(Engine Demo) Pretty Blood - Death Tournament Warning: -Turbowarp has interpolation which may be more suitable to play this: https://turbowarp.org/. -Unfinished. Likely never will be. This serves as a technical demo for the combo system. -Kitzuki has neutral special infinites, as can Rinny. -Off the ground moves may be liable to enable infinites too, especially if spammed. -Touch of Deaths are indeed manageable too, as shown in: https://www.youtube.com/watch?v=mIQYjW8VGIY&pp=0gcJCU8JAYcqIYzv Controls: Debug: 1 - Full Health 2 - Damage to P2 + Super Meter 3 - Low Health (Test for death animation) 4 - Full Meter G, J, and Y move player 2. Normal: -Arrow keys to move. -Down arrow (In Air) to fast fall. -Z - Light, Confirm (Menu) X - Heavy, Cancel (Menu) -Down Z - Duck Light, Down X - Sweep (Knocks Down) X + Up Arrow (Air) - Rinny will slam her knife down on the opponent. Can be cancelled into from any air normal. Very good combo ender (or starter). -C - Jump, most characters can double jump and jump cancel out of moves. -A - Special, Directions will cause different specials to happen depending on which is pressed. -S - Supers, also changes based on direction, up to do a level 2, down to do a level 3. (The white bar at the bottom is divded into levels, which dictate which level of super you're at) -Most things in this game are special or super cancellable (Meaning that during the attack you can press the SPECIAL or SUPER button to do a special or super after) -E key to toggle whether you can kill the opponent or not (training only) Character Specifics: Rinny: -Neutral Special: Throws a cup of glass with stun. Annoys opponents from afar. Can also quickly jump cancel out of the recovery. -Forward Special: Rinny extends a knife out and makes the opponent bounce off the wall. Generally better when cancelled into. -Up Special: Rinny swings a knife above her which covers opponents above her. Also good to start and end combos -Up Special Followup (A): Rinny will slam her knife down on the opponent, sending them to the ground. Can be cancelled into a super as well. -Back Special: Rinny sends a helicopter to shoot a missile at her opponent. Sends them flying. Good as a combo starter and juggles. -Down Special (No Functionality): Rinny does a short whimper animation, she then counters if the opponents hit her during this. -Air Special: Identical to up special. Kitzuki: -Neutral Special: Fires a ball of electric towards your opponent. Generally a little less good at zoning than Rinnys projectile, but is very advantageous up close if it hits as you can combo normals into it and out of it. -Forward Special: Kitzuki swipes his claw up to the air and sends the opponent up into the air. Generally better as a way to end or start combos, but won't start very well if the opponent has already been juggled. -Up Special: Kitzuki extends his claw above him and flies into the air. Hits opponents above and is less suited for combos than Rinnys. Better as a combo ender. -Back Special: Kitzuki will do a kick, afterwards there are two followups Light and Heavy: Kitzuki will stab his claw into the opponent, which smacks them to the floor. Can hit the opponent off the ground after this is done. Special: -Summons an air electric ball. -Down Special (Not Functional): Serves the same purpose as Rinnys. -Air Special: Fires a ball of electricity, same as the ground version, just a changed angle.
Update 1.2 (3/22-24/25): -Small adjustments to certain Rinny moves/specials. -New Character intermission icons. Update 1.1 (3/20/25): -System changes - Lots more moves will hit off the ground, and are a lot more consistent with doing so. Moves such as sweeps, launchers, supers and projectiles are more likely to hit off the ground too. -Background overhaul - Now the background moves down as you reach higher. -Super damage ranges have been made more consistent/less lethal. -Rinny Up Special -> Special Follow up has been changed to be more consistent. -Rinny Air Special has been changed to be both more consistent, and jump cancellable after a certain period, this enables air loops. -Rinny Neutral Special has a slower projectile speed but can be cancelled into out of launcher for a free conversion. -Rinny Up Super launches way higher. -Kitzuki Back Special -> Z or X follow up has been changed to be more consistent. -Kitzuki Up Super no longer lags the game. -Kitzuki Neutral Super has more hitstun, allowing more grounded followups if it actually hits. It can also hit off the ground. -Small detail: Rinny will get a little jump cloud after hitting with a launcher and following up in the air. All credits go to respective owners. Most sound effects were taken from freesound.org. Some were made by me myself. Pretty Blood owned by Cute Little Thing. All sprites and coding created by me.