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(+3)

It's great, but you need to add oki. Unless you have a bar of meter, knockdowns just lead to both players mashing grab, as the one on the ground literally can't do anything. There's no way to get up faster, and the very frame you get up, the opponent can grab you, and so can you, so the oki game boils down to just grab mashing, as any other option is just outclassed.

(+2)

In theory I set things up so you can counter a grab by either jumping or doing a DP as early as possible. If you're getting thrown out of those, there might just be a bug there that I need to fix!

In either case, I've been considering making characters invincible to throws on wakeup for a few frames. I know that throw loops have been a controversial topic in the FGC lately.

(+2)

games like GGST use about 5 frames of throw protection on wakeup and after blocking - it seems like a fairly moral design decision.

(-1)

When you knock down the bot, it's fine, but when you get knocked down, 9 times out of 10, the bot will just stand over you and grab the frame you get up.

You can hold up or buffer a reversal to dodge grab