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Killerderang

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A member registered Apr 25, 2024

Recent community posts

(7 edits)

Shella is like a high mid tier in my opinion. Shella is slow when moving and attacking, but has a very fast dash with endlag. But you can cancel the dash by crounching, jumping and with the up attack. That might not seem crazy, but trust, it is.

Thanks to the fast dash speed, you can zoom in and out really fast by wavedashing. By dashing canceling with the up attack, you can get into your opp already attacking from a mid distance. 

And last but not least, by dash jumping you inherit the dash speed into the jump horizontal speed, letting you punish fireballs and even combo extend after Shella's dash attack.

Sorry if it was a little confusing, but i really think Shella is good, just takes some pratice.

thanks! allways happy to help!

So i did some more testing, and Shella ex up attack only behaves the way i described when Shella is on the right side of the screen. So that problably means that it's not a problem with the hitbox itself, but with the way the game handles the characters when they are on the right side or something like that. Or Weenter just messed up something by accident lol, but idk.

Dragon punch (shoryuken) input. Basically ↓↘ + attack. And you can just hold attack to charge Orbit, and release the button to do the attack.

Hey, i found some things that are interesting while testing with some of the characters (ver. 0.4.0):

Dragonfish: As most of you know by now, he has the ex up attack, done by inputing down down, then up + attack. But, the down down input can be hidden in another input, as long as you don't press any other directional input. You can hide it in taunt, dashes, and even other attacks. Maybe someone found this before me, but
i still wanted to mention it here.

Shella Snail: Her ex up attack has a very weird hitbox. It hits when close, but also hits far with the opp in the ground, which's weird, since the animation shows the lighting going up, but it doen't hit if your opp is the "middle distance". I don't think this is intentional behavior.

Totem Monster: You can do the downslam move very fast. Hold down, press jump while still holding down, and as soon as you release jump, you press attack. You'll do the downslam very close to the ground, making it come out fast enough to use in combos like down attack into downslam (edge of the stage), or counter attack after block, since it starts by holding down.

Happy & Mad: I think i found a infinite with Mad. The opp has to be in the edge of the stage, and then you juts spam Mad's dash attack. For some reason, this can cause the knockback to stop working, and you just continue spamming until the opp dies. But, like i said, it "can" happen, cause it's not really consistent, and also requires you to corner your opp, and the first dash attack can simply be blocked. But even tho it's not easy or consistent, i still think that it should be fixed.

Lily & Orbit: For Orbit's attack, you need to charge by holding attack, but the charge is not lost immediately if you release attack. So, you can use this to continue attacking while Orbit still charges.


That's all for now, thanks, and leave your thoughts and observations, and even correct me if needed.