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Monster AC: Game Release Nearing....I'm getting excited! GET WELL AYA

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I am not sure if any of you remember this gem, but this was a doujin fighter that almost was. It got picked up by examu and was going to be released in the arcades. Things were looking up.
Spoiler:
[media=youtube]99nYjw382Zc[/media]
[media=youtube]7uBmP3_TQi4[/media]
However, due to some internal issues, the game was canceled for a period of time. Until Aya(Chip Zanuff v5), one beta tester turned programmer, got the rights to the game, and is working on it at this very moment, finishing what one of the creators of the game (ShoK, who now works for arcsys) had started. He is trying to show us what the original 15 devs have put in to the game by finishing it and distributing it to us himself. He has been giving us streams for the game in order to keep us updated. He has done to run through vids (posted by tataki
Spoiler:
[media=youtube]1mW3NkA18tM[/media]
[media=youtube]QoTVl49UrEQ[/media])
and is releasing the game, for YOU, FREE OF CHARGE ON STEAM.

Here is a run through of the mechanics done by Spooty whiteboy some time ago:
Here is a write-up for beginners (and us unlearned pros).

NOTE: This info may not be the same as the final version.

NOTE2: A special thanks to Rogueyoshi, Xiii, FullMetal, and Fooligar for helping with this write-up.

Monster: AC

Arrows.

:ub: :u: :uf:
:b: N :f:
:db: :d: :df:

789
456
123

Buttons.

:snka: = Light Attack
:snkb: = Medium Attack
:snkc: = Heavy Attack
:snkd: = Shift
Start = Taunt

Movement. *All movements are for 1p*

4 or 5 = Move

4 = Block

2 = Crouch

1 = Crouch Block

7, 8, or 9 = Jump

7, 8, or 9 then 7, 8, or 9 = Double Jump

66 = Dash (Only Siely can Airdash)

44 = Back Dash

669 = Super Jump

7, 8, or 9 during A, B, or C = Jump Cancel

A, B, C, D, 7, 8, or 9 upon hitting the ground = Tech Roll

Universal Moves.

4C or 6C = Throw

5A(repeated) or 2A (repeated) = A Chain Combo

66A, B, or C = Dash Attack

662A, B, or C = Other Dash Attack.

D while blocking = Barrier Shift (KoF Style CD Counter)
- Need full Shift Meter to activate. Starts Shift.
- Opponent cannot be juggled.

Special Meters.

Shift Meter -- This meter fills on its own. Once full, can activate Shift. Once shift is active, it lasts until the meter is drained.

Super Meter -- Not really a meter. You can store up to 3 supers. You get a super every time you Shift.

Power Meter -- Measures the aggressiveness of the players. Can only be filled for one player at a time. Filled with "points."

Shifts. (AKA Modes)

- All shifts increase damage while active.
- If used in a combo, it sets the damage scaling to 50% if scaling is higher than 50%. It does nothing if the scaling is already below 50%.

Monster
- Gains the use of 5D, 2D, and j.D chargable Fireballs.
- Fireballs cost Shift Meter, gain more hits/damage when charged. Causes Wallbounce/Floorbounce.
- 5D is straight. 2D is upward angled. J.D is Downward angled.
- Barrier Shift becomes usuable at any time. Is now 5D fireball. Not invulnerable.
- Changes/Effects some character's moves.

Freedom
- Gains the use of 5D, 2D, and J.D dash cancels.
- Dash cancels cost Shift Meter.
- 5D is dash. 2D is short hop. j.D is an air dash.
- Barrier Shift becomes usuable at any time. It is now pushblock.

Defender
- Gains the use of 5D, 2D, and j.D attacks.
- D attacks cost Shift Meter.
- 5D has autoguard. 2D is invincible. j.D has autoguard. Causes wallbounce/floorbounce.
- Barrier Shift becomes usuable at any time. Is now 5D.
- Adds autoguard/invincibility to some character's moves.

Combo System.

- A chains to B or C. B chains to C.
- Some characters can chain 5A and 2A. Almost no characters can chain B and 2B. None can chain C and 2C.
- A special moves chain to B or C special moves. B special moves chain to C special moves.
- Almost any move can be canceled with D moves (some throws can not).
- Shift during combo launches opponent in place. Opponent cannot tech roll this launch. Can only be canceled if it hits.
- Shift outside of combo cannot be canceled. (Unless you shift mid-air, does not have to hit).
- Any move can be whiff canceled into another move in the chain.
- As the number of hits increase, pushback increases. In juggles, gravity also increases with number of hits.

Power Break.

- The Power Meter fills whenever you hit an opponent (1 point). Your opponent gets the point added to their Power Meter if it is blocked.
- The meter fills 5 points for your opponent if you backdash.
- Shift, as well as most specials, count as two points.
- Once the meter is filled to 16 points, then the meter turns orange (begins as blue). An orange meter will decrease over time, but if a clash occurs, then the opponent will be launched in a slow fall state.
- A combo against a Power Broken opponent has no damage scaling.
- Knocking an opponent down (or being knocked down) resets this meter unless the knockdown is tech rolled.

Other Systems.

Guard Fault -- Occurs when hitting an opponent the way they are not blocking. Adds automatic 20% damage scaling to combo.

Air Counter -- Occurs when hitting an opponent that is in the air. The anti-air hit does 150% damage.

Also, Aya is confirming Dash cancels in combos that aren't freedom shift.

New Character footage:
Spoiler:
:
Okay so I got permission to show some stuff from the old beta for AC. Chip has told me these still work so here you go.

[media=youtube]XT9XaSsjzqA[/media] (alto in Freedom)
[media=youtube]MtJImSgzqaU[/media] (origa in Monster)



Does this not sound like the fighting game of your dreams? If it does, support the game on Facebook http://www.facebook.com/groups/227466837355161/

Blood sweat and tears are going into this game at the moment by a SINGLE MAN. Show some support.

Stream: http://www.twitch.tv/8105monster

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