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Ducking
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NightShadow



Joined: 20 Feb 2003
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PostPosted: Fri Nov 05, 2004 2:23 pm    Post subject: Re: Ducking Reply with quote

What do you mean? Right now, it does exactly what has been suggested here: ducks under certain hits.

I will agree that there could probably be more hits that are evaded by merely ducking, but the system *is* already in place and functioning.
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Discomb



Joined: 31 Jul 2003
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PostPosted: Fri Nov 05, 2004 3:18 pm    Post subject: Re: Ducking Reply with quote

Ducking is in place for certain hits already. There are simply hits that hit high and thats it. However theese hits are very few, and your duck is very easily countered with anything else.

What we are suggesting is creating a system of moves for each HAR that are either duckable or not duckable. The best moves will naturally be duckable, so that you may want to hit/combo an approaching oponent, and hope he doesnt duck. You can also try a move that is not duckable, but then the posibilities for continuing your combo/attack are superbly limited. It becomes like the guessing game of block low/high in other fighters.
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NightShadow



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PostPosted: Fri Nov 05, 2004 3:25 pm    Post subject: Re: Ducking Reply with quote

I'm sorry, but I'm still failing to see the difference here.

You'd have the system you want by merely modifying some current attacks into duckable/unduckable.
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Discomb



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PostPosted: Fri Nov 05, 2004 3:33 pm    Post subject: Re: Ducking Reply with quote

Pretty much, but also moderating some other things. For example, if Mantis will only have LP for a duck blocking attack, and it owns too hard as a combo starter, it may be nerfed.

Oh and another idea. Why dont we just have the same effect on hitting a ducking oponent as fragmenting, meaning, he falls down flat or flies away slightly. That way only raising moves can help continue the combo, and we make them all duckable. That would mean you choose wither hit, or sidestep and do something else.

No my system ideas seem kind of flawed. Maybe someone else has a better idea?
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TheUnknownFactor



Joined: 01 Oct 2003
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PostPosted: Fri Nov 05, 2004 3:38 pm    Post subject: Re: Ducking Reply with quote

before making such changes, lets fix the bug in which duck attacks are performed faster Wink
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Discomb



Joined: 31 Jul 2003
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PostPosted: Fri Nov 05, 2004 4:24 pm    Post subject: Re: Ducking Reply with quote

Wait, what? Did I miss something?
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Xaronth



Joined: 17 May 2003
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PostPosted: Fri Nov 05, 2004 5:15 pm    Post subject: Re: Ducking Reply with quote

Quote:
before making such changes, lets fix the bug in which duck attacks are performed faster Wink


and the one where jags rk doesnt work Sad

i wish rob created the game with actual low move system like other fighters instead of this.
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TheUnknownFactor



Joined: 01 Oct 2003
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PostPosted: Sat Nov 06, 2004 12:13 am    Post subject: Re: Ducking Reply with quote

Quote:
Wait, what? Did I miss something?


Use Jaguar, hold duck for 3 seconds to make it show obvious, then press LP.
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CloudFFVII



Joined: 23 Jul 2004
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PostPosted: Sat Nov 06, 2004 5:07 am    Post subject: Re: Ducking Reply with quote

As i have said already making certain moves duckable could seriously unbalance the game even further if some hars lose a lot of moves to it.
Pyros' LK is a backward summersault kick that would definately hit low (visually) which would make it very hard for noobs to understand why it keeps missing. However by possibly making LK miss ducks and FLK hit attacks this could be got around as FLK being a light attack would greatly reduce damage from a combo start although the visual side of things would still be nasty.
Appart from RP/fLP/a.flk/a.rk all of his hits should realistically hit an opponent who is ducking and even the last 2 if they are performed just above the ground. That gives pyros 12/14 out of his 16 base attacks to hit a ducking opponent

Mantis' LP while still hitting downwards does not (appear) to reach ducking opponents so making it hit them would add graphics problems.
Moves that would miss ducking opponents with mantis (LP(debatably/rp/most of LK except the first couple of (hit) frames/flp/frp (probably)/ a.lk/a.rk (if not performed just above ground) / a.flk/a.frk/a.flp.a.frp) that gives him as little as 5 attacks all of which are light to hit ducking opponents. I know you guys think mantis is overpowered but after this all ud have to do is duck and he'd be useless.

