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Author Topic: Help with Street Fighter II in Supersystem  (Read 1918 times)

Offline carlosyc

  • Bookworm
  • Posts: 85
Help with Street Fighter II in Supersystem
« on: July 01, 2012, 02:59:30 PM »
I have the SF clix figures and i try to play themwith Supersystem


I think that SF characters have a few powers:
-Ranged Attack: Ken/Ryu Fireball,  Guileīs Sonic Boom , Dhalsimīs Yoga Fire, Sagatīs Tiger Shot,...
-Elasticity: Dhalsim
-Climbing: Vega
-Damaging Aura: Blanka
etc


But a lot of special movements arenīt powers. That special movements are perfectly represented with Supersystem Combat Maneuvers:
- Haymaker: Ken/Ryu Dragon Punch, Guileīs Flash Kick, Sagat Uppercut,...
- Flurry: Hondaīs Hundred Hands, Chun Liīs Lighting Kick,...
- Quick Attack: Ken/Ryu/Chun Li Hurricane kick
- Grab: Zangief,s wrestilng attacks, Blankaīs bite,...


DOUBT#1
The special maneuvers canīt be used by all characters (Chun Li doesnīt have a Haymaker).My idea is give to that maneuvers BP costs like Powers
What could i do the BP costs of that exclusive combat maneuvers?

DOUBT#2
Some characters have a special Ranged Attack. Blanka, Honda, Bison, Dhalsim use his bodies like a projectile. How could i represent that movement?

Thanks!

Offline P_Clapham

  • Mad Scientist
  • Posts: 998
Re: Help with Street Fighter II in Supersystem
« Reply #1 on: July 06, 2012, 08:10:38 PM »
Maneuvers - I'd either ball park the costs on these, or consider each one to be about equal power level wise.  Then give each character a set number of maneuvers.

Special Ranged Attack - I'd either use a limited version of the flight power, or make up a maneuver for this power.  Have it act as a charge, but any additional AP translates into movement away from the defending model.

Hope this helps.
"When in doubt, have a man come through a door with a gun in his hand.— Raymond Chandler

Offline obsidian3d

  • Scatterbrained Genius
  • Posts: 2009
    • o2media
Re: Help with Street Fighter II in Supersystem
« Reply #2 on: July 06, 2012, 08:58:39 PM »
I think I would probably just treat them as super-heroes and build them with the appropriate powers.  It might be easier to do and simply ignore the special maneuvers.
obsidian3d
www.o2media.ca

Offline carlosyc

  • Bookworm
  • Posts: 85
Re: Help with Street Fighter II in Supersystem
« Reply #3 on: July 10, 2012, 01:46:01 PM »
Yes, but iīm trying to be faithful to the videogame giving a little special mechanic to SF character

Iīll try this rule:


All SS Street Fighter Character canīt use Haymaker, Flurry or Fast Attack ,
except:
- Ryu, Ken, Guile, Balrog, Sagat has Haymaker with X BP
- Chun Li, Honda has Flurry with X BP
- Ryu, Ken, Chun Li has Fast Attack with X BP
etc

With this way
- Ryu, Ken, Guile, Balrog, Sagat could make the powerfull punch(or kick) attack that make
in the videogame
- Chun Li, Honda could make the hundred hands slap or the lighting kick
- Ryu, Ken, Chun Li  could make the hurricane kick

Offline P_Clapham

  • Mad Scientist
  • Posts: 998
Re: Help with Street Fighter II in Supersystem
« Reply #4 on: July 11, 2012, 05:06:43 AM »
Isn't the Hurricane Kick similar to Blanka's rolling charge, and M. Bison's spinning attack?  They are all an attack+movement maneuver.

Offline carlosyc

  • Bookworm
  • Posts: 85
Re: Help with Street Fighter II in Supersystem
« Reply #5 on: July 11, 2012, 01:14:24 PM »
mmm similar but not exactly if i remember well

blanka, honda and maybe dhalsim can cross all the scene with that maneuver

and ken and ryu cross a few steps

I see now that chun li cross all the scene too

 

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