Thursday, January 3, 2013

Fighting Game Design: Steve, Fast Weak


Steve the monk





Inspiration for Steve the Monk
 


Basically Steve is a very fast character based around doing very long combos. Using his chakra balls to create unblockable situations which is used to start of the long combos. Because of  this Steve have very low life but will have extra avoidance basic mechanic such as a triple air dash.

He will have a similar in gameplay style to

 
Chip from Guilty gear. A very fast and combo oriented character.




Steve the Monks fundamental gameplay will  be the same as chip. Low damage per hit but a lot of hits. To induce more tactic play he can place out chakra balls that will damage the enemy if they touch them and he can press them into the balls creating an opening, or use his escape mechanic to press them into the balls.


.
These chakra balls are similar to another GG character Testament.



Testament can place this blood nets that are invisible if a enemy  touches them with there body(not an attack as that will remove the net) they got stuck and take some damage. The chakra balls will work in the way that they are always damage to the enemy even if they hit them but they will instead be very visible.

Steve the Monk can also summon a homing ball which will also increase his number of balls as his basic value is max 2 balls this third ball will not share with the 2 others.


Ryu Street fighter

The base when I designed Steve was that I wanted a character with a Tatsumaki style of attack but it had to be combo able.




Stats:

Health pool:
The basic value is 100. Steve the Monk will have 55: Low health to balance his speed.

Agility/Mobility: Basic value 10: Steve the Monk will have 20. Steve the Monk will be the fastest character in the game, as his combos center around moving around and forcing the enemy into his chakra balls.


Strength: Basic value 10: Steve the Monk will have 3. As Steve the Monk hits a lot and can make very long combos his attack have to deal low damage.

Recovery: Basic value 10. Steve the Monk will have 25. High recovery is needed to do the long combos that Steve the Monk will have to do by this he also have a very high recovery rate but most of his attack will be very weak.


Weight: Basic value 50: Steve the Monk will have 65: Slight higher then average Steve the Monk can carry some items without being to slowed.


Prime core Gameplay:
 The play style of Steve the Monk, is that he is really fast. He got high mobility, but most primarily his Recovery rate is extremely high. By this he can do very many attacks in a combo. He have an extra Dash in the Air. Which makes his air combos longer then most other characters. He can combine most of his special or unique attacks in his combos. He can use his special attacks to move around during combos.
The game plan for the user will be to press the opponent into his Chakra Balls. These Balls of pure energy will damage the opponent  and can be used to create unblockable combos openings. Or to add Damage to Steve's Combo.

Steve is a pretty straight forward character. Good attacks with  hard but- intuitively easy to understand combos. The challenge of playing Steve is to trick the opponent into the Chakra balls. But in reality much of his “Strength” is in the pure power of doing amazingly long combos from anywhere.
-This is because the game cant have to many “control” based characters.(At earlier stages of design Steve was much more centered around the usage of Trap game mechanic).

Unique game mechanics:

Throw:
Throws Knock down effect:


Unique movements.

Double dash. Steve can do two Dash in the air.

Triple Jump. Steve can jump twice in the air.


Unique attacks(input attacks)
CrVH, makes the enemy fall down(knock down effect)



Specials: Can use all in ground and air.(Expect Tiger Grace only ground move)

Raising Roaster Blow. Dragon input.(->cr.cr->) L.M.V or VH. ( This attack literally is Dragon Punch from street fighter or most other fighting games with an AA)

Priority: 4
Strength X 1
Recovery/ 0.2
Mobility: 10
Effect:  Launcher game mechanic:Big knock up attack, lifts the enemy into the air. Good ground finisher in combos. Can be followed be several different attacks best is Dragon tail.

The angle is further away per button.


Dragon Tail.Quarter back L,M.H or VH
3,6,9,12 kicks.

Priority: 4
Strength X 0.3 per kick
Recovery/ 0.5
Mobility: 10
Effect: On ground is a sweeping kick and hits low. If 7 kick hits Knock down effect
Steve spins around dealing 3 kicks per button input- VH being 12 kicks. This will make him travel forward.
Meaning L shortest movement.


