Darrell
Well-Known Member
I don't mean the things we've all discussed like no hold out of stun, but what are some creative ideas you would add if you could direct the game from scratch?
For me. I would get rid of the hold animations.They don't need to be there. This would also solve the whole low holding out of stun as well, but it's just so it doesn't look so goofy. There would still be recovery frames from it, but the animation would be very subtle. Similar to Sleeping Dogs counter. I would make sure that high, and mid attacks, have their own animations. Each character's would look different, depending on style. So if they are blocking high, there would be a noticeable difference between that animation, and mid animation. Similar to MKDA. This would allow for players to now counter on reaction, instead of guess. Plus it would look sick. Players can now see the animation of block, and counter based off of that. Sounds as if it would make countering too easy, but to balance this out, countering would have to be done exactly on execution point of attack. All attacks that use hands and feet get counter attacks, but animations that don't, get the SS whiff animation. So If someone is using head bunt of shoulder attack, that counter animation wouldn't be of the opponent suddenly holding your arm.
For me. I would get rid of the hold animations.They don't need to be there. This would also solve the whole low holding out of stun as well, but it's just so it doesn't look so goofy. There would still be recovery frames from it, but the animation would be very subtle. Similar to Sleeping Dogs counter. I would make sure that high, and mid attacks, have their own animations. Each character's would look different, depending on style. So if they are blocking high, there would be a noticeable difference between that animation, and mid animation. Similar to MKDA. This would allow for players to now counter on reaction, instead of guess. Plus it would look sick. Players can now see the animation of block, and counter based off of that. Sounds as if it would make countering too easy, but to balance this out, countering would have to be done exactly on execution point of attack. All attacks that use hands and feet get counter attacks, but animations that don't, get the SS whiff animation. So If someone is using head bunt of shoulder attack, that counter animation wouldn't be of the opponent suddenly holding your arm.