Quick Edit: I forgot to mention that the AI I have on the character's wasn't changed for the new combo system yet. So they are able to break these rules and do combos they aren't supposed to do, making them a bit busted. This will be tweaked in the next update, along with a proper AI being made for Mango and Feliro.
Oki, I have a much bigger update this time for you all.
I've pushed hard to make some serious progress on these characters this month particularly with animation works for them but I've also been tweaking the way their combos work to go along with the changes I've set up with Gejhi.
So now Aurumo, Mango and Feliro all have changes to fit this new structure. (Shiren hasn't been updated yet, but I will make sweeping changes to her as well once I get to update her with more attention.)
Aurumo has a new button-1 auto combo, which is two fiery punches. The 2nd punch has different effects on the enemy based on when it hits. The close hit will set up a juggle situation, the far hit just hits them away.
I made a special lil helper thingy for Aurumo's fire punches so that the fire effect animation syncs up with the actual punches during hit-stops and such. "Explods" can't do this correctly.
Aurumo's kick was moved to a special command input of a half-circle input. (L, D, R OR R, D, L + button 1). This might be temporary, I'm trying to consider how I might go about moving this move, otherwise I'll leave it to this input.
Aurumo's Pyro Burst has more start-up now. and I'm probs going to tweak this attack further for balance reasons.
Aurumo has a new "target combo" from his button 1 auto. After the 2nd punch, you can cancel the move into up-1 for juggle setups higher up in the air. I'm thinking on ways I might slightly change Up-1's attack for this purpose.
Aurumo can't cancel his jab into button 2 anymore, but it still currently links, which I might keep.
For those unfamiliar, when I say "link" this means that that attack can still combo, but only when the hit-stun is long enough for another attack to still combo.
Mango's direct combo ability was nerfed, but he does more damage on various attacks, which is pretty standard for this combo rework, but Mango got hit harder because I wanna push him more into a zoner and trickster archetype.
Mango's Kiss now takes twice as long to explode. This is both a nerf and a buff at the same time. It makes it easier for the foe to react to, but it also delays the hit-stun more for him to run in and get a combo or juggle from it.
Mango's Up-1, up-1. air 2 target combo is preserved, but it hit the target further away to set up zoning.
Mango can't change is button-1 slaps into his tail attack on button 2 anymore (standard) but the hit-stun is slightly longer on them so that he can finish off with his P button attack consistently.
He can currently link certain attacks that I may or may not keep. Like Linking a slap into Up-1.
I plan to make some larger changes to Mango as well on the next update. I'm gonna move his Up-P (the rainbow attack) to be his 1-bar universal 1+2 attack and add a lil spin to the attack that he can shift his position with a little added invincibility. I might give him a new Up-P attack.
I'm also thinking I'm going to get rid of the super Ball attack (Quarter circle 2+P) and give him something different in it's place. It will be another projectile based attack though. I'm thinking something goofy like a set of fireworks he'll fire out in some fassion. I'll be experimenting with the idea.
I'm also going to give him an "EX" version of his play ball, where the ball is a cartoonish bomb. This will cost 1 bar. It can still be slapped around, but it will have stronger gravity and not bounce quite as much. This will count as the ball itself tho, so he won't be able to have both out at the same time. I think that'd be too bonkers for anyone trying to defend against all of that chaos.
Feliro generally got the universal changes so far. Slightly more damage on some of his attacks but lost the ability to chain button 1 and 2, which is the standard change. He still keeps the cancel from Flurry Feets (Hold button 1 after the first kick) to button 2 as a Target Combo.
I also nerfed Feliro's air-stocks to just be the standard. So he can only air-dash or air-jump once. He still has the best air mobility because of his air-specials when combined with his single stock. I wanted nerf his ability to stall.
I got rid of his projectile i-frames from his Spinning Bolt Kick (quarter circle + 1) special. He's got so much mobility, he didn't need this.
There might be a few things I missed on this update, but it's a big one. I'm gonna have another nice update for you folks this coming month. I'm making sure that I make time for this every month now. I've had to raise my commission prices a bit and I might be picking up my old parttime job again to allow for more time flexibility.
Lemme know what ya think. I'm open to feedback!
Thanks for supporting see ya again soon!