Classic Fighter Buddy (Tech demo)

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Author: Frost Falcon

Last revision: 29 Oct, 2020 at 16:23 UTC

File size: 145.41 KB

On Steam Workshop

Description:

Redefines a lot of the game to act like traditional fighters. (Attack cancels, Command inputs, etc)

Changes:

-You automatically face towards your opponent. This is important for command inputs

-Pressing forward once will always make you walk. Double tapping makes you dash briefly before walking again. You can’t dash backwards.

-Attacks have been completely rewritten. The attack button is now light, the special button is now medium, and the strong button is now heavy. Special attacks are performed through command inputs.

-Strong attacks come out instantly as their fully charged versions.

-Attacks can be canceled into others with higher priority [light -> medium (including dash attack but not down strong) -> heavy (including down strong but not dash attack) -> specials]

-All attacks with light and medium priority (excluding dash attack) can be jump canceled

-Removed buffering to a degree

-Increased hitpause to make combos easier

A customized control scheme is highly recommended.

Attacks: (read in numpad notation)

-5L: jab
-2L: down tilt
-jL: neutral air

-5M: side tilt
-2M: up tilt
-1M: down strong
-jM: up air

-5H: forward strong
-2H: up strong
-6H: dash attack
-jH: forward air
-j2H: down air

-236LMH: neutral special (quarter circle forward)
-214LMH: side special (quarter circle backward)
-623LMH: up special (Z or shoryuken motion, yes that means you have to do this to recover)
-22LMH: down special (double tap down)

Note: this is a proof of concept that I made in a few hours. There will be bugs and compatibility issues. This is a result of me making the code universal. I wouldn’t be able to fix them without going through on a case by case basis. (which I’m not going to do)
Also, canceling certain attacks into specials with the medium or heavy button doesn’t work for some reason. I looked over the code several times and couldn’t figure out why.
Also also, mashing an input will sometimes bypass the override, giving you what the attack originally would have been.