Universal Kinetic Damage (by Benjamin Marchand)

Discussion in 'iPhone and iPad Games' started by Exact-Psience, Jun 5, 2013.

  1. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    How did you qoute something I didn't say?
     
  2. currymutton

    currymutton Well-Known Member

    Oct 16, 2008
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    Status: I am still holding my breath on the iCade support update...
     
  3. TigerPrezX

    TigerPrezX Well-Known Member

    Aug 1, 2012
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    Alright, I've been playing my Krav Maga character for a full day now, and I can beat Legends pretty regularly. However, I am nowhere NEAR quick enough to pull this off. To intercept a FK already in motion, they'd have to throw out a very close cl.lp/lk. To catch a 12-frame jab, you'd have to see it coming, react, hold special, hit Bait, and then hit Pivot. That's a lot to do in 4/10ths of a second, especially on a tiny phone screen.

    Are other people finding Bait really useful? Am I just losing my reaction speed in my old age, or are my fingers just too slow? I've gotten some use out of Pivot, just to stop slow specials, but never in conjunction with Bait.

    Most of my wins come by mid-range poking and space control. I hover just out of reach, harass with s.LP and c.LK, then counter their attempts to counter my pokes. My go-to tactic is using c.LK to position my opponent (hit or blocked, doesn't matter) to the outside tip of my s.FP range. They almost always go for LP or FK; LP doesn't reach far enough, and FK is slower to come out, so they end up eating a full combo.

    As a side note, I think Krav Maga suffers from not being able to use full combos against blocking opponents. Styles like Taekwondo, and Shaolin Kung Fu can rack up chip damage easily just by unloading everything on a blocking opponent, then running away until they get enough energy to do it again. Meanwhile, if Krav Maga tries a combo on a blocking opponent, you miss the grab animation and are left WIDE open to retaliation.
     
  4. pheriannath

    pheriannath Well-Known Member

    Jun 9, 2012
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    #384 pheriannath, Jun 27, 2013
    Last edited: Jun 27, 2013
    @TigerPrezX:
    Aye, this is true. As a Krav Maga player, I don't go full-on attack with this art. Krav Maga is not an 'aggressive' art like Shao Lin or Ninjutsu and is, I think, intended to be played as such.

    As you said, Krav Maga against blocking opponents is pretty much futile, so our windows of damage dealing is when:
    - our opponent is on the offensive (achieved by poking through strikes or by following up on pivot)
    - our opponent is low on energy (achieved by grab throwing)

    I use pivot a *lot*. It pretty much goes hand in hand with my combos these days - if I land a combo, 70% of the time that combo started from a pivot.

    I fancy Bait (by itself) will be useful against human opponents when multiplayer comes out. Some opponents really do react or anticipate certain moves (like standing FK at range) and when they see the starting frames of your move, their muscle memory kicks in and they block. Your bait can be executed fast enough, but it likely has to be planned (i.e. you intend to feint from the very beginning) rather than a spur-of-the-moment change of mind. This results in more of a mind guessing game rather than a twitch game (which is probably another intention of Kinetic Damage).

    *That* particular bait-pivot combo, though...I haven't been able to do it yet :/
     
  5. TigerPrezX

    TigerPrezX Well-Known Member

    Aug 1, 2012
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    Yeah, it's just when opponents decide to play completely reactive, and crouch in place just waiting for you to approach. Krav Maga has no approach options, so you just kinda... stick a c.lk out there and see what happens. Against other styles with low range, you can at least get in safely to annoy them. But against like Tai Chi and Break, they can turtle all day and punish anything you do with sweeps.

    And yeah, the only time I Bait is when I know I'm going for the feint beforehand. I have to start pressing Bait before the kick animation even starts, because if I wait for the kick to start, I can't hit Bait fast enough to cancel it. I'm sure it'll be useful against real people, but mindgaming the AI is lol.

    Hmm... Should I try Muay Thai next? Or Shaolin? Or Jeet Kune Do? What else is fun?
     
  6. Buck bottleneck

    Buck bottleneck Well-Known Member

    Jun 5, 2013
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    @tiger you should try ninjutsu, verry funny to play, very speed but very weak.
    That's my favourite :)
     
  7. Oceraux

    Oceraux Well-Known Member

    Apr 16, 2013
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    Congratulations on another praise from TA! I'm proud of you, man! It means they are already lovin' it, just needs multi they said. I was very happy that when they said KD was a game that redefines touch fighting games. Let's just ignore ######## and IGN, they are..
     
