The following answer is from Darlos9D, our lead programmer and fighting game buff.
You raise some good points. Several of which have been addressed in the past, though I’ll admit our information dissemination isn’t the best right now. (I really need to compile all the game features and quirks on the wiki…) So, I’ll go ahead and hopefully put some fears to rest.
It hasn’t been implemented yet, but the game will eventually have an “unblockable setup protection” in place. When a high or low attack is blocked, for the next few frames during blockstun, all incoming attacks will essentially count as mid. Now, the opponent can get the timing down and make a series of incoming highs and lows HARD to block, but attacks that strike at the same time will never be completely unblockable. The same goes for right/left side attacks.
I think you’re overestimating the complexity of horizontal position/velocity affecting the blockability of many mid attacks. When the attacker is above the defender, attacks are either high or mid. When the attacker is below the defender, attacks are either low or mid. This means, just like any other fighting game, you’re going to want to block high while the opponent in the air or doing an overhead, and probably low otherwise. This system won’t make an opponent who is above you suddenly able to hit you with a low or anything wacky like that. Really, the system is in place to simply avoid instant overheads with jumping neutral light attacks and such, but to still allow a wide range of decent jump-ins. The only ambiguity might come from an opponent who is rising or falling past a defender, right as their relative above/below state changes. But really that’s no worse than ambiguous cross-ups, which is par for the course in fighting games. Quite frankly, anyone who manages to make use of that ambiguity deserves the advantage.
Good point on the never ending blockstring coming from multiple characters. I was going to worry more about that sort of thing once the game reached a certain state of legitimate playability since I doubted I’d be able to preemptively account for all possible issues that come from a game with more than 2 active fighters. There are certainly some existing examples of how this might be dealt with, such as alpha counters or pushblocking. There might even be something else that could be done, such as some kind of system that limits blockstrings similarly to combos.
Parry likely won’t be too ultra-powerful, since I imagine it being more like Guilty Gear or BlazBlue where it simply shaves off a few frames of blockstun. Useful at certain points in blockstrings, but not horribly overpowered. Dodges will provide only a small amount of invulnerability at the start, followed by some recovery. This is specifically to avoid incoming attacks that have few active frames followed by long recovery. (a highly active attack will outlast the invuln, and an attack with low recovery will let the opponent recover in time to take advantage of the dodge’s recovery) One of the most obvious types of attacks like that will be grabs, which dodges largely exist to counter in this game since you cannot simply “jump out” of throws. Of course, there will naturally be other attacks that fit those criteria that dodges will situationally be useful against.
I’m not sure what you’re referring to when you say “Moving towards the attack you want to block.” We currently have no forward-moving defensive options planned.
I hope this answers some questions.
Q:HeY What're you gonna do about cross-ups and blocking and breaking blocks and mixups and stuff, is it just gonna work like mahvel?
I’m not 100% on what you mean exactly, but all of those will be a thing.
- [EDITED] By default cross-ups will exist due to the nature of a 4P game, but they’ll still exist 1v1. Getting hit from behind, blocking or not, will turn you around to face your attacker.
For blocking, we don’t intend it to be the best option for defense. In fact, it will end up being a last resort kinda thing. While blocking, you will take chip damage from ALL attacks. This includes normals. Chip damage will not be able to kill you, but there might be exceptions for supers. We have no current plans to have “guard breaks”, but grabs will be unblockable(but dodgeable). The only way to avoid damage(when we implement it) will be dodges and a parry. There’ll be a high, low and backwards dodge/dash. We’re currently debating if anything should be done for a forward dodge/push.
- High/low mix-ups are already a thing in game. It’s slightly more complex that a usual fighter as your vertical position compared to your opponent will change the high/mid/low value of most attacks. You can read about that here.
Everyone should note that everything is far from final. We’re still testing mechanics and whatnot, so a lot of things and things we’re planning are subject to change.
EDIT: Oops, apparently I had misconceptions about a couple things and was told off. Check italics and strikethrough for changed info.
It should be noted that those 2 combo videos I just posted were tool assisted. We had no idea that combos like that were possible, let alone that fast. We’ll be moving to adjust the speed, especially for John who should never be that fast.
Future characters maybe.
Q:Question: Does it say anywhere who the voice actors are gonna be?
Q:With regards to homestrife. As you start working on more characters will you be offering a chance for voice actors to audition for them or do you already have people lined up for it?
Yes we will, but only if no-one from our previous auditions(over a year ago) wants to participate anymore.