you would be released from the struggle if the opponant also presses teleport is because you both don't want to get blasted by the pink ball of death coming so you push each other away.
If your opponant DOESN"T want you to escape his clutches, he will try to guess which way your teleporting (up, down, left or right). If he guesses correctly, the opponant will win a heavy hit on you.
***Gang melee ****
ok. SO now you are completely vulnerable to getting smashed or beamed in an advanced melee battle. You also have a method of bailing early if you smell death hurling towards you both. This is the big one i want implemented. Pay attention cos I'm only typing this once. :]
If you see someone in an advanced melee stuggle, you will be able to aim for who you want to also attack and join in melee'ing them. There are 2 situations that will happen now.
Scenario 1.
You are in an advanced melee with Opponant 1. He is now inputting his combo and you have started keying in the defend string. You are now also being attacked by someone else (Opp2). Opp 2 is also inputting his string. You now have twice as many arrows on screen. You will gain a 25% extra time to input the defence. On your turn, you now attack them both back at normal damage and normal input time. The string you enter applies to both opponants and you can double dip your hits if they both don't block. If one opponant blocks and the other doesn't, then you only hit one of them. You get extra CF for winning a minority multiple advanced melee struggle.
Scenario 2.
You are in an advanced melee with Opponant 1 and are about to key in your attack string. OPP2 joins the melee and attacks you. The attack arrows for OPP2 will appear straight away. Your defence string for OPP2 is also the attack string for OPP1. ie if OPP2 attacks you with 'COMBO#1' and you block it, this will become your attack for OOP1. If he doesn't block it, you will initiate the combo on OPP1. While you are Combo'ing OPP1, you are also inputing your attack string for OPP2.
-The key factors for advanced melee is this
* If you are attacked with advanced melee, you WILL receive the attack sequence to defend.
* Regardless of where you are in an attack sequence/combo, if you don't defend someones attack, your combo will stop and you'll start getting flogged.
* Regardless of where you are in an attack sequence/combo, you can get punched (right-click) or beamed. You are completely vulnerable.
* Why would I want to melee? I will get smashed/beamed/hit?
answer> -Extra damage. It will be risky, but if you do more damage, the payoff will be nice.
- You can exit the combo. If your opp is smart, he will bail too.
- no more Advanced melee escapes. You will have to be careful about just meleeing someone to escape someone else chasing you. You might just get double teamed by the guy you were fleeing from.
- If your very good at defending, you can lvl up very quick.
- You will be very scared about just meleeing any old place. Beam spam junkies will smack you up real good.
***Gang Super Beams***
Two people face each other and start a similar blast (eg Kameha wave + mouth blast) . The Ki combines and creates a bigger/deadlier beam. Who wants to multiple p/s now?
Any questions?
Suggestion 1
***advanced melee should not be invincible***
This will pave the way for my new dynamic plays following. You should be able to be blasted if you're meleeing. You should be able to be punched (right-clicked) while advanced meleeing.
***advanced melee should do more damage ***
Advanced melee is now "open" and high risk. increase the damage potential. (double it)
***Cancellable combos/melee strings***
To avoid getting hit/beamed/disc'd, when it's your turn to input a combo in the advanced melee battle you should be able to cancel. This would happen by pressing the teleport button when it's your turn to input a combo. Doing this will give your opponant the four-way attack sign (or a special 'attepted teleport' 4 way sign... green may be?) which the opponant must unsuccessfully defend or also press teleport to allow you to bail out of the attack. The reason why you would be released from the struggle if the opponant also presses teleport is because you both don't want to get blasted by the pink ball of death coming so you push each other away.
If your opponant DOESN"T want you to escape his clutches, he will try to guess which way your teleporting (up, down, left or right). If he guesses correctly, the opponant will win a heavy hit on you.
***Gang melee ****
ok. SO now you are completely vulnerable to getting smashed or beamed in an advanced melee battle. You also have a method of bailing early if you smell death hurling towards you both. This is the big one i want implemented. Pay attention cos I'm only typing this once. :]
If you see someone in an advanced melee stuggle, you will be able to aim for who you want to also attack and join in melee'ing them. There are 2 situations that will happen now.
Scenario 1.
You are in an advanced melee with Opponant 1. He is now inputting his combo and you have started keying in the defend string. You are now also being attacked by someone else (Opp2). Opp 2 is also inputting his string. You now have twice as many arrows on screen. You will gain a 25% extra time to input the defence. On your turn, you now attack them both back at normal damage and normal input time. The string you enter applies to both opponants and you can double dip your hits if they both don't block. If one opponant blocks and the other doesn't, then you only hit one of them. You get extra CF for winning a minority multiple advanced melee struggle.
Scenario 2.
You are in an advanced melee with Opponant 1 and are about to key in your attack string. OPP2 joins the melee and attacks you. The attack arrows for OPP2 will appear straight away. Your defence string for OPP2 is also the attack string for OPP1. ie if OPP2 attacks you with 'COMBO#1' and you block it, this will become your attack for OOP1. If he doesn't block it, you will initiate the combo on OPP1. While you are Combo'ing OPP1, you are also inputing your attack string for OPP2.
-The key factors for advanced melee is this
* If you are attacked with advanced melee, you WILL receive the attack sequence to defend.
* Regardless of where you are in an attack sequence/combo, if you don't defend someones attack, your combo will stop and you'll start getting flogged.
* Regardless of where you are in an attack sequence/combo, you can get punched (right-click) or beamed. You are completely vulnerable.
* Why would I want to melee? I will get smashed/beamed/hit?
answer> -Extra damage. It will be risky, but if you do more damage, the payoff will be nice.
- You can exit the combo. If your opp is smart, he will bail too.
- no more Advanced melee escapes. You will have to be careful about just meleeing someone to escape someone else chasing you. You might just get double teamed by the guy you were fleeing from.
- If your very good at defending, you can lvl up very quick.
- You will be very scared about just meleeing any old place. Beam spam junkies will smack you up real good.
***Gang Super Beams***
Two people face each other and start a similar blast (eg Kameha wave + mouth blast) . The Ki combines and creates a bigger/deadlier beam. Who wants to multiple p/s now?
Any questions?