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Feliro (and Aurumo) WIP update 06-27-21

Downloads are at the bottom of this post.
This Update focuses on Feliro mainly.

Before I get into the Feliro-specific details. Some small adjustments were made to the internal mechanics for all characters. I made changes to my special buffer system. Doing cancels between moves is now more consistent with a 12-frame buffer for inputs during attacks. This was done for attack that move and have longer active periods, to make canceling them more lax without needing to specifically time the inputs within 3 frames of contact. I like having harder links between some attacks, but cancels I would like to be more lax. There are some special cases where the buffer will persist after certain moves, but these are special cases.

I also ran into some weird bugs when my characters were put into certain special hit-states by some other creators, and it ended up being because of my turning mechanics. When my critters where put into special hit-states numbered between 200 and 399, some inputs would glitch my characters' animations. This was fixed by moving my turning mechanics code to the -3 state, so it's only active when not in a special state.

I've only added in one animation with new assets, but a few other test concepts have been dummied in with previously existing assets.

In this update, Feliro has gotten a big overhaul. I've made moves to better focus his gameplay to focus a bit more on a 'stick and move' style. His comobs are a bit restricted, as the hit-stun on many of his moves have been nerfed, but the combos he has are a bit more meaningful and server different purposes, rather than him having, what I found to be, 1 or 2 strong (for him) go-to combos that I found myself always preferring to do. 

A major shift in his style is he now has a focus on "EX" style 1-bar moves that allow him to extend his combos. To compensate a lil bit for the nerfed combos, his base damage on a handful of moves was raised slightly. So his basic combos are a little bit more meaningful. His damage output is still overall low.

The meter build on some of his attacks was also nerfed. His was building meter during combos WAY TO EASILY I felt. So, some attacks now have 1/2 the gain they did before. He still builds meter quickly, which he will need, because now, he relies much more on using meter with these EX moves to put on bigger damage.

The big changes:

The first strike of the x-button auto-combo has been changed to just a knee attack. This was done to make punishing foes with his frame-3 attack a little harder, so foes can try to fight him better with proper spacing. I felt it was too easy to punish things after a block. So now the target's gotta be a lil closer.

Mirage Dash [L or R, y+b]
This attack got it's hit stun reduced, but damage slightly increased. It's main use now is for side-switching after a combo. He is left slightly +2 after the attack hits, allowing him to flee, or go for mix-up pressure. NOTE, Feliro will now bounce off of the foe if this attack is blocked, which will leave him in air and negative. 

There is no longer a combo-use limiter for Mirage Dash, do to the change in it's hit-stun and function. It still has the limiter to only being used once while in the air.

Something to note about this move is that it will still allow a juggle combo on an airborne foe, with a slightly longer hit stun when the target is hit mid-air, but grounded foes can still defend or attempt a reversal on Feliro if he tries to attack again.

The 2nd strike of this attack is now considered an EX attack, meaning that it will cost him 1 bar of meter. It will true-combo from the first dash, and will set up a juggle on the foe to extend the combo further. The hit stun on this attack is a knock down that can only be recovered after a 32 frames. It's useful for extending combos from the air to the ground when close enough to the ground. A useful way Feliro can get a grounded juggle with this move, without spending meter for the 2nd strike, is to cancel Flippy Kick [U,2] with this attack on the 2nd hit, and angle it downward back to the ground before Feliro is too high. This can be a good juggle combo for meterless damage, but requires quick timing and ideal spacing.

EX Twist Gale from Dust Devil Dance [ D,U, b - during Dust Devil Dance]
This is now a special version of Twist Gale that can be performed only during Dust Devil Dance. It's basically a way to tack on some extra easy damage after a combo you end with Dust Devil Dance. This combo makes the 2nd Super attack "Sand Breaker" redundant, so that super is removed.

Shine [Universal EX x+y]
This attack is a super fast, but very short-ranged attack that covers Feliro's body for 4 frames. It is active on frame 3, and grants him just 2 frames of invincibility before the move is active.
This attack can be jump canceled at any point after the flash. When this attack hits the foe, it will send them tumbling diagonally up and away from Felrio. The fall caused by this attack can only be tech'd close to the ground, so Feliro should be able to easily combo from this attack. This attack is very, VERY short ranged though, so Feliro needs to be very close and touching the foe, or do it on reaction to at attack that isn't disjointed. Feliro can also still jump cancel on block to try fleeing the foe.

A big change was made to "Flurry Feets"
This attack is no longer a special move, but is instead performed by holding x during the first attack of his main auto combo. If the button is held down before Feliro's knee drops, he will begin this attack.

This move can just be stopped by letting go of the button, which generally leaves Feliro safe, as this attack now pushes foes based on how close they are to Feliro. So closer, they will be pushed back faster. So at any distance, the foe will always be about the same distance from Feliro after 3 or 4 hits.and may fall out by the 5th or 6th hit.

This attack can however, be canceled with his standing y attack. And it is programmed so that it will always cancel at the same time after any active frame, to make the frame data consistent. The same is true for just simply ending the attack with no follow-up.

Temporary experimental moves:
One attack that I haven't named yet is an overhead special attack performed with [F,D,DF, y]. This move will make Feliro hope up and do an overhead 2-hit attack. It's got a slow start-up, so even when canceling a normal with it, it's not likely to combo. BUT, if the attack hits, Felrio will bounce off of them and back. The attack has enough hit-stun for Feliro to drift towards the foe while still in the air to hit them again and start a combo. This attack's animation is borrowing assets from his up-y attack for the time being.

The concept is a possible mix-up tool to pressure a blocking foe with. I'm not 100% decided on this attack. I feel like Feliro is lacking special attacks, so I'm trying to figure out what will compliment his kit well. I will probably stick with this attack, and give it two versions, I just need to deside on the exact mechanics.

His crouching Power attack  is also another temp/experimental attack that is borrowing assets from his cr.x moves. It's just a basic, advancing 2 hit, tripping attack. I'm likely going to make a dancing sweep attack for this, and give it the option to double up the sweeps. The concept will be something similar to Elena's Lynx Tail from SF3, but with his lil legs, but able to wiggle forward during it.

As noted before the 2nd super "Sand Breaker" is removed. This was made redundant with EX Twist Gale out of Dust Devil Dance. It's obviously weaker, but only uses 1 bar, which is reasonable for tacking on some extra easy damage.

These new moves are likely to get adjusted as I test and develop him further. 

That about does it for this update. I felt motivated to pick at Felly and retool how he works a bit, and I am really liking this. I still have some gaps to fill for his moves and animations, but he's coming along well. So he's not too far behind Aurumo in development.

Aurumo is included in this update, but his changes are mostly just the internal mechanics mentioned above.

Thanks much for the support! Enjoy and feel free to leave me feedback! <3

Feliro (and Aurumo) WIP update 06-27-21 Feliro (and Aurumo) WIP update 06-27-21 Feliro (and Aurumo) WIP update 06-27-21 Feliro (and Aurumo) WIP update 06-27-21 Feliro (and Aurumo) WIP update 06-27-21 Feliro (and Aurumo) WIP update 06-27-21

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