| 2 weeks ago :: Nov 05, 2009 - 1:04PM #31 | |
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Not only do I want a stun gauge in, I want them to reverse the way it works.
So instead of representing your stun, and filling up as you get hit until it fills up and your get Dizzy, it should represent mental focus, start out full, drain as you get hit, and when it runs out, you get Dizzy. |
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| 2 weeks ago :: Nov 05, 2009 - 1:07PM #32 | |
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very clever. It would work nicely. What about a guard break gauge? (damn, i miss SF alpha 3 so badly!) |
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| 2 weeks ago :: Nov 05, 2009 - 4:41PM #33 | |
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Honestly, I don't see the need for a guard break gauge in a game that doesn't have air blocking.
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| 2 weeks ago :: Nov 05, 2009 - 9:33PM #34 | |
Yeah! Plus we have a charge focus.
Why not!
http://img.photobucket.com/albums/v363/ernart/2756866358_ddcd3b1a24.jpg
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| 2 weeks ago :: Nov 05, 2009 - 9:41PM #35 | |
Don't forget that blocking in any SF was easily broken by THROWING!
I support a new (or remixed) Darkstalkers game!
http://is.gd/2iSgG My fighting game blog. http://comboaddict.blogspot.com/ |
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| 2 weeks ago :: Nov 11, 2009 - 6:00AM #36 | |
that aint good enough |
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| 2 weeks ago :: Nov 11, 2009 - 7:17AM #37 | |
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well, thinking about it, i see a problem. some players can find stun bars distracting (because it would be bars that are constantly filling/depleting) so they would not like to have it displayed on screen at all. to make them happy, we could add an option to turn it on/off, but then, people who dont like to watch the stun bars finally would feel forced to turn it on because, in fact, if you turned it off and your opponent turned it on, you would be playing handicapped. so the option to turn bars on/off is pointless. at this point, i dont know what to say. I still like the idea, but i understand implementing it could be a hassle for some people... |
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