Moves & Physics: Part 1
Fixing the Physics There are certain inconsistencies within the SF universe that will be standardized in the War. The first of these is the issue of physics in regards to projectile attacks and the relative size of the characters. Study the images of Momo versus Bratken below to understand what I am talking about. To simplify things, think of modifying the physics found in the X-Men or Marvel fighting games by Capcom. While I abhor the majority of the physics in those titles, they did give the Juggernaut character an interesting ability. When doing his attacks he could withstand several hits before falling back. In most SF games large characters like Zangief or Hugo do not have this same luxury but they should. Most often a simple jab move can stop a large character in mid attack. This goes for Blankas rolling attack and E. Hondas flying head butt. This lax attitude towards physics is not applied to Ken and Ryus fireball attacks, which should be able to be stopped with a jab, if we wanted to keep the ranged attacks balanced. For the War I suggest making the large characters and small character behave accordingly in order to achieve greater balance in the game.
So if Momo (the little girl in pink) is blocking and Bratken threw a punch it would still push her across the screen. If Bratken was not blocking and Momo was swinging away with her racket it would still not push Bratken as far back. If Bratken threw a flying drop kick in her direction Momo would have to use a special attack to stop him in mid air, a simple jab or fierce strike would not stop him at all.
Of course Momo can also initiate attacks and combo moves much faster than Bratken. If he were ever left open she would be able to capitalize on his slowness.
Thus in this way a player must learn how to use different strategies when facing opponents of different sizes and abilities. Below a mid or average-size character like Doctrine Dark would not slide back as far if hit and a large character like Darun would hardly budge with a hit. Players will learn to perhaps keep a big guy in reserve and switch to him when facing another large opponent. That is if they are having problems beating large opponents with smaller characters. An opposite strategy would apply for smaller, faster characters.
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