XaiJu
VinVulpis
VinVulpis

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Gejhi's Phantom Continuum & Knock-back Scaling.

This Video showcase's Gejhi's "Phantom Continuum." This counts as a "super" move which is done by dash-canceling his Phantom Kick when the move makes contact with a foe, which allows him to continue a juggle combo from the dash.

Some notes on this is that damage scaling in my system is based on a per-attack basis. The number of hits doesn't matter. The upward knock-back of most attacks is tied to the damage scale, so the longer a combo continues, the harder it becomes to maintain a juggle, unless you force a reset. 

In the image below, you can see that I have The base-scale, the counter-hit scale, and the Move count tracker. The base scale is base directly on the Movecount value. Some attacks will add 2 or 3 or usually for supers, 4 to this value. The main scale and counter hit values both get set to the output value.  The counter hit value will set to 1.15 when the foe is attacking, and reduced by .5 for the next 2 attacks until it's at 1 again, So counter hits add a bit of damage and juggle potential to your combos, in addition to special effects certain attacks may gain for counterhitting with them.

A special property of Gejhi's Phantom Continuum attack, is that is also gives him about 50% of the damage and knock-back scaling lost during a combo, to guarantee him a solid, longer combo and more damage after doing it. 

This is a bit of a retroactive post, but I figured I'd share over some of my material I've posted to twitter for folks dropping by here as well. More exclusive information will also come along in the form of how I go about making this material, but spriting and coding!

Gejhi's Phantom Continuum & Knock-back Scaling.

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