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(1 edit)

> A knife!:

It’s a knife, basically a cowboy slash, but with much, much, much worse range. Maybe better frame data in return? But you basically have to be point blank for this one. Having worse range than even the pistol whip. But in every other way it’s a good move. This is the combo starter you wanna go for on the ground. Most of the time though you’ll be coming in from the air. But this move serves its niche well.

> Rifle Butt: Lunging attack with poor recovery on whiff. But good damage and chaining potential. Kind of like ninja nunchucks, but not attached to a stance. This move exists to be instant canceled for the most part. As it's a slow recovery from having to throw the rifle (which is on a sling mind you) back over your shoulder. But, surely it can work just as well in the corner or with some additional setup, right? Also a good whiff punish or read.

> Dive’n Slide: Soldier does a diving kick that keeps his momentum upon activation without changing that momentum whilst in the air, when he hits the ground he does a slide, the slide goes a different distance depending on distance fallen. This has a hitbox obviously but is mainly a movement thing to chase after people after a conflict in the air. Not super safe if whiffed, hits as a low, but is pretty good on hit. But obviously reactable. This is free cancelable. Because that'd be cool. It’s best used though as a mixup. If you react to or read a high block while coming in from the air, you can use this to hit low and defeat their high block.

Back to work with me! More editing for now. I'll get to new stuff soon enough though. I just gotta think of more special moves lol.