Crane Kick. Half Circle from Top to Down Forward. VH

Priority: 4
Strength X 2
Recovery/ 0.5
Mobility: 15
Effect: A kick making Steve, travel In a 180 degree(think of a circle from top maximum point to bottom) movement

Can be followed by I like Crane Kick.
I like Crane Kick. Half Circle from Down to Top Forward. VH

Priority: 4
Strength X 2
Recovery/ 0.5
Mobility: 15
Effect: A kick making Steve, travel In a 180 degree(Reverse of Crane Kick) movement

Doing both of this attack will still make Steve travel forward.(Hes back at the same start from before he used Crane Kick)



Tiger Grace i a Trick Game mechanic that start of a form of Target combos:

Tiger Grace: Quarter Back V

Priority: 1
Strength X 0
Recovery/ 0.01
Mobility: 10
Effect: Moves Steve 25% screen space back.
He can now use follow up attacks from Tiger grace.

Rat Rush: L
Priority: 1
Strength X 2
Recovery/ 3
Mobility: 15
Effect: A very fast low attack. That moves Steve gliding against the opponent.


Dog Bite:M
Priority: 1
Strength X 3
Recovery/ 4
Mobility: 15
Effect: Steve jumps back to his original position and do a high attack moving downwards.Hit crouching opponents


Monkey Slap: H
Priority: 1
Strength X 1
Recovery/ 2
Mobility: 20
Effect: A very High attack. Steve jumps over the opponent hitting them from the other side(Means they have to change block direction)



Snake Trick: VH
Priority: 4
Strength X 4
Recovery/ 10 If miss 50
Mobility: 25
Effect: A Jump throw. Steve jumps at the enemy doing a throw attack(cant be countered by throw escape, but the opponent can hit him during his travel)



Chakra. Quarter Back S.

Priority: 4
Strength X 3
Recovery/ 25
Mobility: 0
Cost: Cant be used if there already exist 2 balls.
Effect: Places Chakra energy in ball shape on the Fight world. This ball will be 10% screen space in diameter.
The ball will be placed right over where Steve is (ground or in air)

Limit of 2 Balls at the same time.






Energy Abilities:

Chakra Burst: S

Priority: 4
Strength X 3
Recovery/ 25
Mobility: 0
Cost: 1 energy
Effect:  Burst game mechanic: Pushes the opponent away by 33% screen space, opponent can block this. Blocking will make the displacement be reduced to 16.5% screen space.
Wall bounce game mechanic.
If the opponent don't block and flies into a wall they will be bounced out again. From this Steve can combo them very easily.

This Escape game mechanic, can also be used to push the opponent into Chakra balls. By this even if the block but still get pushed into a Chakra ball(less chance as its only 16,5%, which is fairly short) they will then take damage and lose there guard as this become an unblock able attack.


True Chakra form Ox : Quarter Forward S.

Priority: 4
Strength X 4
Recovery/ 15
Mobility: 5
Cost: 3 energy
Effect: Places Chakra energy in ball shape on the Fight world. This ball will be 10% screen space in diameter.
The ball will be placed right in front of where Steve is (ground or in air)

This Chakra ball is homing.Will follow the opponent until it hits them.
Can still be used regardless of amount of former Chakra Balls.

True Chakra form Rabbit :Dragon input.(->cr.cr->) .S

Priority: 4
Strength X 4
Recovery/ 15
Mobility: 20
Cost: 3 energy
Effect: Places Chakra energy in ball shape on the Fight world. This ball will be 10% screen space in diameter.
The ball will be placed right in front of where Steve is (ground or in air)

This Chakra ball is homing.Will follow the opponent until it hits them.
Can still be used regardless of amount of former Chakra Balls.


Both these attacks, are made primarily to create unblockable combos. By using a homing attack, Steve can move around in the Fight world. Placing the opponent between him and the Chakra ball. This will then create a two front attack.
Can be combined with Chakra burst.



ChakraKai. S+L+M+V+VH

Priority: 100
Strength X 0
Recovery/ 100
Mobility: 0
Cost: 9 energy
Effect: Stuns Steve. After this his state will be increased.

