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(1 edit) (+1)

new mechanic:

(not done typing, accidentally released)
(new) Juggle State and Reel

Once hitting certain moves, the enemy will go into certain animations mid air.

If the enemy is swaying as if they're having a bit of trouble trying to get back on their feet, that's a soft juggle. They can tech when the hitstun ends on a move, but the hitstun is increased due to this state. Also when landing, they automatically just slide down a bit.

If the enemy is spinning violently, that's a hard juggle. They cannot tech, and will be knocked down if landing on the floor.

Soft Juggles can turn into Hard Juggles, but not vice versa.

Some moves that I think deserve these states

Soft Juggle:
Everyone's autocombo (especially yellows, just a glorified launcher, Red, Blue, Orange, and Green's autocombos will make it hard if soft juggle)
Green 236P
Green 2K
Red Sweep
Red DP (will become hard if already soft juggled)
Red J.K
Blue 236K
Blue J.P
Yellow All hits of 2K
Yellow Point Blank 236K (will have a recoil bonk though)
Orange 5K
Orange 236P
(theoretical time)
Universal Anti Air (3P, becomes hard if already soft juggle)
Navy Purple 2nd Autocombo
Navy Purple 236P


Hard Juggle:
All supers that launch



Reeling

Basically a way to transfer air non-knockdown hitstun to grounded. If the enemy is still in hitstun while touching the ground, they will struggle to balance on one leg. This is kinda a restand, but instead hitting them out of it just launches them again in soft juggle (if you hit them with a move that's strong enough to put them out of the state, don't worry it's just like 20% to get them out and multi hits will drain amount consecutively).