'm really on the bored side, having set aside a character design I am currently working on to submit to Terminal Reality( video game company, made BloodRaybe 2, they liked the Prom Night picture I drew click here, seriously they liked it ). Anyway, the character has been in my mind for ages to be in a game, an Action/RPG, fighter and whatever else he could fit into. I got to thinking( I am always thinking up game ideas ) about a possibility in a 2D fighting game, which stemmed from this character.
Y'know how in 2D fighters, let's take Marvel vs Capcom 2 and Capcom vs SNK 2 for example, how you can link normal moves into special moves into super moves, ie the following:
With Ryu -
LP, LK, Crouching LP, Crouching LK, LP Tatsumaki Senpukyaku( Hurricane Kick ), Shinkuu Hadouken
Well, my idea was what if you could do "delayed" supers and combos. Let me explain.
Say you have 3 bar super meter( ala CvS2 ) and you go for a combo leading into a super: Ryu again, HP, HP Shoryuken, Shin Shoryuken, well say you did the Shin Shoryuken using LP, if you hold down LP you could lead into a delay of...
Say you hit 3 of the 9 hits of the Shin Shoryuken, if you release LP, Ryu would stop the super( only using a percentange of the super bar that equaled the amount of the super move used ), throw out a LP, and you could renew the starting combo( HP, HP Shoryuken ) and then redo the LP Shin Shoryuken motion to finish the super where it left off.
This way you could tack on additional damage, however small it may be, and make longer/flashier combos. Also, you could use another super for even more damage, however the second super would use double the meter it usually does.
Example:
Ryu-
HP, HP Shoryuken, LP Shin Shoryuken( hit 8 of the 9 hits, using 90% of one full bar of super ), LP, Crouching LK x2, Shinkuu Hadouken( total meter usage is 290% of 300% ) for a total of 16 hits and much higher damage.
What do you think?
Y'know how in 2D fighters, let's take Marvel vs Capcom 2 and Capcom vs SNK 2 for example, how you can link normal moves into special moves into super moves, ie the following:
With Ryu -
LP, LK, Crouching LP, Crouching LK, LP Tatsumaki Senpukyaku( Hurricane Kick ), Shinkuu Hadouken
Well, my idea was what if you could do "delayed" supers and combos. Let me explain.
Say you have 3 bar super meter( ala CvS2 ) and you go for a combo leading into a super: Ryu again, HP, HP Shoryuken, Shin Shoryuken, well say you did the Shin Shoryuken using LP, if you hold down LP you could lead into a delay of...
Say you hit 3 of the 9 hits of the Shin Shoryuken, if you release LP, Ryu would stop the super( only using a percentange of the super bar that equaled the amount of the super move used ), throw out a LP, and you could renew the starting combo( HP, HP Shoryuken ) and then redo the LP Shin Shoryuken motion to finish the super where it left off.
This way you could tack on additional damage, however small it may be, and make longer/flashier combos. Also, you could use another super for even more damage, however the second super would use double the meter it usually does.
Example:
Ryu-
HP, HP Shoryuken, LP Shin Shoryuken( hit 8 of the 9 hits, using 90% of one full bar of super ), LP, Crouching LK x2, Shinkuu Hadouken( total meter usage is 290% of 300% ) for a total of 16 hits and much higher damage.
What do you think?
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