Stats:

Mobility changed from 20 to 30

Strength changed from  3 to 6.

Recovery changed from 25 to 10.

Weight changed from 65 to 40

This form boosts Steve strength to the double. But this form strain his body and he cant longer do any of his extreme long combos by his Recovery being lowered. Why a user would want to do this is that in a game the opponent will most likely cancel the combos as often as they can. With double damage doing short special combos are much stable damage.
The reason behind lowering the Recovery so much is that otherwise Steve would be ridiculously over powered if the user manage to safe up 9 energy.




Explanation Images for Steve.

 Steve Chakra abilities.




 









Combo List:
Normal attacks.
L.L
L.L.L
L.L.L.L
L.L.L.L.L
L.L.M
L.L.L.M
L.CrL.CrL.
L.CrL.CrM.
L.L.CrL.CrL.
L.L.CrL.CrM.
L.M.V.VH
CrL.L.L
CrL.CrM.CrM
M.L
M.L.L
M.L.CrL
M.M
M.M.L
M.M.L.CrL
M.V
M.V.CrV
M.CrL
M.CrL.CrL
M.CrM
M.CrM.CrM
H.VH
H.VH.CrH
H.CrL
H.CrL.CrL
H.CrM
CrH.L
CrH.L.L
CrH.M
CrH.M.L
CrL.CrVH - makes opponent fall down.
CrL.CrL.CrVH - makes opponent fall down.
VH.CrVH makes opponent fall down.

Special attack:
Note that if Chakra is mentioned as usable in any combo. It could be replaced with
True Chakra form Ox : Quarter Forward S. or
True Chakra form Rabbit :Dragon input.(->cr.cr->) .S
Most likely True Chakra form Ox as it moves slower.
-This do not work the other way around. Chakra can replace a True Chakra form at some combos but not all of them.


Tiger Grace combos. Quarter Back V
Tiger Grace can be used to start a combo. Any Tiger grace follow up can be used as an engage for a normal combo(that is kinda the point with Tiger Grace)

For example Tiger Grace to Monkey Slap(V.tricky block swapper attack) to start a combo then after Monkey Slap the user can for example use

H.VH.CrH

Full combo.
Tiger Grace.Monkey Slap.H.VH.CrH.

The strongest opener would be Snake Trick: VH
Which is also a throw attack, both strongest and the most likely to hit an opponent.

Some combos can be ended(extended) with Raising Roaster Blow. Dragon input.(->cr.cr->) L.M.V or VH.

And some can be started with Dragon Tail.Quarter back L,M.H or VH

Dragon Tail. Starter needs to use either L or M.(more then 6 hit and they fall). H and VH could be used if the opponent release their guard mid way through H or VH. But this is then the opponent mistake, the combo list assumes the user do Dragon Tail M.

Dragon Tail.L.L
Dragon Tail.L.L.L
Dragon Tail.L.L.L.L
Dragon Tail.L.L.M
Dragon Tail.L.CrL.CrL.
Dragon Tail.L.CrL.CrM.
Dragon Tail.M.L
Dragon Tail.M.L.L
Dragon Tail.M.L.CrL
Dragon Tail.M.M
Dragon Tail.M.M.L.CrL
Dragon Tail.M.V
Dragon Tail.H.VH
Dragon Tail.VH.CrVH makes opponent fall down.

Another use of Dragon Tail is that it pushes the opponent back a bit(when they block it) most prominent is then HV(12 kicks) this could be used with Chakra. Quarter Back S.

For example

Dragon Tail(opponent block this).Chakra(block breaked).L.L

As mentioned earlier

Raising Roaster Blow can be used to follow up some Normal combos. It can also alone start a combo.

