This is all super exciting. I tend to avoid Rebellion Mode because 95% of the enemies/bosses don't feel complete enough to be viable, or they would simply be too boring to play as. Like, Souther can get the job done, sure, but am I gonna spend an hour spamming the same 2 moves over and over?
Initially my intent is to allow enemies/bosses becoming playable exactly as they are as opponents, even if many of them are boring.
This is why I separated the game modes:
- Arcade/Survival: these are the official planned modes, where all the characters have a full moveset and where all the game rules were defined.
- Rebellion/CPU Partner modes: only to expand the game content a bit, for fun.
However, thanks to many sprite contributions, I can open an exception at least for the playable enemies/bosses and expand their movesets (preserving the non-playable enemies/bosses moveset to keep the playthrough fidelity).
But stuff like the ninja throwing a shuriken? Why? It's even weirder when you can jump and throw three for free.
Boss, I didn't understand if "three for free" is a good or a bad thing

. In your opinion, should this move have a cost?
To explain better the logic currently applied on the playable enemies/bosses:
- allow most attack moves possible in commands where there's no cost, like ninjas throwing stars using running attack (blitz), or even in jumping attacks.
- define as a defensive special move the attacks used to escape from opponent attacks (even if recycled).
- define as an offensive special move the strongest attacks this character has, which players can abuse.
- not all of them have offensive specials, but most of them have at least a defensive special used to escape, even if recycling the only attack move the character has (Galsia punch).
- regular enemies usually don't have energy star moves, bosses usually have only a rage move (3 stars) but some of them can have a super or counter (1 star).
- as soon as an enemy or boss becomes playable, all the playable character scripts are applied on them by default, it includes all the stuff linked to the game settings menu. This makes it infeasible to make exceptions to every enemy/boss in order to remove the cost for certain moves.
I got a complaint on Facebook from someone asking why Mr. X's shots don't hit his own partners...
In the Mr. X helpers case, the game applies the same cpu partner logic. It means that the versus damage has the same effect as the damage between players, also allowing players to kill the helpers.
...I mean, that seems pretty obvious, right? It wouldn't make sense for me to call in helpers just to gun them down right after, lol.
Yeah lol
It would be cool to use the SoRR star system. You know, as the character gains stars, their moves change into more devastating ones. Maybe adding more stars (two extra?) for more attacks or moves would be a good idea, too.
Unfortunately it's not currently viable because it would break all the current energy star system.
To be very honest I never liked too much the original SOR3 star system (and the SORR by extension, since they are almost the same), because sometimes you forget which move you will perform next in case you don't check how many stars you currently have.
Like, I always preferred the "super" Axel's grand upper (1 star) due to the longer distance traveled, but I lose it as soon as I gain +1 star. Of course, I can force it using the Genesis 6-buttons controller, but it's weird to perform.
Some years ago I even thought of abolishing the current energy star system and making a thing similar to the original but developing an easier way to perform all the moves (but keeping the rage move). But I ended up discarding the idea because players are familiar with the current system.