Smart Combo and Combo Challenge
Added 2024-09-24 15:36:17 +0000 UTC... are in the works
Both are systems aimed at newcomers rather than experienced players
There's a lot more to it than I can see, and it's taking a while to finish, so I'm feeling the difficulty of fighting games
The Combo Challenge has a common concept for all characters, but is designed with each character's individuality in mind.
There is also a sample play, so I hope it will give you an opportunity to learn about combos while watching it.
Intermediate is a short summary of combo parts.
Advanced combines them to make them more complex and uses character-specific techniques.
As a combo game, E’s Laf has a combo route that allows you to consistently earn damage in any situation, but if they all have the same content, it doesn’t have much meaning as a challenge.
Therefore, in Advanced, we were especially careful to ensure that the combo routes did not become the same.
It is designed to ensure minimum damage while ensuring that combos are not the same.
A common combo route is possible in any situation, but if you do that, you won't be able to show the depth of the combo game, so I'm trying to convey that there are various routes while assuming damage.
We are currently working on the combo challenges bit by bit with the help of volunteer users.
There is no problem using them as is, but we spent over an hour trying out each combo, including variations of the combos mentioned earlier and ways to increase the damage of the combos.
Some combos were so difficult that it took four hours to test them and record the sample play afterwards.
After shooting the sample play, it is also necessary to manipulate the data to make beautiful key inputs.
I don't have to hit buttons repeatedly or make dirty inputs, but I can't press the levers or buttons for exactly the same length every time, so I have to adjust them.
The purpose is also to prevent the input history from moving unnecessarily.
Smart Combo is currently under construction and is only available for some characters.
If you press the assist button repeatedly while holding it down, you can perform a smart combo.
I think the control format will ultimately be divided into two: auto, which is the same as if you were constantly holding down the assist button, and semi-auto, which performs a smart combo when you press the assist button.
It was designed to take inspiration from Guilty Gear XRD's Stylish Mode and Street Fighter 6's Modern, but also to have more detailed branching as a combo game.
・Are you blocking?
・Is the opponent floating, and how far?
・The distance between you and the opponent
・Distance to the corner
・Whether there is a bar
・Remaining combo time limit
・Character-specific abilities
These are used as criteria to branch out into combos
It's fine to have a fairly common combo like in the game I mentioned earlier, but I want to be able to get close and get a high return on the corner even for beginners
However, it's expected that the combos will change every time, so I wonder if players will get used to it...
I plan to support counters in the future as well
There are about 10 branches for each attack, and within each branch there are about 100 different attack contents.
If I play the game and find something that bothers me, I'll make some fine adjustments...
As for the distance, there's no problem if you press the button as fast as possible, but if you press the button even a little too late, it may not connect, which is a cause for concern.
I'd like beginners to use it, but it's difficult for beginners because they don't know if the fuzziness is the cause.
If you give them some leeway in the distance, they won't be able to do combos all at once, and the input specifications for the combo game seem to be a barrier.
When watching beginner Street Fighter fights on YouTube, I often see situations where they don't know when a Modern assist combo ends and continue tapping even after it's over.
As with the previous example, E's Laf is particularly difficult to tell when it ends, so I've introduced an effect to indicate the end to alleviate this a little.
This is not the only time, but when I create a new program,
I made a new system! The specifications look like this
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I'll use them as a reference and make it as much as possible
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I'll ask for modifications to the parts that are not possible with the current specifications, that are missing, or that are difficult to understand
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I'll improve the program by making those parts better
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I'll make more with the improved parts, and after I make the improvements, I'll find some problems and suggestions for improvement
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I'll keep on revising and incorporating
However, it does occur. There is a lot of stuff. And if we can't keep up with the weekly update cycle, users will report bugs and we'll say "Sorry!" lol
Rather than reporting in detail as I make it, I'm spending a day off incorporating as much of the current specifications as possible and then summarizing the improvements that come up.
I've been tinkering with the system for a while.
It's quite a pain... toilsome...!
The basic structure of the initial characters like Main and sisca is already set, so smart combos and combo challenges shouldn't be a problem.
I wonder how the newly created characters will turn out after adjustments...
In fact, some players told us they didn't need this type of system, such as smart combos, and we even received direct messages from them.
One-button Special Move hasn't been fully implemented yet, but we've received direct comments like, ``This game only has simple commands, so it doesn't need to be there.''
These are more like a quick message to people who haven't played the game before: "Here's a system like this."
Even if the special move command is simple, there were many cases where people were allergic to commands and misunderstood that there were long commands like 236236 or 632146.
Rather than telling them that there is no command other than 236, it would be easier to explain if we implemented (planned to implement) one-button special moves.
Paradoxically, I think some players may have negative opinions about these systems, so it's quite difficult.
I'll do my best to make the game.
Comments
Thank you for your comment. Basically, we will proceed with the policy that has been decided. The proposed method will ultimately be unused. If the damage of the combo is also reduced, there will be no point in using it. It's a difficult problem, but after consulting with the programmer, we decided on this. Please understand.
Free
2024-09-27 17:00:52 +0000 UTCI would say if you want a stylish mode then go for it, but I wouldn't put it in as a button, I would make it a mode you would have to select on the character select screen. If you make it a button then people will find a way to find potential option selects and easy optimal situations that end up being very hard or impossible to find counter play to. If you have it as a mode you have to select it from the start you can't do any of that. Also if it gives you access to one button specials then you only have to react with the easy button which diminishes skill and reaction checks. I would recommend maybe adjusting damage as well for the easier style. In the end it is up to you this is my opinion.
John Freeman
2024-09-26 00:10:33 +0000 UTCMy only concern would be that because the hold input itself imposes conditions on the player like "can't stand up" or "can't move forward", a one button special move alternative would end up mandatory because it removes those conditions, see Granblue Fantasy Versus Rising where it is crucial to use the special button instead of relying on traditional motion inputs.
Simon Kiefer
2024-09-25 03:26:40 +0000 UTCWe've taken hold into account, but it's not difficult to execute, so we're not sure what the command will be. We're still thinking about what to do.
Free
2024-09-24 23:37:47 +0000 UTCDo you have any plans for one button special moves in regards to moves using charge inputs like Yagabi [4]6A?
Simon Kiefer
2024-09-24 15:50:36 +0000 UTC