Actual progress this month has been pretty slow because my focus mostly shifted to finalizing an update for a different game. But still, the new characters from the trailer are almost completely done, and I'm making some much needed upgrades to menus and UI. Online will take much longer, but I want to hold an offline-only public playtest as soon as possible so that people can try the new characters out.
Khao Mortadios
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It's going! The current internal version has 3 characters in a near-completion state with the fourth one about halfway there. Once those are 100% done, we'll probably switch gears to completely focus on online play while we plan out the remaining content. This weekend we'll be showing off a build at local gaming festival (in Chile) and that'll be the first time these characters are gonna be publicly playable. After that, we'll very likely start talking about holding public playtests on Steam!
-Probably! We'll post an announcement both here and on Steam when we finally do that.
-I may have added a forced restand simply because it's meant to combo into jab which goes over crouching characters but to tell the truth, I don't even remember. I made this version of the game a while back.
-No, that's not meant to be a thing. In theory, grabs shouldn't work during hitstun or blockstun, if things are working like they're supposed to, you should even be able to jump before the grab can connect.
-Oh yeah training resets are almost completely broken lmao. Everything that's technically separate from the actual characters just awkwardly stays behind when you reset.
-Aware of it! I'm currently working on a thing that'll lead to player inputs on CPU fights working a bit different that should hopefully fix that.
-Oh that's interesting. I did that on purpose on 3H to make jumping attacks connect more easily after launching the opponent, but I'm surprised that's also happening on 2L.
Intended! I want this game to be really open in terms of what you can do with combos, but there's multiple things that scale as a combo gets longer. Damage gets lower, the opponent is pushed further away, and launchers don't launch the opponent as high. At some point, it'll be impossible to hit the opponent with one more attack.
If that's not enough, the player getting hit can escape combos by pressing the dash button, as long as they have a bit of meter. This is punishable if they do it blindly too, but with good timing, after the right kind of attack, they can even turn things around to land an attack of their own.
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.
Thanks! That's some good feedback. I did have a wakeup animation at one point but I thought it felt a bit weird. I'll see if I can come up with something else because I think you're right, it's hard to know what the timing even is at the moment.
That's interesting about the super inputs. Do you think they're harder to than in other games? And are you having issues with other special moves or just the supers? I'll try to find a way to make them more forgiving.


