Hey guys.....Im not sure exactly where I should ask this as its not exactly BB related.......but it kinda is at the same time. Ill just ask and hope I dont get in trouble lol.
Im developing a hi res 2d sprite based fighting game thats going to be similar to BB, Skullgirls, etc. Ive just got a quick question balance wise, and since my game is going to have similar speed and gameplay mechanics as BB (air dashes, running, chain combos, general speed, etc), I figured yall would be a good source. Anyways, here we go:
1) I dont play Makoto at all, but im curious if her run/option mechanic is really useful when it comes to pressure / mixups. The only run/option that im used to is Guy from SF. Does a run/option mechanic translate well into a chain combo style game such as BB, Skullgirls, Marvel, etc. (I know Cerebella has a run/option in SG, but hers is pretty ass.....so im asking yall).
2) What is yalls opinion of a rushdown / mixup character that has the following moves / abilities:
a) Run / options
1) Run / stop (would be about -2 on block if done perfectly....very similar to Guy in sf4)
2) Run / Stagger hit (can combo into it. Single hit that staggers the opponent allowing a link into a normal which can obviously be converted into a combo. punishable.)
3) Run / overhead. (An overhead that hops over lows. Causes hard knockdown on hit, ground bounces on counterhit. -5ish on block, depending on how deep.)
b) Glyphs - similar to Mu's glyphs except they dont shoot a little laser on their own. you can still send a projectile to bounce from glyph to glyph then to the opponent (just like Mu), but it costs meter (think of an EX stock, not a super). The projectile does not stop for any reason until it has left the last glyph. (if it hits the opponent, on hit or on block any time before it leaves the final glyph, it just keeps going meaning multiple mixup / lockdown situations) glyphs cancel into each other and are jump cancellable. 3 glyphs max.
c) Barrier: costs one EX stock. puts up a barrier on the screen that eats a projectile. For every glyph on the screen at time of use, it absorbs one extra hit of a projectile (up to 4 projectiles absorbed max). Glyphs disappear from screen when this is used (they kinda form the barrier if theyre out). Barrier has fast startup and recovery. Barrier doesnt affect physical hitboxes, and characters can safely move through the barrier. It only affects projectiles.
d) Spin attack (think of Kula's spin thing from KoF......but it works like Sakuras tatsu in SF4.) L version is +0 on block, on hit it allows a link into a light normal. M and H versions are similar to Sakuras....not really great for anything. EX version does more damage and launches for a combo
Supers:
a) bionic arm (lvl1)
b) spell of vishanti type super (lvl 1)
b)Neo Deadly Rave (lvl 3)
* all characters in this game can air dash (most characters), run (most characters) and all characters have a universal parry (tekken style parry with startup and recovery....not 3s style parry. Parry doesnt counter crossups).
anyways, if I could get any opinions from you guys, I would love to hear them, and again, im sorry if this is the wrong place for this....I just figured that you guys would be a great source to ask because I know run/option mechanics are not very common in chain combo style games.
Thanks yall, I cant wait to hear the feedback.
PS. We want to make the game balanced in a way where every character is really good....not in a way where every character is just mediocre.
Edit: Last thing, she has a spear, so she will have some disjointed hitboxes