This update is kind of special. This one features a major change to GEJHI this time.
Usual files are included down below, along with the experimental forest stage and the customized IkemenGO Tag.zss file.
I'm starting his new version of sprites and slowly make all the new sprites and toss them in. I had to go through the whole old sprite set manually adapt them to his new palette that his new sprites are using (he has more colors, in addition to being larger). This was a tedious task, but it needed to be done to make the gradual transition from old-to-new smoother.
Along with these new sprites, I tweaked all of his palettes and made them look a bit nicer. AURUMO Also has the rest of his missing palettes filled in, as I realized I never filled them all in.
NOW FOR THE COMBO/BUTTON REWORK
I've been feeling now for a while that the system need some changes for various reasons. A MAJOR reason is that I felt like the combos were gettin a little too crazy in terms of the strings. While I know they are still pretty tame by some standards, I felt like the strings were still a little too directly long with the sort of "dial up" or "magic series" styled format I had ended up with.
On that note, that's the other reason I wanted to change the system up, as I felt like it was just too heavily focused on starting every combo with button 1. This rework it steering the system away from that and instead giving button 1 and button 2 more of their own uses and purpose.
Combos are somewhat simplified but also made more complex at the same time. The "dial up aspect" was significantly in favor of a more "juggle" focused combo system. More attacks will pop targets off the ground to set up juggle situations, but these juggles are going to have a bit more escape options between certain links. This is to play into the "juggle scaling" rework I put into the last update, this will make the flow of combos more focused into that system and reduce periods of grounded stun locking.
DAMAGE VALUES HAVE BEEN BUFFED BUT DAMAGE SCALING RAMPS UP HARDER. (from 5% to 8% per attack).
This was done to account for the nerfing of combos.
GEJHI is the only character that has the sweeping changes so far. Next month, all of the characters will have their kits reworked for the new system.
Button 1 (x) is focused more now on "auto combo" and "light" function attacks.
Button 2 (y) is focused more on stronger attacks with spacing options.
Gejhi's standing button 1 is now an auto-combo. The first two hits are the same as before, but inputting a 3rd press DURING the 2nd punch, will make him attack with his knee. You can still LINK the old jab-cross sequence into itself by timing you button presses for when Gejhi finishes the 2nd punch. This was done to emulate beat'em-up sequence combos, which each character will get in some form. These are your faster attack options which will usually do smaller amounts of damage. They are the simple option for combos to special attacks in most cases.
Gejhi has a new standing 2. The animation is still a WIP, but it's now a longer reaching kick. This new attack gives him a spacing option to poke from mid-range.
IT ALSO HAS A CLOSE VARIANT which has a hitbox that changes the animation to a knee attack when it connects. The close version hits harder and pops the target up into a juggle state. Gejhi's Target combo (Close st.2 > Up.1) is preserved in this form, so you still have a clean juggle setup to Omega)
Gejhi can still use the far version of standing to as his step into Phantom Kick (Power attack/B button). He can special cancel it still, but it will not cleanly combo into each of them.
This system is going to carry over to most other characters. Button 2 will be gettin an alternative close-version as a utility option.
Gejhi has a new EX attack, Up.1+2. It is a stronger version of his Up.2 attack. This attack can OTG and is not effected by juggle scaling. This functions as a way to extend juggles for meter.
Gejhi's Universal Burst EX (1+2) Had it's juggle properties changed where it can extend force the air-target into a juggle state and throw them in the direction of your facing (or when turned with a back input).
Gejhi's Air Down-2 now has slower startup, but will hit harder, force a juggle state on air-targets and cross through the target.
Gejhi's Dash Attack (F+p during a run) Now lands both hits more reliably. I noticed a problem where the 2nd hit wouldn't always cleanly link from the 1st and leave Gejhi negative and punishable. This was fixed with a slight tweak to knock-back and movement when the first hit lands.
I THINK THAT'S EVERYTHING FOR NOW
It's kinda of a big update, but also kinda not, thanks to my surgery. This will be more fleshed out with the next update, as I plan to give Gejhi 1 or 2 more new attacks as well. A smash styled "Multi-jab" will be added to button 1 for Gejhi similar to how it's implemented for Feliro. I've been mulling over an air-version of his projectile as well.
Each character will also be gettin an air-version of there Universal EX attack like Feliro.
I'll leave it at that for now. Next month's update will be great with all the changes.