--development will be slow as i am not as active on scratch-- --Warning-- This project is being worked on live as of play testing, so there may be a time where the game might not work as expected. ---INSTRUCTIONS--- < ^ > = Movement (will make crouching later) Forward tap x2 = Dash Backward tap x2 = Back step Forward or backward x2 = Air dash M = Light punch , = Heavy punch . = Random multi-hit test P2-- WAD = Movement (will make crouching later) Forward tap x2 = Dash Backward tap x2 = Back step Forward or backward x2 = Air dash Space = Tech (during hitstun) ~~~NOTE~~~ This engine took inspiration from Street Fighter, Dragon Ball Fighters, and homi yustle, in which all take place in the traditional fighting type genre. So obviously, the opponents will ALWAYS face each other (might change that rule to make it more unique) ~~OTHER~~ -Blocking- I plan on making the block a different button along with a meter so you can't block continuously. This meter will also be used for special inputs for particular ones. -Tension meter- This meter will be used to prevent infinite combos from occurring, taking inspiration from the Marvel VS Capcom series. -Infinite preventions- There are other ways on preventing infinites from happening. One is hitstun shortage, The way this works is as an opponent combos the other, their hitstun time will decrease within every hit in the combo. Another one that I can't identify the name about focuses on limiting combo opportunities by letting a move be used only once in that current combo. If the move is used again during the current combo, the target will gain a free burst option that will completely end your combo. Despite this, there are chances that you can evade the burst, and continue you're follow up (pretty risky though). --Hit Lag-- Hit Lag to put it simply is basically freeze frames. With more context, this occurs when an attack from an opponent is successfully landed onto the target. Think of it as a way to notify that an attack sequence has landed successfully onto an opponent. Other ways this works is when supers are initiated, restricting the target from movement until the cutscene of the super start up is finished. --more facts soon--
------Things to add------ Hitstun (sort of), blocking, tension meter, crouch jumps, inputs, teching (sort of), counter detection. ----- Homi Yustle -----https://scratch.mit.edu/projects/769271386/ (not my game, this was inspired by it a little)