As far as L-cancelling though, SSF2 has globally reduced landlag (ALR - Aerial Lag Reduction, as some Brawl+ players know it), and instead of being move-specific, it's mostly character specific with a few exceptions, ranging from 3 to 12 frames (at 30 FPS). What about L-Cancelling or (insert some complicated Smash Bros-related acronym here) Adobe AIR has issues with Catalina though, unfortunately, and we are looking into our options. The current version has a downloadable version for Linux and Mac. Nearly all of the character sprites in SSF2 are custom-made. At first glance, it's very reminiscent of Brawl+, actually, some of the more obvious engine aspects will make that clear right away (with the ALR, high hitstun, semi-floatiness, etc.) But it goes deeper than that, with our creative liberties such as gravity during knockback. There's no definite answer to this question. We're smashing together a "Greatest Hits" type deal with our engine, feel, and aesthetics, but we're also taking our own creative liberties as well. Ah, I see you noticed that SSF1 was based off of Melee, huh. This all leads to an exhilarating combo game with lots of mixups, but it will still feel right at home to those coming from Smash games - even ones where combos don't exist. Super Smash Flash 2 has low landing lag, high movement speeds, full aerial momentum conservation, high hitstun, high gravity, and gravity is active during knockback. Super Smash Flash 2 Beta is our final full-featured update to our public release before the full game, once we're finished updating Beta, it'll be rebranded as the full version. We intend for this game to be a celebration of video game culture, with characters both originating in video games, and outside. No, sorry! These characters don't belong to us, and the creators are long gone.
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