Back To School [SDA Blog]

Posted by GStick on Aug. 14, 2008, 4:08 p.m.

I wasn't sure how I was going to present this one. At first I was thinking about another post with some music at the end. Nah, not yet. Screenshots? Nothing really special to show off this time. So I'll just get straight to the details.

One of the first things that was complained about in v2.9 was a bug with Aroon's Air Forward Knee. If the player pressed both a Punch and a Kick button while doing the move (as opposed to just Kick), then he would stop and the screen would continue to scroll on straight out of the stage. After looking into it, I realized that this bug was in all of the special moves, but it was only noticeable in Aroon's Air Forward Knee since he was off the ground and in a jumping state. Jiro's EX Ball Lightning also used to be unblockable… That's all fixed.

Another bug that has been fixed is the problem with crouching getting stuck once in a while. I've been trying to figure that one out forever… The dust created during pushback faces the direction its supposed to now. There was a problem where it didn't flip if the player was facing the opposite direction when hit.

While on the topic of visual effects, the blood sprite is being improved and the dust effect from falling is as well.

Each attack now has separate hit lengths and block lengths when they connect with the opponent. Before, the block stun time was completely based off the hitstun time. Now its all separate, giving a lot of extra control over all of the different attacks. It has also improved the usefulness of blocking quite a bit. Crouch blocking an electricity attack will result in a proper crouch block now rather than a standing block, but getting hit by one while crouching will still put you into a standing hitstun.

Air pushback and juggling has been cleaned up, its a little less wonky now. Feels sooo much better. Uh, new sound for a few of Jiro's electricity attacks, but it probably won't be all that noticeable.

Joystick sensitivity has been increased for the better. Puling off special moves should be much smoother now. This of course also affects anyone using an analog stick.

Throws have undergone a huge revamp. There are still a few bugs to work out, but here's the gist of it:

- Throws now whiff if the opponent is in hitstun

- Can no longer AR out of a throw

- Normal throws, ground and air, now have a 12 frame period (50 fps) once the throw connects where the defender may use the same throw (CC for a forward/back+CC throw, LL for a forward/back+LL throw). A tech throw will result in half damage from the throw, extra float, and the defender will land on their feet

- Hold variations have a period at the start, after connecting, where both players can mash buttons to try and sway the throw their way. More hits are rewarded if the attacker mashes better, less hits are rewarded if the defender mashes better

I wonder if I should go into more detail in the future about how things actually work. Hmm…

-GStick

SDA Blog

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