  8. TigerPrezX

    TigerPrezX Well-Known Member

    Aug 1, 2012
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    O_O

    Wow, Muay Thai kills opponents fast. Very fast.

    I just started tonight, and I got enough gold in a few hours to unlock all my combos and specials.
     
  9. Buck bottleneck

    Buck bottleneck Well-Known Member

    Jun 5, 2013
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    try ninjutsu !!!!:D
     
  10. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #390 KineticDamage, Jun 27, 2013
    Last edited: Jun 27, 2013
    Fellow damagers,
    I've corrected all the bugs mentionned in this thread from the start, and will be pushing them in a bugfix update to Apple in ~5 hours. My apologies for this inconvenience.

    Will definitely come in the next big update ;) (after the bugfix)


    Precisely ! I love such feedbacks guys :)
    Strike -> Bait -> Pivot -> Combo counter is quite a hard one to perform, I admit, but definitely a deadly one (could damage as much as 500 hitpoints = a full node).

    Pheriannath's excellent insight is spot on : Like all the Martial Arts in Kinetic Damage, Krav Maga is based around its real life counterpart. I studied many videos, and understood it was mainly a defensive-offensive Art. Meaning you don't attack, but bait for an attack to unleash all kinds of chainlocks and bone breaks.

    This is where Bait kicks in : Its primary use is to plan a fake strike, in order to bait for a mistake to take advantage of. So the execution route would be to hit the strike button only when you've synchronized your reflexes with the following Bait button push (here, to plan the s.FK + S + Bait button sequence ahead of time).

    But I wouldn't be surprised to see in the future some hardcore players being able to use it as a reactive cancel, without necessarly having planned it.
    It would make it very powerful, and I'm fine with it, because it would be a reward for their high execution skills.

    That's also why I put the S button on the left, instead of the right, so you can basically tap S + any Special Button under 0.1s, as you're using both thumbs.

    This special penalty is completely intended ;) Because Krav Maga combos are all grabs ending either in a higher juggle than normal, either a knockdown. And most of all, they're grabs, so they're forcing your opponent to turn into the same stance as you.
    This may lack of the pressure advantage of other Arts combos, but when you connect a Krav combo, you're guaranteed to :
    - force a stance on the opponent without having to spend 50 energy in a regular grab
    - recover health and energy while your target is knocked down (Krav Maga has the highest Recovery stat).
    - plus, the incoming buff to grabs (+30% perf / crit chance) will make it even more powerful.

    So that's why there had to be a counterpart if not executed well (mini self-juggle if you try a combo while opponent is blocking).

    Don't worry, I designed every Art to have at least one special to counterbalance its weaknesses. In the case of Krav Maga and its low range (lowest range of all the arts), that's where the StunGun special kicks in. It makes you run towards your target as long as you hold the button, automatically delivering a stunning strike as soon as you're in range.

    StunGun Pros :
    - StunGun is an overhead (like any visually up-to-down strike in the game)
    - it can close gaps very quickly
    - like mentionned in the Tooltip, the longer distance you run, the more damage you do, and the longer the hitstun is. Try a StunGun from at least 6 meters, you'll see your target being stunned for more than 1 second ;)

    StunGun Cons :
    - You have to retreat if you want to turn it into a juggling strike.
    - the Strike launchtime is the same as s.FK, so easily interruptable. But the long dash you're doing while striking gives you a large zone of choice to release it. Opponent will have to read you well if he wants to interrupt.

    This is one way of defeating (or pressuring) turtlers.

    The other way with Krav is the special "Legbreak" : it becomes an Armor Break if you charge longer than 0.7 sec ;)
    (and the result is devastating : target loses up to -30% speed for 6 sec)

    And yet another way to pressure turtlers with any Art : dashing forward. It bumps even guarding opponents. They won't be juggled enough for you to insert a strike, but it will break their pace.

