Freedom described advanced melee maybe a month or so ago. It may have been changed since then making my thread useless, but ill post what I have to say anyway, it can't hurt .
I have no idea on what to change it to if they didn't already change it, im just suggesting that they do.
The last two, adv. melee vs simple melee and simple melee vs simple melee both result in a knockback. This seems too random. PcJoe has said a couple of times that they are trying to make the system as skillfull as possible without it ending up like rock paper scissors. If this was left in, it would be exactly like rock paper scissors.Melee is not done, WIP. Somethings have been put in as "placeholders" until team members can get around to implementing them. We're basically playing an unfinished build, so we really can't judge how it's going to turn out. However, what we have now is fun, unique, and never been done before. Think about it... the only DBZ melee you've had so far is a toggle and street fighterish punches and kicks. Sure, there are somethings that get repetitive in 1.2, but rest assured, they're not even close to being done. Every new thing added to 1.2 just blows my mind and i've seen it put together piece by piece. I can't even fathom what's going to happen when the fans get everything in one shot. (Better prepare yourselves)
Just to clarify, Mouse2 is the old melee, knockback distance has been reduced, but it's still valuable. You Auto prepunch if you swoop someone, this initiates up to 12 hits. You can hit all 12 and break it off OR initiate the combo system OR throw. Depending on how many hits you land during prepunch you'll see that reflect in Combo time (Stun time). During this time you can sort of "Free for All" With any direction, including diagonals. Some movements can be done in such a way to initiate "Special Moves/Combos". These offer more damage and nifty animations. While you're pressing directions to hit, your opponent is doing the same to dodge/block your incoming hits. It can go back and forth until someone wants to stop, someone's last attack hits(Being a heavy attack only) or time runs out. Everytime time runs out or prepunching stops, a "blast sphere" appears and pushes both fighters (and any spectators) flying back a distance.
You may also throw an opponent during the initial prepunch instead of breaking off combat or comboing. After an initial charge up you may choose to throw your opponent anywhere. Into another player, causing damage and knock back to both of them. Or perhaps into a wall, where he will "Stick" for a few seconds. Beware, anyone "stuck" to a wall has the option to jump off and retaliate. That's melee, of course everything is subject to change
Adv. Melee vs. Adv. Melee results in a melee struggle, which is still WIP.
Adv. Melee vs. Simple Melee results in damage to both players, they get blasted back.
Simple Melee vs. Simple Melee results in a double knockback, both players fly away.
I have no idea on what to change it to if they didn't already change it, im just suggesting that they do.