Melee and Ki control attack

New Member
★ Black Lounger ★
💻 Oldtimer
Joined
Apr 15, 2003
Messages
4,628
Best answers
0
Im gonna make this sorta quick okey...

I suggested sumthing along these lines before, when you simple melee someone or knock someone away in advance melee, we remove the 2 hit cap and slightly speed up knockback. However we give the player a chance to block while he's been hit (in knockback, call it knockback blocking), by aiming and pressing block, so if sum1 tries to hit him again he can block it, but it'll move him in a direction he's being hit faster (struggling to stop with the expense of ki), this goes the same with beams/balls, ki blasts hit with minimal damage and do not cause a ki blob, he'll struggle with beams and balls when he blocks them.

I also propose a new advance melee move while your opponent is in knock back from simple melee or hard punching away. At the moment advanced melee is caped while someone is in the knockback stage, i propose that primary fire melee in knockback will innitiate a chase after combo, where the you follow your opponent after knocking them away holding mousebutton 1, when you hit him you start following the enemy in the direction you've hit the opponent in, you are given 5 random arrows (like in a head on), you hit them with every arrow you get right, and miss them with every arrow you get wrong which is up to 4 medium attacks and one heavy attack at the end (this is a measure of how able you are to hit them as they move backwards) . You are moving throughout this process (locked on not having to manually follow) and this costs you a swoop amount of ki, all this time the defendant is powerstruggling to regain control if he does that before you have entered the 5 randoms he strong attacks back with either mouse button, if you the attacker run out of ki, the defender automatically hits you away. Every hit you land makes it harder for the opponent to regain control making his recovery powerstuggle harder to win. If he blocks the initiating punch it only effects his block like simple melee, and justs adds to his recovering powerstruggle bar. If a person is knocked into a wall this way, extra damage is given to the attacker as he pumples the defender into the wall. Thats pretty much it maybe tweak it here and there, but thats the overall point of the new melee addition i thought up.

Generic ki control attacks need to be implemented imo, they are ranged attacks, trunks is getting his fame thrower imo that would be his secondary close range attack which is his signature ki control attack, his primary close range attack would be the generic move that all dbz chars have where they push the enemy or attack away with them using energy, they hold out their arm and push in one direction with ki, slowing a swooping enemy, or you can powerstruggle with it, if the beam gets past the invisible power struggle you use the ki control attack for, you start to block using your hands, if its a beam the opponent can detonate before it reaches his hands. This move can also be used to push your or your team mates attacks in a direction you push it in, so goku can throw his spiritbomb switch to his ki control and push it towards the enemy which is powerstruggling with the sb. This would be useful with chakra-X's suggestion about cursor colours

These are the following ki control moves the characters would have:

buu - buu charges a little and gets angry has a little pink ball appear around him of energy which grows as you charge (used against vegeta when he gets mad) , going into this is like a quite powerful ki blob it slows down swoop too making it hard to reach buu, ki cost is quite high to maintain but buu is vunerable to beams while using this attack.

Trunks - see above

Goku - suggest something

Cell - gets his orb which absorbs ki and does damage to players that touch it, but it costs as much as solar flare and requires a charge time

Frieza - gets his machine gun finger blasts, the telekenetic one that he does on piccolo in 3rd form, when hitting the enemy with this, he shoots invisible fingerblasts at a rate of 3 per second, every hit doing 2 hp damage, ranged shooting stunning the enemy, teleport needed to escape, target is in range when sights go red.

Vegeta - similar to trunks's flame thrower, like when he blew away puipui. And he used it on various other enemys

Piccolo - like flame thrower he used it way before trunks many times

Hopefully you get the idea, you can suggest add to these suggestions, critize, implement them, ignore them, whatever u like =]

*cough* replies?
 

Users who are viewing this thread

Top Bottom