Melee Overview Discussion

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★ Black Lounger ★
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pretty similar to my "clash" suggestion though, and that wasn't a 1 sided endeavor
 
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That would mean the stronger player allways wins and if you join 10 minutes to late youll allways loose.
Oh, I'm sorry:p, didn't mention health wud matter...u see a guy low on health wid high p-l when tries to push himself further wud eventually end up having a power surge and die...like trunks and gohan warned goku b4 giving their powers in GT..and ya, some particle effects and aura effect won't be bad..provided they are possible to be included...
 
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The only way i see it as not to one sided would be a rock, paper, scissors

Something like have the players press a direction when they start the headon and the thing they are holding 1 second after the headon started gets read is the imput.

They would go something like forward beats back, left/right beats forward and back beats left/right.

Forward would be a push forward.
Left/Right would be a flanking try.
Backwards would be a jump back and attack.

Basically forward would catch the jump backwards and deal some pain, flank would evade the forward push and hit the side for some pain and back would evade the flanking and attack.



The different colour cyrcles are the characters, the arrows are their movement.

So yea thats the gist of my idea for headonns XD
 
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That would be a great idea, Grega... but we want to keep things simple. :p

BTW, what happens if they both press the same buttons?

Forward - Forward = knockback
Left - Right = Side knockback
Left-Left or Right-Right = New Input
Back - Back = same resulting distance of knockback without the knockback

?
 
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Same directions pressed would result in a both sided knock-back ala 1.2s simple melee headonn.

And if you faill to hold a direction you loose.

Simple and all thats needed would be animations with a simple double "if else" check after the directions were read.
 
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o_O i think the whole combo simple and throw was good enough system for rock paper scissors, simple clean and wont give you a headache to just understand it. Just need to make them all work better together as I mentioned on sunday.
 
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Was just an idea you know ^^

I find the thought cool that you have a couple of manevers you can do to win the headon rather than have it a system based on stats where the more PL/KI/stamina guy is the one to win.
 
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ok..ya got it..how do u think things will workout if headbutt be added?? U know, like in Majin Vegeta vs Goku...at the start or end of the combo the player can hit the other with the head..but the animation will be a bit difficult i guess..if that move is included that'd serve as a good starter or a finishing move...
 
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It would be cool if they will add headbutts to some characters. Headbutt's rule.
 
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Final form vegeta should defiantly have a headbutt. I remember majin vegeta giving goku a ripe headbutt in their fight.

 
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Now thats the worst possible way to receive head imo
 
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I think, and sorry if it has been suggested before, that while using melee, you could use teletransportation as a defensive and offensive technique, as in, pressing certain buttons and a direction to transport to during battle would cause you to evade charged attacks and beams, using this to evade and attack.

At the cost of some Ki, of course. Not too much.

EXAMPLE:

Guy comboes Yug.
Guy charges attack to launch Yug, as an end to combo.
Right before attack hits, Yug teleports to Guy's back.
Yug hits Guy.
Situation is completely turned and complexity is added with included prettiness.

Guy uses beam on Yug.
Yug teleports to the sides.
Evades all damage.

Guy tries to hit Yug on air.
Yug teleports.
????
Profit!
 
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Will player take damage if he's thrown?
 
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Will player take beam damage if he's thrown? This was supposed to be the question, but I failed writing it.
 
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Huh? Are you saying that if a player is thrown and he hits a beam, he will be hurt? I dont see why not, hasnt it always been this way?
 
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Do you mean, when you are thrown trough a beam[trail] (rather than getting hit by the actual beamhead itself)?
 
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What KYnetiK said. When you are thrown and someone's beam hits you. In 1.2 you not always take beam damage when thrown.
 

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