Moving with Sonic Speed
Retired Forum Staff
✔️ HL Verified
💻 Oldtimer
- Joined
- Jan 9, 2003
- Messages
- 4,534
- Best answers
- 0
I haven't posted a suggestion since the Buu chocolate bar thing if I remember right, so I've decided to put another one down for debate. This idea is just a different version of one of my suggestions that has been around the forums since 1.2 melee was discussed.
It was suggested at one time (by myself), initially in the original 1.2 thread from way back when, and then again (by others) more recently, that "special moves" be programmed into advanced melee, unique to each character, as scene in games like Street Fighter. Well I'm back suggesting it again, but to a very limited extent, with a very specific purpose behidn it. Here's the concept:
A very simple, very quick, straight attack combo that can be executed with a quick, short series of key strokes, that can be blocked just as easily. I'm not talking about "light Down, strong up, medium down, down right..." etc. I mean something closer to "light up punch, light up punch, tap punch" to trigger a small close range ki blast attack of some kind. I'm not getting too specific here, the general idea is to create a quick key combo which will unleash an alternate attack. Not a super attack, just a different attack than you can perform with just punches or kicks.
Now what would be the use of that? Wouldn't it be easy to block? Well, yeah, it would be easy to block. Just block both of the high-punch presses and it's blocked, but that's true of any melee attack. If this attack actually hit the opponent though its objective would be to shear off a hunk of ki from your opponent instead of just damaging their health. I mean, every other attack in the game does health damage, why not make a tactical close range advanced melee technique designed to damage your opponent's ki instead? You could make it a close ki blast to the chest, or a knee to the stomach, or whatever animation you want for whatever character is doing it, but it would have the same effect no matter who used it which would be to do some ki damage.
Now what's the practical application of damaging your opponent's ki instead of their health (aka making them fatigued)? Well advanced melee costs ki. Yes, battling one on one, throwing punches and kicks, as well as blocking punches and kicks, is going to cost you ki in 1.2 . How much? Not much, just a little, but enough to make it something of a factor if you're really low. What happens when you run out? I assume you get smashed back 1.1 style, or at least that is one theory I've heard. Regardless of what it is, you get punished for running out of ki in the middle of a fight. Well most of the time you aren't going to run out of ki. It doesn't take so much that you will have to turtle up and stay completely charged up to win a fight; not by any means- the cost is very low. However, it would become a factor if you were caught off gaurd and hit by a fatigue-inducing energy attack when you were already caught unprepared for melee (without having charged up before getting hit). If the blast took you down to 0 ki or you drifted down to 0 afterwords during the fight, you get pimp-slapped away, and your attacker has the advantage of charging or firing a generic beam or something like that much like you can now in 1.1 .
Summary:
A very, very simple combonation (like two keys and a execution button like a plain kick or punch) which would be blockable like any other attack (so as not to be abused), but if unblocked, would damage ki instead of health. Suggested just to add a pinch of variety to the melee system without loading down players with 8 button combos that unleash massive explosions and rain sulfer from the sky. It's designed to be mixed in with other attacks, not fired off alone of course, so as to make it a tactical technique. Obviously there are other applications of this kind of thing too, but I'll suggest those later if this idea gets any support.
It was suggested at one time (by myself), initially in the original 1.2 thread from way back when, and then again (by others) more recently, that "special moves" be programmed into advanced melee, unique to each character, as scene in games like Street Fighter. Well I'm back suggesting it again, but to a very limited extent, with a very specific purpose behidn it. Here's the concept:
A very simple, very quick, straight attack combo that can be executed with a quick, short series of key strokes, that can be blocked just as easily. I'm not talking about "light Down, strong up, medium down, down right..." etc. I mean something closer to "light up punch, light up punch, tap punch" to trigger a small close range ki blast attack of some kind. I'm not getting too specific here, the general idea is to create a quick key combo which will unleash an alternate attack. Not a super attack, just a different attack than you can perform with just punches or kicks.
Now what would be the use of that? Wouldn't it be easy to block? Well, yeah, it would be easy to block. Just block both of the high-punch presses and it's blocked, but that's true of any melee attack. If this attack actually hit the opponent though its objective would be to shear off a hunk of ki from your opponent instead of just damaging their health. I mean, every other attack in the game does health damage, why not make a tactical close range advanced melee technique designed to damage your opponent's ki instead? You could make it a close ki blast to the chest, or a knee to the stomach, or whatever animation you want for whatever character is doing it, but it would have the same effect no matter who used it which would be to do some ki damage.
Now what's the practical application of damaging your opponent's ki instead of their health (aka making them fatigued)? Well advanced melee costs ki. Yes, battling one on one, throwing punches and kicks, as well as blocking punches and kicks, is going to cost you ki in 1.2 . How much? Not much, just a little, but enough to make it something of a factor if you're really low. What happens when you run out? I assume you get smashed back 1.1 style, or at least that is one theory I've heard. Regardless of what it is, you get punished for running out of ki in the middle of a fight. Well most of the time you aren't going to run out of ki. It doesn't take so much that you will have to turtle up and stay completely charged up to win a fight; not by any means- the cost is very low. However, it would become a factor if you were caught off gaurd and hit by a fatigue-inducing energy attack when you were already caught unprepared for melee (without having charged up before getting hit). If the blast took you down to 0 ki or you drifted down to 0 afterwords during the fight, you get pimp-slapped away, and your attacker has the advantage of charging or firing a generic beam or something like that much like you can now in 1.1 .
Summary:
A very, very simple combonation (like two keys and a execution button like a plain kick or punch) which would be blockable like any other attack (so as not to be abused), but if unblocked, would damage ki instead of health. Suggested just to add a pinch of variety to the melee system without loading down players with 8 button combos that unleash massive explosions and rain sulfer from the sky. It's designed to be mixed in with other attacks, not fired off alone of course, so as to make it a tactical technique. Obviously there are other applications of this kind of thing too, but I'll suggest those later if this idea gets any support.