AE:Combat system

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Revision as of 07:33, 7 September 2008 by Loser (talk | contribs) ("official" AE combat system page, please be aware of fact that old combat system (domino effect, crashy comguy throw) DIED. This is what should be included in next release of AE)
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AE COMBAT SYSTEM

Original Oni does not have bad combat system. However, due to the fact game was meant to be sold as much as possible, original combat mechanics are favoring spam a bit. One example for all: when enemy catches you in combo, 90% of the time mindless forward+ punch will result in your punch throw, interrupting enemy's combo.

AE combat system is attempt to make fight more technical. Not that spamming won't work. Yes, it works. Only now it has to be only "spamming", not "mindless spamming" ^_^.

Due to the fact that not everything suits everyone, AE Combat system is divided into separate groups, allowing the one who installs AE to choose what he wants. Groups are:

Only attacks modified (100% done)
Throws modified (not working on it yet)
Hit anims have always hurt sound (not working on it yet)
Getup mechanics modified (not working on it yet)
Glass shattering melee (50% done)
New moves for bosses (15% done)



Groups in more detail:

Only attacks modified
Download HERE.
  • Directional kicks, running kicks, jumping kicks now cause mild stagger
  • Directional punches and running punches now cause knockdown for all classes + they have to be blocked a bit longer (10 frames instead of 8)
  • Some fixes in TRAMs (Muro can now pickup things in slide, Fury can now pickup things in slide, Striker has his crouch punch forward fixed, some hitflash fixes and more)
  • Combos. Combos were changed the most. Now if defender is caught in combo, he can break combo (counterattack, throw) or escape only after first hit. The moment second hit impacts, defender must either defend or eat whole combo, no chance to break after second hit. That is ideal case. In real gameplay it works like that, of course, only with exception that (depends on angle, environment etc) you can attempt to escape/break combo after 2nd hit if circumstances are good. But it is really hard and ocasional to see.
But it is possible (not aganist all classes !) to defend even if you were hit by first or second attack of combo. Hold "back" key and sometimes you can manage to defend rest of the hits so you are not damaged so much. Works especially aganist kick combos.
  • Specials were made semi-vulnerable so they are less spammable now. That means:
at the beginning and in the end of special, there are "windows" where user of special CAN be attacked and hurt. Beware, not in the middle. Special attack is special because it usually involves great momentum or strength, so in the middle of such a technique user is invulnerable to melee attacks and throws. Still, specials cannot be spammed so effeciently, because once somebody gets closer, he will hurt you, interrupting your special.