Introduction
Hello, I am EvilVisitor! I've been following H-mugen for about half a decade now and there was something that always bothered me about most aggressors... you can't really play with them. I mean, yes, they aren't outright unusable but they destroy any gameplay you might want to have!
So, this is my attempt to start making aggressors more playable as and against. And maybe a little more accessible along the way.
"What do you mean by 'balance'?"
Well, this. I'll put it in a spoiler window to not clutter up the post too much.
► Show Spoiler
Sex Rework
(Mostly for generic characters, more unique ones like kuromaru will get their own thing if I ever get around to them.)
- Sex attacks only work on grounded opponents. Knockdowns are somewhat more frequent and quickstand is removed to compensate.
- Sex attacks need 1 combined bar of super/lust to be used. Violent sex attacks use 3.
- Regular sex attacks deal 160 damage and violent sex attacks deal 320. It isn't a great meter:damage ratio but it is easier to land. Lust also makes sex attacks cheaper.
- Obviously, sex attacks don't let you indefinitely hold your target anymore. They progress automatically now.
- Should your target have no animations, you just deal the damage without a sex animation.
Also introducing a new mechanic: Lust
- Lust is a new resource that can be earned by using supers. Using a super grants 3/8ths of it's cost as lust, actually landing the super gives another 3/8th. Non-attack supers reward effective use of them.
- When a sex attack is used, any lust you have is consumed in the place of super. 1 lust bar = 1 super bar.
- Hearts on the lust bar indicate full bars of lust/super. Blue hearts require super to be reached, purple hearts can be reached with lust only (or in other words without spending any super).
Control Change
- Motion inputs are removed, inputs are simpler.
- After some research it turns out the common term for this is modern control scheme.
- Holding A/Z does (Light -> Medium -> Heavy), AKA an autocombo. Has a small cooldown to prevent spam so be wise with it.
- Heavies can be done manually with B/X. C and Y are for specials and supers.
- Move windups might be increased to compensate, not fully sure whether or not that's a good idea.
Other
One of my goals is also to make the characters as close to their original material as possible. I might add moves, remove moves, rework moves, but I'm not going to make it feel like they're in a completely different genre of game. Like, I'm not going to add a block button or something stupid. Unless they're meant to have one.
Also I'll be making custom AI for each edit because they're really stupid without one.
"Ok but why?"
If you don't want to know any of the nerdy stuff you can just scroll down to the downloads section.
► Show Spoiler
Sex Attacks
The reason why sex attacks only work on grounded opponents is to prevent a competition between regular moves and sex moves. We want to see those sex attacks, not worry about whether or not these sex attacks are worth your time at all! So this gives them a unique spot that's mostly uncontested.
Second, the lust meter exists to make sex attacks cost something without overshadowing supers. If super is the only resource that can be used for sex attacks, then we're back to sex attacks competing with other moves. However, if lust is completely separate from super, then there isn't much decision-making with how basic sex attacks are. It could also get kind of confusing to have two resource bars to keep track of even if it did have decision-making.
Ergo, we have lust. You can use sex attacks with super, but you're getting less damage for your meter. If you land a super, you get the lust and can get a significantly cheaper sex attack. It's a little risky though.
Controls
This might be controversial. I'll start with saying I've got 20~ hours in HFTF so I'm not some complete stranger to fighting games. Though, the only modern fighting game I've touched is GG:Strive and that was for a grand total of 3 hours.
"I'll turn motion inputs into [Direction + Button]"
"How original"
"And I'll make special it's own button!"
"Daring today, aren't we"?
There's a long, long list of arguments against motion inputs and counterargumnents for motion inputs that I could go on and on about, but at the end of the day there's one reason I've left motion inputs behind: I don't like them. The appeal I find in fighting games are the prediction games and depth that goes into them, not the physical mastery of DP's/360's/720's/other difficult motions. It takes me out of the immersion of controlling some cool and powerful fighter to wrestling my controller to do things my character should know how to do.
Autocombos are basically an extension of that, hitting 2-4f links is difficult and punishing to fail and gets in the way of what most of us (I mean I think most of us prefer the depth and prediction over mechanical mastery of motion inputs) find to be the fun part of the game. Plus, it
Finally the reason you can't do mediums on their own is because I needed those buttons to make way for special and super buttons. They're kind of an unfortunate casualty.
CURRENT WORK: FutaCR Felicia
Autocombos/Move Cancel: Done
"New" move: Done
Super Flash: Done
Sex rework and lust meter: Done
Custom AI: Done
Number Tweaks: Done
Actual bar for lust: "good enough"
Stuff that needs to be done:
Even better AI?
Add in the poses I haven't added yet (BJ, Alt Missionary, Prone Bone)
Add in poses from other edits
Proper animation for dealing damage to non-compatible characters.
Remove unused animations
6f compatability? I have no clue how you do that though.
Maybe require specials to be held for a few frames before they are actually used to simulate delay of special motions.
Figure out why sex attack damage is slightly off.
DOWNLOAD:
https://www.mediafire.com/file/jdjdlkqb ... e.zip/file
DEMONSTRATION VIDEO:
https://rule34video.com/video/4345050/m ... icia-demo/ (this video is kind of outdated)