Yes, It has been a really long time since ive updated this. So lets just get down to business. For a really long while now, ive been testing and helping ShoK with Monster's game system to ensure it is a very strong and solid system. Right now, The fruits of labor are finally coming together because we have a REALLY solid thing going right now. Lets get to some of the changes. Ill go into katze changes as well.
*more hits = higher launch more pushback
Damage proration does not occur during shift activation
Yuukoi backdash window change from 2f-5 f on okizeme
Air dash (96) Is VERY easy to execute(DO NOT CHANGE)
Backdash has ALOT of start up(Able to stuff/punish backdashes
Attack to build meter?(Current is self charging)
Bash combos no longer allows for Normal/Dash cancels
Normal moves to dash cancel normal is no longer an option
Dash attacks now can combo into standing normals
All air normals are now jump cancellable
Combos in general will be a bit harder to execute but alot shorter than before(no 10 second long combos)
No current infs in test version of Monster Ancient cline
Animations are MUCH smoother than before
Shifts no longer have the "different move" property for each special move(Except for SOME monster moves
Siely, orju , possibly rail will have IAD(96)
Katze changes
236a and 236b are completely new moves
214a is now a new move with 214b as an extender(old 214a)
J.b has a larger cross up hitbox
New Crouching C(now hits downed opponents as well)
623a now combos into 236b/214b/623b
623a/b has more invinc
66c is a tad faster than before
All new basic and advanced combos(not the same as before, a completely new character for sure.)
Tuesday, May 27, 2008
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