Attack Clash Mechanic

Right now there are a few cases where certain attacks will theoretically land at the same time. However, who actually hits depends on who's host. This, while consistent, is unfair as one player will be less pressured to interrupts the entire fight. A mechanic where attacks with crossing coverage (I.E. 2 attacks that hit high or low/a mid hitting attacks against anything else) clash, and cause both player's attacks to not hit (while still being able to gold link after the clash animation) would solve this issue. Additionally, if attacks do not hit the same location, both players should be hit simultaniously.

Comments

  • Im not sure how this would turn out but it sounds great ^^
  • Hi Velindian,

    Thanks so much for sharing your suggestion with us! An attack clash mechanic sounds like a super fun idea, the thought of a dramatic flurry of clashing blows especially, and while we can't guarantee your idea will be used we truly appreciate you taking the time to share it with us.

    Please do not hesitate to share any ideas or feedback you may have for us in the future, it is always welcome!
  • Not sure if the clash would be a good idea since i dont want people to get used to the mechanic and stop huge hits with small ones, imagine some one stops your pushed back kick with a punch :(

    though " if attacks do not hit the same location, both players should be hit simultaniously."

    thats a good idea.
  • THDante said:

    Not sure if the clash would be a good idea since i dont want people to get used to the mechanic and stop huge hits with small ones, imagine some one stops your pushed back kick with a punch :(

    though " if attacks do not hit the same location, both players should be hit simultaniously."

    thats a good idea.

    Rather than nulifying damage, the stronger attack could deal damage when clashing.
    Something like: Higher Damage Attack's Damage - Lower Damage Attack's Damage = Amount of damage dealt to player who clashed with the weaker attack.

    This could be coded as clash damage reduction. When 2 attacks intersect and cause a clash, the damage blocked will be equal to the damage dealt with the attack used; making the stronger attack deal a small amount of damage. Both attacks would always do their respective chip damage at minimum, and this chip damage would only be reduced if clashing with a cut reduction weapon (Equivalent to how blocking chip damage works).
  • Nulifying damage is not my only concern when i say pushed back kick vs punch.

    my main concern lies with the fact that they will save themselves the knockback and advantage on hit i would of gained, which would be ilogical since i guaranty you that in real life if push back kick your punch im breaking your wrist unless maybe if you have thick layers of wrist/hand wrap.

    so basicaly i dont want people to avoid having being knocked back or hit stuned with a small light hit on a devastating one i delivered. ESPECIALLY if its a breaker, would make no sence for fast jabs to clash with push back kick,... Pushed back kick should plow right trough it in my opinion. the clash mecanic would be hard to impliment since how it works would have to be coded diferently for each attack vs every other attack which is over thousands of posibilities.


    though again, in my opinion " if attacks do not hit the same location, both players should be hit simultaniously."

    thats a good idea. If you punch and i lets say underknee kick and we both hit simultaneously then we should interupt eachother.
  • edited April 2018
    THDante said:

    Nulifying damage is not my only concern when i say pushed back kick vs punch.

    my main concern lies with the fact that they will save themselves the knockback and advantage on hit i would of gained, which would be ilogical since i guaranty you that in real life if push back kick your punch im breaking your wrist unless maybe if you have thick layers of wrist/hand wrap.

    so basicaly i dont want people to avoid having being knocked back or hit stuned with a small light hit on a devastating one i delivered. ESPECIALLY if its a breaker, would make no sence for fast jabs to clash with push back kick,... Pushed back kick should plow right trough it in my opinion. the clash mecanic would be hard to impliment since how it works would have to be coded diferently for each attack vs every other attack which is over thousands of posibilities.

    I think I accidently deleted another part of my addendum lol

    What I also meant to add was giving attacks different "power" categories. 1 to 4 with attacks 12 speed and under being 1, attacks between 13 and 16 being 2, attacks 17 to 21 being 3, and attacks above that being 4. If an attack is 2 categories higher, it over powers the other attack and hits normally. If an attack is 1 category higher, you get a small amount of frame advantage after the initial clash.

    Basically, a PBK would hit through a Fast Jab, JLK, and BTK. However it only gets slight advantage when it collides with Wallop Blow or Low Kick for example. This and the damage would make clashing heavier hits with lighter ones less favourable.

