high,Mid,Low attacks and guarding to high,mid,low
Absolver should allow players as they are building their combo strings to
to do High hit or mid hit or low hit
this would be achieved by using the D pad (currently D pad has other function but they can be assigned to a different button)
in Tekken 6 scenario mode the combat is in 3D by using the D pad they can attack and guard (high,mid,low)
Guarding (Guarding should also be adjusted to block high,mid,low attacks)
high attacks are aimed at head
mid attacks aim Stomach, Ribs,Chest
low attacks aimed at thigh and shin
Conclusion
1. The would be a way to add more dimension to combat for attacking and guarding
2. as currently guarding blocks all attacks
this is a by pass for players to be lazy rely on their massive stamina to block all attacks
to do High hit or mid hit or low hit
this would be achieved by using the D pad (currently D pad has other function but they can be assigned to a different button)
in Tekken 6 scenario mode the combat is in 3D by using the D pad they can attack and guard (high,mid,low)
Guarding (Guarding should also be adjusted to block high,mid,low attacks)
high attacks are aimed at head
mid attacks aim Stomach, Ribs,Chest
low attacks aimed at thigh and shin
Conclusion
1. The would be a way to add more dimension to combat for attacking and guarding
2. as currently guarding blocks all attacks
this is a by pass for players to be lazy rely on their massive stamina to block all attacks
Comments
Thanks for your suggestion about adding more dimensions to the controls and thus attacking and guarding! I have passed along your idea to the rest of the team, though we can't promise to implement it in the game. Anyway, are thankful to hear your thoughts, so feel free to continue sharing them.
How it works
Blocking
the block button which is L2
holding
just the L2 would block all mid attacks
holding L2+ Down on (D pad) would block all low hits
holding L2+Up on (D pad would block all high hits
if u ever played Dragon ball BT 3 it has these block functions
Doing high ,mid, low attacks in combo strings
a new type of combo string editor could be added
using the 4 stances we have in combat
High
Mid
Low attacks
How it works
- a player would select type of attack (high,mid,low) and assign to the each of the stances in combat
-when ever a player decides to press DOWN or UP on D pad as they are doing their combo it will do a high/low hit as they assigned
-in the combo editor to the specific stance
-if they just press the combo no D pad input then it will be a Mid hit
The second issue I see here is that no low kick or high punch should ever suddenly hitbox mid and certainly not the opposite. So maybe that's a miscommunication. Which brings me to my next question. Are you suggesting that the Primary and Alternate attack buttons be changed to Horizontal and Vertical attack buttons instead? Or are you suggesting an alternate attack is used if the player hits Up or Down? The former is a game breaking interface change and the latter requires an alternate move tree.
All that said, you can actually implement a deck that switches between high mid and low in your attack chain if you use the alternate attack moves effectively. To do so be sure that each move in the string changes stance and make sure that the alternate attack and subsequent string does not repeat the same pattern. Then pay very special attention to how facing changes flow between moves. It took a long while but I found a way to build a deck that throws highs and mids, or lows and mids, and even lows to highs or highs to lows so long as I pay attention to which chain I switch to at any given time. Carefully use the alternate moves after any of the three primary moves. It's all about building smaller loops within the bigger loop of the deck and knowing exactly how that will play out in combat. Its very hard to get it working right, but once you do it's awesome fun.
Points
1. the Button is the D pad not the L3 stick so in combat the person can still move backwards as they will be using the D pad to do the high,mid,low blocking
2. Blocking still blocks all attacks low,mid,high combo animations
what im suggesting would add more dimensions game play depth to how blocking works not the simple block everything.
3. By Default the combos will be mid,however a extra combo slot for that stance will have a high and low attack slot input in the combo string for each of the 4 stances
4. SO when a player presses DOWN or UP on D pad as they are doing their combo in that stance they will do instantly a low or high hit depending on what they pressed on the D pad (directional pad)
5. basically with the 4 stances u will have the option to 4 types of high and low hits with this function
6. each instantly done when ever u decide to press down or up as u do your combo
when a person presses DOWN or UP on Directional pad = High or low hits
Attacking and Blocking will receive High,Mid,Low
the square and triangle inputs can stay usual combos
1. The D pad (Directional buttons) Up and DOWN will have combo in them in the combo editor
for high and low attacks .
2. 4 high and low hits possible with the 4 stances in combat
3. these high and low hits can be used any time singular tap or with combos
Wanna use directional pad, create a new game using it.
not what the post is about read again
it would be absolver with more dimension to blocking and striking
Maybe implement some small damage that goes through the block if you block the wrong height thanit would definitely word on keyboard and mouse. Im not sure about gamepad so.