    The highest risk / reward ratio, definitely ;)

    Thanks Oceraux :) I will make everything possible to make multiplayer the most stable and intuitive possible. Plus, I'll give you damagers a new surprising way to bring more pressure and excitement to multi fights ;)

    I'm not surprised, as you seem to be a very skilled gamer. Actually Muay Thai is the slowest Art of all, but the most smashing, crushing, devastating. Plus it's the second highest range.
    If you manage to read your opponent, connect combos, use all specials (and their subtelties) at your advantage, and manage to counterbalance your low speed ... in a word : if you're a good player, you will definitely be an unstoppable bomb of brute force.
     
  11. TigerPrezX

    TigerPrezX Well-Known Member

    Aug 1, 2012
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    Haha, you know, Kinetic Damage is a hell of a product. But I think it might be more impressive that you're also the company's PR manager and customer service team. ;)

    I'm definitely glad you sold me on this game. I've enjoyed it more than I expected so far, and I see several more hours of exploration ahead. You know, I think that IF mobile fighting games ever become a big thing, KD will be looked at as one of the big milestones of the genre. I think that your choice to only allow custom characters instead of creating a default cast will be the main reason KD will remain a cult classic instead of becoming a mainstream hit. Maybe you could recycle the engine for a spinoff series or something? Still, I think people will look back at it in the same way they do Darkstalkers (for making combos mainstream), Virtua Fighter (for 3D fighting), and Samurai Shodown/Soul Edge (for 2D/3D weapon combat, respectively). Maybe they're not the biggest names in fighter history, but they laid the groundwork for entire future franchises.
     
  12. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #392 KineticDamage, Jun 27, 2013
    Last edited: Jun 27, 2013
    Thank you Tiger :)
    Actually I'm planning to contact one or two big studios once everything will even out (multi, training, android), in order to talk about ways to make Kinetic Damage a much bigger project.
    But before that point, actual revenues will be used to slowly make the game better and better. Like I already mentionned earlier, the first thing I'll invest in (once I hit a revenue milestone) will be hiring a good 3D artist to redo all the fighter models.

    Ok, now I'm going back to working on that Training mode :p
    If you have any question about Muay Thai art, feel free to ask ;)
     
  13. TigerPrezX

    TigerPrezX Well-Known Member

    Aug 1, 2012
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    Well, that's odd. My character just forgot Bone Breaker as soon as I bought Boulder Smash. Bone Breaker was the default special I started with, but as soon as I bought Boulder Smash, it disappeared and is available for purchase again.
     
  14. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #394 KineticDamage, Jun 27, 2013
    Last edited: Jun 27, 2013
    Yup I spot this one too during the checkup, I corrected it. Seems like it's happening when you have the special n° 2 as default, though. Sending the whole bugfix package to Apple right now. Thanks Tiger.

    p.s : if you guys see any strange behaviour, or bug, please use this form so I can keep a clear trace of the tickets, and react as soon as possible :) thank you
     
  15. TigerPrezX

    TigerPrezX Well-Known Member

    Aug 1, 2012
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    Some of these events have crazy high prizes...

    [​IMG]
     
  16. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #396 KineticDamage, Jun 27, 2013
    Last edited: Jun 27, 2013
    You're on Legend level ;)
    Although, I didn't design the credits system to be a grind. It's only a way to leverage the progression, and to enable further development ideas. While I didn't want it to be too easy to win, I didn't want the player to spend too many matches before being able to buy combos and specials.

    But if you feel some prizes are too high, please feel free to give your feedback anyway !
     
  17. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Auto-salty message sender? :eek:
     
  18. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #398 KineticDamage, Jun 27, 2013
    Last edited: Jun 27, 2013
    hahaha xD A salt shaker icon could be an idea :p
    More seriously, it will be a way to turn matches into something that is not "just a fight" ;)
    No big stuff, but can spice up things a bit !
     
  19. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Matches between the AI chars after each match?
    Steal clothes?
    Steal the AI char of the opponent?
    Save the opponent's char in another slot?
    Save the opponent's AI char in another slot?
    Steal (more) clothes?
    Card list feature?
    Wandering warrior-like feature?
     
  20. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #400 KineticDamage, Jun 27, 2013
    Last edited: Jun 27, 2013
    Those are cool ideas ! And they are close to the one I've implemented ;)

    --> you will be able to bet on your fight, like in a poker game (or decide not to bet anything). Each player will be able to raise the amount of credits of the common pot. Winner gains the pot. Poker fighting :)
     

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