My take on combos...

Grit

Well-known member
@DCurrent
This post is to show you my approach to combos in general!
the trick is not to use the same move twice if possible.
when playing versus type games and how I intend to try an transfer the play style over to beat em ups.
I don't limit punches and kicks only!
When I understand a combat system my goal is then to delete health bars as seen below
This combo is what I tried to replicate with my own game that I'm busy with.
Checkout my first combo in @Mr.Q! FF
I remember being so proud of it!
Then I limited myself!
After that I cut loose once I felt I learn all there is from the tutorial.
These combos with Mike should show the slams I'd like to replicate.
Mike is my favorite character in FF
I can take a combo In any direction with no wall assist now.
This one game is suffer from a lack of forcedirection -1 but I did what I can with the combo system!
Must still show Fuma and Mpower since they cover throws/slams
 
Hey Grit! This is amazingly cool work, and I have no doubt you've learned a ton by pushing the timing and animation in this direction. I think this is a great showcase just how great OpenBOR can be, for those who seek to tweak it to their liking.

My concern over all of this would be the "challenge". How could an AI possibly pose a threat to the player if they have such overwhelming power/speed? It's clear that 1 vs 1, an enemy has very little chance to even move. So what sort of enemy design do you have in mind that would let you make a game out of this?
 
My concern over all of this would be the "challenge". How could an AI possibly pose a threat to the player if they have such overwhelming power/speed?
Hi there Zarzak
I'm glad you asked this question!
Fortunately, I solve this early on and will make a video showcasing this in action!

Just like in a vsgame when performing a combo you have to follow a set of rules otherwise the combo fail.

As for AI posing a threat!
That too was addressed and a video will be made aswell when I made an enemy of the original Street fighter's Ryu!
Gave him a 4attacks,upper,block and riseattack.
His dangerous without projectiles and a forward moving attack like a tatsu but then
@Kratus handed me the Pandora's box
In the form of stf vs KoF.

I tweak Sagat's speed and added a delay to Shin Gouki hadoken since he does it too much back to back.
Shin Gouki been pulling off combos on me like in the videos I posted here.
So what sort of enemy design do you have in mind that would let you make a game out of this?
WWD.png
The street fighter cast cover this question since there is more than enough sprites to work with.
Each character is a reference to a game I'm taking inspiration from.
World heroes Supreme Justice is another good game with enemies that pose a decent chellenge but is marred with grouping issues so you can't see there true potential in a fight.
 
added a delay to Shin Gouki hadoken since he does it too much back to back.
This Shin Gouki was inspired in the SF Alpha 3 version for PS1, his hadouken's speed is insane haha.

You can see a small example here.

@Kratus handed me the Pandora's box
In the form of stf vs KoF.
The hardest part to develop in this game were the enemy actions in order to look more natural like players, a mix of range adjustment and many "cancel" scripts.
Here's a fight against Shin Gouki, it starts at 46:40.

 
The hardest part to develop in this game were the enemy actions in order to look more natural like players, a mix of range adjustment and many "cancel" scripts.
Here's a fight against Shin Gouki, it starts at 46:40.
That fight would be great in 2D
I just have to adjust the player and enemy gravity!
One thing that would be useful is a custom scripts for enemy movement.
I want them to move like in Final fight 3 or Caddilacs!

I created and attack that can follow into others and created a duplicate but is a fastattack
Keep the player guessing.
 
@Zarzak
The block frame delay is set to 25 so there is ample time for the player to react but not all the enemies will block!
Some will dodge and others will counter attack.
I might ditch the grab hold for command throws like Kratus did in Stf vs KoF
At the 19 second mark there is a rise attack.
@Kratus I added a tatsu to Ryu...I got Ryu fighting similar to Shin Gouki in the video seen below.
 
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I wouldn't deviate off the path I chose for the characters but I have to appreciate the concepts here.
I want for Ken to master fire and Ryu all elements!
Hodokens show be considered the most dangerous attack like seen in the video.
It all feeds into the story I came up with for world warrior.
 
@Kratus
Wanted to let you know I removed the delay!
For the longest time I didn't realize that you added an air recovery by simply pressing block!
You were on to something crazy with this game.
Hope you return to it soon.
 
For the longest time I didn't realize that you added an air recovery by simply pressing block!
Yeah, not only the aerial recovery but most features were inspired by SF Alpha 3 and KoF 98 games, the ones I played most during the PS1/PS2 era.

You were on to something crazy with this game.
Hope you return to it soon.
Maybe I will return someday after the main SORX content is finished.
 
Yeah, not only the aerial recovery but most features were inspired by SF Alpha 3 and KoF 98 games, the ones I played most during the PS1/PS2 era.
Before the console we had to get good on a budget based on how many coins you had.
Consoles allowed us to lab the game at home.
Maybe I will return someday after the main SORX content is finished.
I got 2 combo videos!
1 where I use the cancel and the other is where I added a low kick to Sagat's arsenal.
@machok
I didn't like the Alpha counter spin so I made my own.
 
Before the console we had to get good on a budget based on how many coins you had.
Consoles allowed us to lab the game at home.
@Grit These were good times haha, the SF2 era.

I got 2 combo videos!
1 where I use the cancel and the other is where I added a low kick to Sagat's arsenal.
Wow, you did good combos! Even with the game's bad playability you were able to perform very well :)
I thought only I would understand the mechanics haha, but you got it well.
 
@Grit These were good times haha, the SF2 era.


Wow, you did good combos! Even with the game's bad playability you were able to perform very well :)
I thought only I would understand the mechanics haha, but you got it well.
Thanks but you have no idea how good your game is and the potential it got.
It wasn't for nothing.
I would add a delay to the desperation moves so they can't be spammed but for early concept it's amazing.

My game's mechanics are very similar to your own but I try to keep the floating to a minimum!
Not a fan of Tekken in that regard.
You'll notice my launcher is 2 attacks instead of one.
Could you perhaps give me a brief ddescription of what these script do!?

animtionscript
didhitscript
didblockscript
onblockscript
takedamagescript
 
Thanks but you have no idea how good your game is and the potential it got.
It wasn't for nothing.
I would add a delay to the desperation moves so they can't be spammed but for early concept it's amazing.
Thanks man :)

Could you perhaps give me a brief ddescription of what these script do!?
No problem, according to what I remember they are:

animtionscript: all animation scripts like "@cmd something"
didhitscript: some cancels, juggle rules and rush bonus score for players
didblockscript: push back effect and a small freeze time when any attack is blocked
onblocksscript: unlock the enemy at the screen edge during certain moments
takedamagescript: some misc functions like adding mp, lock the screen edge for enemies when take any damage and change the escapehits value
 
@Kratus
Hope you well?
I been meaning to ask what game is that flash from you used for STF vs KOF.
I seen a wide variety for it and want to used in those vs everyone mugenku videos, I want to use that flash for my beat em up!
@Piccolo thank you for CMT
It's insane...I can align the sprites with a level of precision that make gameplay look 👌 but thats thanks to the scripts from Kratus as well.
 
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