Started coding this for a couple months now, honestly the sprite work has taken most of my time. Just a need to see non-chibi Naruto characters in mugen and my vision of what a Naruto ‘Fighterz’ may play like. Mix of systems from Guilty gear and the Marvel vs. Series. Still early days as such some animations are still choppy and/or missing completely and velocities could do with some work.
Button Layout:
Light / Medium / Heavy
Ninja Tool / Kekki Genkai / Assist
Light+Ninja Tool = Grab/Throw tech
Heavy + Assist = Substition
Systems: NT, KG, Subs
Ninja Tools (NT’s):
Each character starts out with 5 Ninja tools, in the case if Itachi, for now he uses Shurikens (may switch to Kunais) once stock is depleted there’s a command to restock. Restocking takes place on the last frame. Ninja tool for now is also a ground bounce for combo extensions, 1 ground bounce is permitted per combo.
Kekki Genkai (KG):
Kekki Genkai are unique traits to each character. In the case of Itachi he transforms into a flock of crow clones similar to his tilt from the storm series. It’s an air only 8-way directional attack dependant on your directional input on startup, losses all air actions after use but can be instantly s-jump cancelled into.
Substitution (Subs):
Substitution can be used Defensively or Offensively: the can be used as a pseudo Burst in block-stun/hit-stun or as Roman Cancel esq combo extender/ bait. Though for now only the defensive option is coded.
Special attacks:
As of now Itachi only has 1 and I’m thinking it may stay that way as it has quite a bit of versatility. Itachi uses Clone Bomb jutsu both offensively and defensively:
Light - spawns a clone just in front of him which lingers in idle before detonation, main usage is defensive, can be used as cover during NT restocks for example.
Medium - spawns from behind for balancing purposes, slowly walks forward, my testers generally use it for mixup situations
Heavy- runs forward, main combo opener and used for block strings
All clones can be stuffed by normals if timed right.
Combo system is predominantly MVC based, with wall bounces coming down the line for other characters.
Thoughts? criticism all very welcome.
Last edited by Alchemist on Thu Oct 15, 2020 6:32 am; edited 1 time in total