Warlord's hits appart from lp and possibly his headbut all appear to hit low enough so he would barely suffer from ducking opponents.

Jaguars ONLY really pokey moves would miss ducking opponents making it EVEN HARDER for him to get stuck into an opponent.

As usual dont use the other hars enough to comment but another point is against charging opponents.
Pyros charging towards you (no real change as he can do almost all the things he could do before this 'ducking upgrade' infact if u duck ur just gonna get creamed by RK RP LK link - or if ducking gets u knocked down as discomb suggested flp * LK - combo'ed)
Mantis charging towards you (no real change as he's likely to start with flk/frk both of which would be unchanged but it means mantis will have to use hit and run until stunned really.)
Jaguar charging towards you (have a brief laugh then duck as his pathetic pokey moves go over your head then beat crap into him)

Ducking wouldn't really do much except INCREASE the defensiveness of the game which as has been discussed before is not whats needed. The problem is ATTACKING people with certain hars not being even more defensive and encouraging the abuse of even more annoying spamming moves.
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Discomb



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PostPosted: Sat Nov 06, 2004 5:26 am    Post subject: Re: Ducking Reply with quote

You're speaking as if charging and sliding is the only real attack tactic. Mantis useless after it becomes popular? Dont make me laugh. Also note that Pyroses attacks are WAY slower then that of Mantis, meaning the ducking oponent will have more time to see them coming and stop the slide to stand up and block.

TUF: How is that a bug? Its only natural that as jag stands up from the ground, the uppercut would use his inertia to reach it's desired height faster then it naturally would. I think this should be true for all uppercuts.
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CloudFFVII



Joined: 23 Jul 2004
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PostPosted: Sat Nov 06, 2004 5:36 am    Post subject: Re: Ducking Reply with quote

no discomb I was just pointing out how ducking would nerf one of the attack tactics for some hars but be negligable for other hars.

Mantis' attacks are RIGHTFULLY faster than pyros' if you look at the effective damage of those attacks. and mantis WILL suffer badly if ducking is expanded and things arent butchered visually.
I am a reasonable fighter in mantis now and i can get a few of the longer combo's done up to about 17 on an unstunned opponent without supers and occasionally 30+ on a stunned opponent. However its far easier to fight in pyros simply because you dont have to get as many hits in.
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TheUnknownFactor



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PostPosted: Sat Nov 06, 2004 5:37 am    Post subject: Re: Ducking Reply with quote

"TUF: How is that a bug? Its only natural that as jag stands up from the ground, the uppercut would use his inertia to reach it's desired height faster then it naturally would. I think this should be true for all uppercuts."

Try it with other attacks, pretty much any attack.
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TheUnknownFactor



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PostPosted: Sat Nov 06, 2004 5:38 am    Post subject: Re: Ducking Reply with quote

Quote:
no discomb I was just pointing out how ducking would nerf one of the attack tactics for some hars but be negligable for other hars.

Mantis' attacks are RIGHTFULLY faster than pyros' if you look at the effective damage of those attacks. and mantis WILL suffer badly if ducking is expanded and things arent butchered visually.
I am a reasonable fighter in mantis now and i can get a few of the longer combo's done up to about 17 on an unstunned opponent without supers and occasionally 30+ on a stunned opponent. However its far easier to fight in pyros simply because you dont have to get as many hits in.


Are you going to imply pyros is over powered compared to mantis!?
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CloudFFVII



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PostPosted: Sat Nov 06, 2004 5:41 am    Post subject: Re: Ducking Reply with quote

No simply that he isnt that far behind. he would be overpowered compared to mantis if you wipe out mantis' facespam by making it all duckable.
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TheUnknownFactor



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PostPosted: Sat Nov 06, 2004 5:44 am    Post subject: Re: Ducking Reply with quote

He's not close. Mantis is way beyond, and if you make only RP duckable that isn't going to completely make mantis useless... About the attack's range, i said pyros LK has too much range close to the floor. Actually, his range at floor height is just as far as head height, and the width of the range is about 145 degrees, even at ground level. You be the judge of whether that's correct or not. Mantis LP DOES HIT LOW, try looking again, he actually gets very close to the ground (if not touches).
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