I put together a video of combos in preparation for Tougeki (a.k.a. Super Battle Opera)!
http://youtu.be/fNh1w-6izmQ
It's something I just slapped together, so there are some rough spots, but it's good for visualizing the flow of combos.
We're still balancing the game, so stuff like damage and the height of juggles could change.
So just take a look to see how they're shaping up overall.
You can see all kinds of combos in the video. A guaranteed combo after landing a low hold on a crouching opponent...
...A guaranteed combo when your feet match up with the opponent...
...A guaranteed combo from a throw, etc.
Some non-guaranteed combos are in the video too.
If you all like this video, I'd definitely like to make more.
But we're really busy right now, so I might not be able to. Don't get your hopes up.
In the Alpha Demo and the E3 version, there were two levels of launch heights, but there are 3 in this version.
You can launch people even higher, so there's more of a payoff for gambling.
We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.
So you can cause Critical Burst with fewer hits from big moves, but you'll have to land more fast moves to cause it.
Also, I'm also really focused on bringing out the fun that only happens when playing other people.
For example, there are more strikes that aren't punishable after guard...
...and strikes where only a normal (escapable) throw is guaranteed after hit.
We don't set one pattern of counterattacks, so the person getting attacked has options when at a slight disadvantage.
This will make it even more exciting to watch how fights play out. Top players should have some really fast-paced fights.
Sidesteps are also strong when at a little disadvantage.
They avoid jabs, elbows, knees, and low punches so they're great against characters with no OH or spinning strikes.
Later!