Supers, Grabs, Roman Cancels into Dash and BackDash, Vanish, Burst, Gold Burst, Autocombo, and more!
Vanish: Spend 1000 of your 4000 meter (25%) to teleport behind your foe. Nothin' personell, kid!
Roman Cancels: You can spend 2000 of your 4000 meter (50%) to interrupt your attack with a forward dash to mix up your opponent. Or use a backward dash to escape to safety! Roman Cancels cost 25% meter if the foe isn't currently in Hitstun or Blockstun.
Grabs: Press Light and Medium together to grab your opponent! Hold back while grabbing to throw the foe backwards.
Supers: This character's Super is an invincible forward dash that travels 75% of the screen, but this Super is very vulnerable when blocked, so don't spam it. Costs 2000 out of 4000 meter (50%).
Counter: This character deals double damage to opponents who were attacking you when they were attacked.
Meter: Build meter by attacking your foe, being attacked, blocking attacks, walking toward your foe menacingly, dashing toward your foe, and performing a Gold Burst. Meter is reset at the end of every round. Use it or lose it!
Taunt: Now a viable Okizeme option! And outside of Knockdown situations, it fulfills its typical purpose as a taunt.
Advanced 7-way Okizeme Mixups: Knock your opponent down with jumping heavy! What comes next? Jump and perform an overhead, jump and land and perform a low, jump and perform an overhead behind the foe, jump behind your foe and land and perform a low, grab your foe, or backdash out of your foe's attack then punish it? There's one more option! If you knock your opponent down and perform a Taunt instead of your usual 6-way post-knockdown mixup, you deal intense psychological damage, letting your foe get up while he loses 1000 meter (25%) in the process. Ouch!
Burst: C-C-C-COMBO BREAKER!!! Burst out of an enemy combo at any time! (except during grabs). Use in Neutral to perform a Gold Burst! If this hits your opponent, your Super Meter is filled! You get 1 Burst per match, and this is a 30 second high damage higher speed best of 5 game with straightforward accessible intuitive intelligently designed controls. The purpose behind the control scheme? To get the new player to understand the system and learn its functions quickly so the road to mastery can begin. Playtesting has been a long and tough process, but my friends inside and outside the Fighting Game Community have given excellent feedback. The idea behind the autocombo system is mine.
The autocombo is designed in a way I don't think fighting games have ever tried before. It's not there to gatekeep certain moves behind button strings. It's not there to turn bad neutral into good neutral. It's not there to let your brain turn Battery Saver mode on and start mashing square to win the game. It's there as a combo correcting mechanism. You won't have your whiffed moves turned into good plays that punish your foe's attempts to punish you. Autocombo only triggers during a combo.
You can combo Light, into Medium, into Heavy, into Special, into Super, that's the combo chain, but you can skip parts of this chain whenever you want. Also your down heavy is a launcher that can be cancelled into forwards jumps on hit for an air combo. However if you try doing the same move twice, or try going backwards in the chain, autocombo will correct that input error on your part and send you to the next move in the chain.
Please excuse the art assets, they're placeholders. I'm still working on the gameplay balance behind the moves. There wouldn't be much point in spending 100 hours on frames and animations for moves that end up scrapped or reworked halfway through development.