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[Animated] Aurumo Standing 2 -> Breaker Slash
Finished Aurumo's standing 2 attack animation, with an added 2nd slash variant done by tapping 2 again, or holding it during 2.
This new 2nd slash builds damage and guard breaking ability as it is charged. So this can be used as a tool to pressure defensive play. As a weakness though, this is only a single-hit attack, so it only takes 1 parry to beat. It's also note safe on block when upclose (if it doesn't break guard) so spacing is also important.
This recording was done in the IKEMEN GO engine, using it's guard break feature, so it doesn't work this way in MUGEN1.1, but I will be making an alternative function to it force a special state when charged and do more chip damage.
I also still need to sync up my own guard mechanic to work in line with IkemenGo's built-in guard meter.
GET IKEMEN GO, IT'S BETTER THAN MUGEN. And it's actually still be developed and worked on, it has lots of new features and works with ((most)) Mugen content. Some things act differently or unexpected for one reason or another, but they are working on fixing it to make it as close to mugen funtionality as possible, but anything an also be edited to work consistently in both, as I did for my content.
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Commission Info
Posted using PostyBirb
This new 2nd slash builds damage and guard breaking ability as it is charged. So this can be used as a tool to pressure defensive play. As a weakness though, this is only a single-hit attack, so it only takes 1 parry to beat. It's also note safe on block when upclose (if it doesn't break guard) so spacing is also important.
This recording was done in the IKEMEN GO engine, using it's guard break feature, so it doesn't work this way in MUGEN1.1, but I will be making an alternative function to it force a special state when charged and do more chip damage.
I also still need to sync up my own guard mechanic to work in line with IkemenGo's built-in guard meter.
GET IKEMEN GO, IT'S BETTER THAN MUGEN. And it's actually still be developed and worked on, it has lots of new features and works with ((most)) Mugen content. Some things act differently or unexpected for one reason or another, but they are working on fixing it to make it as close to mugen funtionality as possible, but anything an also be edited to work consistently in both, as I did for my content.
Places:
FurAffinity | InkBunny | Weasyl | Twitter
Buy Me a Coffee! (Ko-Fi Tip Jar)
Buy My Merch!
Piczel - Art/Animation/Mugen Stream
Twitch - MUGEN Streams
PATREON FOR MUGEN/IKEMEN WORK!
https://www.vinvulpis.com/
Commission Info
Posted using PostyBirb
Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 931 x 500px
File Size 8.87 MB
Listed in Folders
That is a very long time even for a guard breaker, why not have it at 2 sec for that 2nd attack?
Also what is the punishment for being guard broken, are they unable to guard for some time or are they only stunned and pushed back?
I'm not a game designer, but a huge fan of fighting games, these are just some questions I ask during gameplay, "what the risk vs reward?"
Also what is the punishment for being guard broken, are they unable to guard for some time or are they only stunned and pushed back?
I'm not a game designer, but a huge fan of fighting games, these are just some questions I ask during gameplay, "what the risk vs reward?"
The punish is kinda huge for Aurumo. Guard break is a long stun as shown in this gif. It's plenty of time for Aurumo to move in and start a nasty combo.
Keep in mind that what's seen here is just the full charge. It can be released at any time, and the damage done to guard scales with the charge time.
It's still being tested and tweaked and such. So I'm trying to figure out where the good balance for him is. I am debating also giving the charging period armor, but I'm worried about making this move too strong.
Keep in mind that what's seen here is just the full charge. It can be released at any time, and the damage done to guard scales with the charge time.
It's still being tested and tweaked and such. So I'm trying to figure out where the good balance for him is. I am debating also giving the charging period armor, but I'm worried about making this move too strong.
Break guard and get rewarded with a good follow-up; sounds great!
It makes sense that the move's strength scales charge time, and if you're thinking about armoring the move, reflect on the character's entire moveset and additional tools. If it's a brute-ish character with slow movement but explosive power, yeah tank some hits, depends on how well their anti-air are. If they're on the quicker side however, never put on their specials, that's where it gets frustrating.
It makes sense that the move's strength scales charge time, and if you're thinking about armoring the move, reflect on the character's entire moveset and additional tools. If it's a brute-ish character with slow movement but explosive power, yeah tank some hits, depends on how well their anti-air are. If they're on the quicker side however, never put on their specials, that's where it gets frustrating.
Aurumo is a tanky, slow sort, but has many disjointed attacks like this. I gave other moves of his armor. Especially his super moves. Aurumo kinda sorta has anti-air, his best one probs his Up-2 which starts a juggle, at least if the strong hit lands, His upward projectile is low priority and can be hit away with normals. (same for the horizontal moving version.) Maybe his Shield Swing Counter is his best anti-air, which is a juggle starter for sure.
Does it increases the guard break ability WHILE it's charging or will it just guard break when it's fully charged. Sorry if I'm not wording it improperly but I'm thinking in comparison Ryu's Denjin Hadoken. Say if I half charge it, will it deplete the Guard meter by half (I'm sorry if the game does have a visable Guard Meter)
I like the glass breaking on the Guard break status, nice touch. Reminds me of Godhand.
I like the glass breaking on the Guard break status, nice touch. Reminds me of Godhand.
It's increases it's guard damage as it charges. So 1/2 charge does 1/2 it's guard damage. I recently made it about 30 ticks faster to full charge. A lot of folks I've shown have been saying it seems too slow. I miiiiiight give it 1 hit of armor too. I'm just affraid of making it too brutal with oki and forces the opponent to have to parry it or use something with i-frames, which might be too mean. I think it'll just end up being really good against certain characters not made by me unless they have a good option. My characters could dash on way up and can fully dodge it. I have a universal 6 i-frames on the start of the dash-trot. (it double functions as a "dodge roll" gimmick, but a weak one, better on some characters than others.)
Ikemen does have a guard meter build in that needs to be activated via options and custom screenpack. My characters custom guardbar syncs with that meter when in that engine. For his regular mugen version, I'm unsure how I'll handle this vs not my characters.
That guard break effect is just when it built in to Ikemen as the default guardbreak effect. I'm probs gonna custom that out with something of my own later on.
Ikemen does have a guard meter build in that needs to be activated via options and custom screenpack. My characters custom guardbar syncs with that meter when in that engine. For his regular mugen version, I'm unsure how I'll handle this vs not my characters.
That guard break effect is just when it built in to Ikemen as the default guardbreak effect. I'm probs gonna custom that out with something of my own later on.
Hey, I don't know if you know about this, but the game you're working on reminds me of a fighting game I heard of called yu yu hakusho makyou toitsusen, developed by Treasure and released on the sega genesis of all systems. The gameplay actually looks pretty similar to what you're doing, but has stuff such as 4 player support and lane switching. Check it out whenever you can, maybe you can get some inspiration from it.
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