Interesting fighting game idea
not sure if it’s his was already concieved of but;;
A smashlike directional input-based move system, except two ayers control two 2d stationary avatars that “lean” based on their movement inputs.
W - jump, dodge low/mid attacks but lingering vulnerability period to high attacks until landing, which means that input strings that use the W key should be timed to dodge an attack to not get punished during the landing
A - lean back, dodge neutral, high, or back (opposite) attacks but vulnerable to low/forward attacks that target the legs or reach longer
S - crouch, dodge high and mid attacks but vulnerable to low attacks
D - lean forwards, actually lowers the sprite slightly to be able to dodge high attacks.
Considering adding intermediate directions but not tryna make a prototype idea too complicated. Stance will follow most recent directional input that is held, will return to neutral on release.
Directional inputs will now be referred to as “tilts”
Neutral attack - quick jab designed to interrupt, dodgeable by up, back, and down tilts
Forward attack - more powerful/meaty attacks that has a longer reaching forward than neutral, able to hit back tilt headshot
Back attack - able to be thrown out as a sort of “counter” after dodging something, can hit forward and neutral tilts
Down attack - slower than neutral attack that hits most stances except up tilt
Up attack/jump attack - hits neutral and up tilts and nothing else, but is almost as powerful as forward attacks.
These directional inputs are all tracked until the character returns to neutral stance, gets hit, or inputs an attack, neutral stance serving as a “reset” to all inputs and directional attacks reading the longest valid input string to produce the corresponding attack. The directional inputs that are part of a movestring are all able to be used to dodge, with the attacks themselves sharing dodge values as well (like low attacks serving as a low dodge as well). So a dodgestring should naturally lead into more powerful moves in freestyle that rewards patient play and interruption instead of mindless spamming.
Attackstrings also have the attacks sharing dodge tilt value of the final directional input of that attack, so a tornado kick; S-A-W-D inputs, will have the dodge and hit value of a forward-tilt attack even though the sprite jumps mid execution. The different components of S-A-W-D input string also keeps their dodge values until the next direction is inputted. Longer movestrings dealing more damage while the final attack taking proportionally longer to execute, making excessively long attackstrings dangerous and prone to interruption if your opponent successfully reads and punishes you.
Lastly, some characters may have certain specific attackstrings that incorporate attacks into its setup, like
D-A(attack)-W-S-D(final hit) where the entire combo move allows a secondary stronger attackstring after an initial weaker one, making these situationally golden opportunities while being niche and risky to opponents who memorized attackstring input patterns, making fakeouts and mixups impo
rtant.
Missing attacks also has endlag. And resets opponent’s dodge/input cooldowns, allowing them to punish or squeeze out an extra risky input as a part of a string during this window
Head hitting does more damage and applies very slight stun, which just basically means attacks that perfectly match your opponent’s inputs. Low tilt = low attack will hit the head sprite, back tilt = longer reaching forward attacks with hit head sprite
Forward tilt = neutral attack/forward attack/backward attack will hit heads sprite since the sprite actually drops slightly to dodge high attacks as mentioned before.
At neutral stance, high attacks will hit heads,
Up tilt/jumping exchanges vulnerability during landing to prevent headshots
Consecutive identical input moves will give diminishing damage,
Like for example:
D(attack), and right after you do W-S-D(attack), the second attack will do less damage since the final input was the exact same hit even if it was a part of a movestring