- Joined
- Oct 26, 2024
- Messages
- 111
- Reaction score
- 35
- Points
- 28
- Age
- 24
The idea to block any action of the enemy is good, very solid.
"Stun" allow you to get crazy with auto-combos, but it blocks special moves, even after the enemy stands up it is still "the same combo", this effect manages to reduce your damage more that cripple.
I mean, got cripple in yourself is usually better that inflict stun to your opponent.
Also, the recovery time to unlock your own moves after stun your opponent is too long, even after stun ends, and you already stopped your attack, the moment where your enemy stands your moves remain blocked.
The enemy has time to dash to you before you manage to use a move.
How to fix this?
I have two options that would make stun reliable and not situational.
I say situational because it is very useful to start combos in some cases or with specific move sets or characters.
1. combos ends after the enemy falls, even if is stunned.
To avoid a loop of special moves that stun, you just need to add a hidden combo count, that works as the actual but is just used to prevent the activation of stun, this way you can't get stun 2 times in the same combo, then you can't get a loop.
2. just make the reactivation of moves faster, but somehow I feel this option is harder.
And honestly, I like more the first that allow you to spam special moves.
Stun is meant to allow you to spam attacks brain-dead, after all.
"Stun" allow you to get crazy with auto-combos, but it blocks special moves, even after the enemy stands up it is still "the same combo", this effect manages to reduce your damage more that cripple.
I mean, got cripple in yourself is usually better that inflict stun to your opponent.
Also, the recovery time to unlock your own moves after stun your opponent is too long, even after stun ends, and you already stopped your attack, the moment where your enemy stands your moves remain blocked.
The enemy has time to dash to you before you manage to use a move.
How to fix this?
I have two options that would make stun reliable and not situational.
I say situational because it is very useful to start combos in some cases or with specific move sets or characters.
1. combos ends after the enemy falls, even if is stunned.
To avoid a loop of special moves that stun, you just need to add a hidden combo count, that works as the actual but is just used to prevent the activation of stun, this way you can't get stun 2 times in the same combo, then you can't get a loop.
2. just make the reactivation of moves faster, but somehow I feel this option is harder.
And honestly, I like more the first that allow you to spam special moves.
Stun is meant to allow you to spam attacks brain-dead, after all.