-
-
Can I get temporary admin so I can edit the list?
Some stuff In there still doesnβt make sense. -
Idle slide:
17 frames
3 starting
10 active
4 buffer frames
4 iframes
Only blocked by low
Idk how hitboxes work, Iβll redo it once I read up on it.Too fast?
- 11%
- 44%
- 44%
9 votes -
Any more projects I can put frame data on?
🥺 -
This is a great question. When the game is already a little advanced, when you already have several characters and some scenarios. Will there be a beta of the game?
-
Update:
Running jump
Backwalk
JumpYou might wanna include more movie clips in the group desc cause I started thinking about mortal kombat and street fighter animations and how they work. Stuff like a running jump, back jump and back walking is necessary. Or else youβre gonna have only forward animations while going backwards lol
-
well, when they go backwards they just turn around, but ill include running jump
but i think people are tired of me constantly changing the move list lol
-
Replying to:
I think the backwalk/dash is a good idea. An example, of no backwalk is used in the default project
Another thing is landing lag.
For example, if I used a midair move, and hit the ground before the anim was fully finished, it would cancel it and play the anim and then I would be able to act again.
An example of no landing lag is used in the default project below.
Also, I think it would be a good idea to add rolling. But only when your on the ground. So only front and back.
-
-
-
-
-
Air heavy punch:
14 total frames
5 frame startup
Active 5-10
Blocked by high (if you somehow hit it on a low opponent)
This felt very weird to put hitboxes on.Flying knee:(Iβm assuming the air heavy kick)
12 total frames
7 frame startup
Active 8-11
The juicy sweet spot is on frame 9
Blocked by high
And thatβs it!
Default hitboxes done!
Iβll give the project download once I figure out how to use mediafire or something -
- Load More

































If glk will let me I still need to update that list. Itβs too confusing.
In regards to the anim, it looks more like a startup to the βsuper op mega attackβ
Which needs to be renamed
what do you want to be changed
Remove slide anims, any number of intros but preferably 2 or 3, any amount of victory screens preferably 2 or 3, not fully sure about taunts but again 3-4, no final hits(whatβs a βfinal hitβ anyway?), all blocking anims need a idle, all blocking anims need to have a anim where you actually block an attack(shield lag.(needs to be universal(the same)for all characters)), a out-of-guard anim, remove the hang on ledge anims since the game isnβt smash bros-like anymore, remove normal combo. Change the wording to Autocombo. Only light and heavy autocombo, the hang on wall needs a idle anim but can be 1 frame, it needs a jump off/on wall anim, should be optional for all characters, rename βsuper strong and op attackβ preferably to just βsuper attackβ or something. Backwalk anim, run only plays after dash. As far as ko attacks go, there should be 2 ko anims. One for any weak attack that hits them and one where they get launched. Only exceptions are if for say someoneβs super attack had a special anim that plays if they died from it like Joker from ultimate.
And other stuff I would put the this reply is too long. Which is why I was asking for temporary admin so you didnβt have to write it and potentially mess up the list again.
well, slide anims should stay as there are slides in multiple games and when someone is running and do a sudden turn there should be a slide
there should be 1 intro and victory screen, as 1 it would be a lot of extra work for everyone and 2 it can be like a signature intro
a final hit is the last damage you deal on someone before they get kod
ill add blocking idles and when you block an attack
hang on ledge should stay because some maps will have floating platforms
the wording for combo is fine cuz some people might not understand what an autocombo is
jump off wall is a good idea
backwalk isn’t necessary
O when you said slide I thought like a actual slide attack anim.
Ok, from what it sounds like, your going back to smash bros style game. If thatβs the case, auto combos should to be removed completely. And the final hit thing still doesnβt make sense. Are you talking about some mortal combat fatality or something? If thatβs the case then you donβt need end screens/victory anims.
Itβs still very confusing.
Can I still edit it? Like I said itβs just temporary. Once the list is done and fully fleshed out you can take it away
ok i guess.. tell me when youre done
and final hit. lets say there’s a red stickfigure and a blue stickfigure. the blue stick is very low and will die in one hit, the red stick has the upper hand.
So when the red stick makes his final move it will be an extreme punch as the blue stick will be kod and it will have a cool effect
So from what it sounds like, the ko effect from ultimate?
no, its the person making the final hit
and seeing as there’s gonna be the final hit every time can you remove the other 2 kos
So. Your saying when they get low they HAVE to hit the βfinal hitβ
I donβt think thatβs a good idea.
And itβs super confusing
Can you make a anim for an example?
final hit would be longer and more dramatic but def an op attack
Wouldn’t it be the other way round?
it can be but the purpose of a final attack is to make sure the enemy is destroyed and idk if a 2 second attack is gonna do that unless heβs just that powerful lol, but at the end of the day itβs up to you just my opinion on it.