    Sorry 'bout that lol
  • Doesn’t really make any difference if you have parry & strike tho, ik it has the parry to it, but it basically is a jab beating a “heavier” attack
  • But it's also a parry so it's fine aesthetically. Granted I think Parry strike is a little too good with how fast it is, and should have its startup time swapped with Fast Jab's.
  • THDante said:

    Nulifying damage is not my only concern when i say pushed back kick vs punch.

    my main concern lies with the fact that they will save themselves the knockback and advantage on hit i would of gained, which would be ilogical since i guaranty you that in real life if push back kick your punch im breaking your wrist unless maybe if you have thick layers of wrist/hand wrap.

    so basicaly i dont want people to avoid having being knocked back or hit stuned with a small light hit on a devastating one i delivered. ESPECIALLY if its a breaker, would make no sence for fast jabs to clash with push back kick,... Pushed back kick should plow right trough it in my opinion.

    The pushed back kick has more to it than a jab, though. A jab is very fast, and doesn't require a transition of weight or footwork. The pushed back kick would require transferring the weight to the back foot (which takes time), before it could be thrust out. If you are in close range and are able to jab, during the time someone is transferring the weight, the kick could be jammed by stepping in, or in the case of this game's mechanics, jabbing.

    You can test this, but if your character is outside of jab range and you initiate the pushed back kick, and the person tries to step in and jab (requiring time and footwork), the pushed back kick would win.

  • edited April 2018
    Velindian said:

    THDante said:

    Nulifying damage is not my only concern when i say pushed back kick vs punch.

    my main concern lies with the fact that they will save themselves the knockback and advantage on hit i would of gained, which would be ilogical since i guaranty you that in real life if push back kick your punch im breaking your wrist unless maybe if you have thick layers of wrist/hand wrap.

    so basicaly i dont want people to avoid having being knocked back or hit stuned with a small light hit on a devastating one i delivered. ESPECIALLY if its a breaker, would make no sence for fast jabs to clash with push back kick,... Pushed back kick should plow right trough it in my opinion. the clash mecanic would be hard to impliment since how it works would have to be coded diferently for each attack vs every other attack which is over thousands of posibilities.

    I think I accidently deleted another part of my addendum lol

    What I also meant to add was giving attacks different "power" categories. 1 to 4 with attacks 12 speed and under being 1, attacks between 13 and 16 being 2, attacks 17 to 21 being 3, and attacks above that being 4. If an attack is 2 categories higher, it over powers the other attack and hits normally. If an attack is 1 category higher, you get a small amount of frame advantage after the initial clash.

    Basically, a PBK would hit through a Fast Jab, JLK, and BTK. However it only gets slight advantage when it collides with Wallop Blow or Low Kick for example. This and the damage would make clashing heavier hits with lighter ones less favourable.

    Sorry 'bout that lol

    i see the general ideal i could work with more thought put into it im sure but it would be alot of work for everything to look smooth.


    insight said:

    THDante said:

    Nulifying damage is not my only concern when i say pushed back kick vs punch.

    my main concern lies with the fact that they will save themselves the knockback and advantage on hit i would of gained, which would be ilogical since i guaranty you that in real life if push back kick your punch im breaking your wrist unless maybe if you have thick layers of wrist/hand wrap.

    so basicaly i dont want people to avoid having being knocked back or hit stuned with a small light hit on a devastating one i delivered. ESPECIALLY if its a breaker, would make no sence for fast jabs to clash with push back kick,... Pushed back kick should plow right trough it in my opinion.

    The pushed back kick has more to it than a jab, though. A jab is very fast, and doesn't require a transition of weight or footwork. The pushed back kick would require transferring the weight to the back foot (which takes time), before it could be thrust out. If you are in close range and are able to jab, during the time someone is transferring the weight, the kick could be jammed by stepping in, or in the case of this game's mechanics, jabbing.

    You can test this, but if your character is outside of jab range and you initiate the pushed back kick, and the person tries to step in and jab (requiring time and footwork), the pushed back kick would win.



    Imagine we're 2 meters from eachother in the game i pushback kick first and right before my food hits you, you fast jab and stop it. thats what im saying i dont want to happen.
  • Gotcha. Two meters away is long range, so the kick should definitely stop a jab interrupt. From close range, the jab should win.
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