Thanks Varo, I'll check if there's any timezone to take into account. edit : I'll keep it on wednesday, as it's a day-off for a lot of gamers. Kinetic Damage is now officially approved
My first time playing fighting game was Guilty Gear which is my all-time favorite, but I absolutely love Tekken as well! The Tekken Card game was a major turnoff, but with this I'm gonna get pumped again
Once the game is released, I will still be around to answer questions. I don't want to spoil strategies though There are many ways to play Kinetic Damage, so I can't wait to read how you guys will find your way through victory Let's take a simple scenario : Case : you have chosen a slower martial art, and your opponent is damn fast. Even if you're striking much harder, you just want to have more time to land your strikes. Strategy 1 : You will want to focus on his legs (crouch kicks, some close stand kicks, and some specials depending on martial art you chosed). By focusing, your strikes will deplete the legs health. Once legs health node is dead, your chance to land "perfect strikes" is boosted by 30% (initially ~15%, more or less for each Art). What is a Perfect Strike ? It's a strike that puts a 6 sec condition depending on which limb you stroke. For legs, it's -25% speed. Yeah, 25% slower for everything. That's pretty huge Even more dangerous : That debuff can be stacked ... Which means that if you focus on legs enough, you can bring a super fast Art like Ninjutsu to being as slow as Muay Thai ... except that Muay Thai hits like a truck, and is hard as a rock. Good luck on facing a juggernaut if you don't have the speed advantage .. Strategy 2 : Interception. Whenever you dash forward, and you collide with opponent, you just interrupt his strike. Downside : you're bumped aswell, and dashing costs you 20 energy. Plus while dashing forward you're unstoppable, but you still take full damage from hits until you collide. Advantage : if you intercept a striking opponent, he will be stunned for a longer time, long enough for you to chain your own bumped state into a quick punch / kick. Which can itself be chained into combos or specials. What does that bump mechanic mean in term of metagame : You will have the ability to simply "silence" your opponent, preventing him to express his strikes, but at the cost of energy, health, and a high sense of anticipation. So in our "Slow Muay Thai vs Fast Ninjutsu" case, considering Muay Thai has far more health than Ninjutsu, you can simply try to intercept Ninjutsu's strikes, assuming you won't take too much damage from dashing until you collide, so you can chain with quick strikes. But that's not easy, as Ninjutsu strikes are lightning fast ... you will have to read your opponent carefully. Or you can just do it oldschool, by timing your strikes well, and protecting. There are a lot of other strategies for just this scenario, like using specials, trying other types of perfect strikes, etc.. but I'll let you discover them all
Welcome to a whole new metagame. That sounds cool and dangerous. Debuffs for focusing on a limb? Thats real nice, will level the feild quite a bit. Now theres a reason to go slow. Edit: Dang it, I am going ninjitsu. Thats good info to develop a counter strategy tough.
Mixup game as meaty that ends in another knockdown. After scoring a hard knockdown (the opponent is knockeddown but can't tech it), the player has lots of possible ways to attack the opponent on wake up. One of them is vortex. With vortex you try to attack the enemy in the very first frame after the wake up animation (meaty), but with different attacks each time so that the enemy can't anticipate your next move (mixup), but always looking for another knockdown to start the game again. Subscribe to the TouchArcade YouTube channel As far as I know, this game doesn't have autoblock, so blocking cross up attacks on wake up would be very difficult. But I don't know if the game has many low/high games, apart from jumping and low attacks. If the game has many low/high games, fast fighting styles like Ninjutsu will try to score as many knockdowns as possible. If it doesn't have many high/low easy games, then vortex is almost non-existent.