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Posted
 

akari1.png

 


akari2.png

 

 

 

https://streamable.com/24an7

 

 Don't worry, my project for Youmu is still alive and well, I've just been procrastinating as far as getting feedback from my beta testers and actually making showcase videos for the character, so, progress has slowed down a little. Anyway, I've always wanted to make another SNK character and it's been a while since the last, so, I've chosen Akari for my next project. She's mostly inspired by her NGBC incarnation due to my limited exposure with the Last Blade series, however, to allow her to keep up with the rest of the cast, I've taken quite a few liberties in her moveset to make her a viable all-rounder.

 

 This will be the last project for the year before I move on to experimenting with a new gameplay style for what I'll be dubbing as "Generation 2" and it will differ drastically from the style my previous characters are made under... that doesn't mean I'll be ceasing from Generation 1 characters on the other hand.

Posted

https://streamable.com/qpsl2

 

 To play around with her Unique Ability and incorporate it better into the character's gameplay, Akari can call one of the two assists as long as she is near one of the portals she has opened. She can call one of each at a time to have up to two on the screen at once... when you consider her doppelganger super, this can make her really troublesome to deal with if allowed to set up.

 

https://streamable.com/a5l0f

 

 Something of a new mechanic, albeit subtle is my attempt to further mitigate combo loops, particularly on tall characters who would be far more susceptible to it by forcing a knockdown if three loops on a standing target is detected. May seem a little redundant given hitstun decay and incremental cornerpush exists, but it's still a big (heh, pun) enough exploit on tall characters to warrant further loop nerfing.

Posted

https://streamable.com/v4ans

 

All of Akari's supers are completed.

 

https://streamable.com/d89ow

 

Have you ever been trolled for winning?

 

https://streamable.com/x4dne

 

The clone assist can be affected by throws, which is something that isn't very common, but works better for balancing reasons otherwise. Also, the opponent can actually face the assist, meaning the assist can't just cheap shot P2 from behind, but on the other hand, makes for an ideal diversion... I'll have to figure out how to handle it during cinematics however.

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