L.L.Raising Roaster Blow
L.L.L.Raising Roaster Blow
L.L.L.L.Raising Roaster Blow
L.L.M.Raising Roaster Blow
M.L.Raising Roaster Blow
M.L.L.Raising Roaster Blow
M.L.CrL.Raising Roaster Blow
M.M.Raising Roaster Blow
M.M.L.Raising Roaster Blow
M.V.Raising Roaster Blow
M.CrL.Raising Roaster Blow
M.CrM.Raising Roaster Blow
H.VH.Raising Roaster Blow
H.CrL.Raising Roaster Blow
H.CrL.CrL.Raising Roaster Blow
H.CrM.Raising Roaster Blow
CrH.L.Raising Roaster Blow

CrH.M.Raising Roaster Blow
CrH.M.L.Raising Roaster Blow

Strongest ground combo which can be extended.

Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow

In the air any of the normal combs(expect the Cr ones) can be used after Raising Roaster Blow.

For example
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow - add L.L.L.L.L
A Raising Roaster Blow can also be followed by
Dragon tail and
Crane Kick. Half Circle from Top to Down Forward. VH

Crane Kick could be good to use if a Chakra ball is located below the current location of the opponent. While Dragon Tail can push forward. And Roaster Raising Blow push the opponent upwards into a chakra(highly unlikely).

While Crane Kick + I like Crane Kick. Half Circle from Down to Top Forward.VH is stronger then Dragon tail it has to be followed by a Dash movement(limit of 2)

For example

Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Crane Kick.I like Crane Kick.Dash.L


Because of this a Dragon Tail is a better choice for a very long strong combo.
The drawback is that an opponent could cancel it. A user probably should mix between this two start after attacks in the air.

Both attacks are also good as start attacks in air in general. And the combo list of Both Dragon Tail and Crane Kick that here follows Raising Roaster Blow, can start of their own in the Air.

Dragon Tail usage:
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail. - user can follow with attacks don't need Dash.

For example
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.L.L.L.L

Crane Kick can follow the Air attacks, and then the user can use Dash to further extend the combo as explained earlier.

Strongest Combo
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.
22 hits combo.

Now here the user can extend this with a Air Dash.

Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.L

And now the user can once more do any of the air existing combos.
By this the recommended combo(for highest damage) would be to repeat this part Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.
Other combos could be used and as mentioned earlier it could be that Chakra is located.
A Chakra ball deals more damage then Dragon Tail and if a Chakra is hit the user can follow up without dash.

From this the best combo(excluding Chakra) will look like this
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.
58 hit combo.

If chakra can be used in the combo. The user can extend it for example like this
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.(Crane Kick, to move opponent into Chakra) - now a standard Air combo can follow add- Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick
The combo becomes.
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Crane Kick.Chakra.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick


Having placed 2 Chakra balls on before hand a combo can be extended Twice.

Also using True Chakra Ox Form or Rabbit Form can further extend the combo.

The one that can be used(and actually being possible to combo but still hard) is True Chakra Ox Form.
True Chakra Rabbit Form is more used to start of a unblockable combo.

Adding in True Chakra Ox Form and 2 chakra the best combo can look like this.
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.(Chakra).Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.(Chakra).Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.
96 Hit.

Basically the usage of Dash can be replaced with Chakra.

Primarily the combo probably would be able to use the best possible combo to do this. A more likely combo is something like this

Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.M.Crane Kick -Adding Crack Kick earlier to hit the Chakra Which is not in reach. Using more attacks would place the opponent behind it.

So

Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.M.Crane Kick.Chakra.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.Crane Kick.Chakra.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick
89 hit combo


Chakra Burst: S
Last the user can use Chakra Burst for the wall bounce mechanic.

Using Chakra burst the user can extend a combo for example.
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick. - add Chakra Burst

Opponent flies into the Wall land out again.

So now the user can keep up and do normal extension.
Using Chakra burst the user can extend a combo for example.
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.(Chakra Burst).Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.

A chakra burst can be used max twice to extend a combo.
Its better use to start of a combo combined with Chakra.

Never the less the user can extend the 96 hit combo turning it into

Adding in 2 Chakra Burst.
Tiger Grace.Snake Trick.H.VH.Raising Roaster Blow.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Chakra Burst.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick. Dash.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Dash.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.(Chakra).Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.(Chakra).Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick.Chakra Burst.Dragon Tail.L.M.V.VH.Crane Kick.I Like Crane Kick

132 Hit combo. Steve's longest combo. Cost 5 Energy