Wednesday, August 20, 2008

Designing Inititive 1

Balance is when you're good you can be outplayed and you're effectiveness increases with skill.
That's it.
One shot TODs aren't fun. Playing is fun.

After an initial hit, the attacker and defender choose their next attack and dodge:

Light Dodge Heavy Dodge
Light attack light,escape full punish
Heavy attack punish,+pos defender>ini (defender launched in air, attacker chooses response, defender is forced to act or fall)

escape: push back

dodge type is decided during hitstun. executed X frames after hitstun finishes Y frames before you can block.

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