We do not have an official release date as of yet. In fact the game is not currently anywhere near completion, but we are glad you're looking forward to it.
RyanSantiago
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You're kind of right, but it's not quite exactly the same. Armor can be pierced and shattered by certain moves unique per character, making armored moves risky if your opponent uses a move that can ignore armor. Additionally, armor doesn't quite work in the same way as invincibility as armored moves still have an active hurtbox while armor is up. There's hitstop, allowing someone time to react accordingly if they end up hitting into armor, and it's not counted as a whiff like it would be against an invincible move.
If you want an even more technical example, because armored moves still have a hurtbox, they have the ability to put a player at advantage against or even possibly beat a safe jump attempt at the cost of meter, while a typical DP would lose to it.
One thing that we're playing around with is toning down Dhalia's damage a bit as she most of the time needs to touch the opponent only two to three times to take a round.
One of the ideas behind her enormous damage though was that while you could go for higher damage routes by exhausting all her meter, she wouldn't have any meter to take advantage of other mechanics. I'm curious how much meter you still had at the end of the combo (if any) to see if this is actually the case.
As for mechanics, the Resolve meter is used for several things. It gives you super armor on the startup of any attack, but you lose a bit of meter based on the attack you armor through. You can also consume two bars for a super or consume one bar for a Blitz Cancel (returns character to a neutral state).
It's also used as a sort of guard gauge when blocking. On the ground, it'll keep you from taking chip damage as long as it's filled at all, and in the air, attempting to guard while it's empty will result in a guard crush. However, performing an instant block will prevent all of this and will in fact reward you with meter for doing it.
The other big mechanic that we have is giving every character's Break attacks, or the Break button in general, something that sets them apart from everyone else in the cast. Currently, Dhalia's Breaks can be charged to give them the Shatter property, and Achealis's have a Pierce property that makes her Breaks ignore the opponent's super armor completely.
We're currently in the midst of doing a pretty big overhaul of the game, adding new mechanics, balancing certain options, trimming off things that didn't really add a whole lot, and retuning how the Resolve meter refills to give it more substance.
Sorry for this wall of text, but you did ask about other mechanics and such lol Thanks for your interest and curiosity!
Thanks for the feedback! As of now, I believe there is a playback feature mapped to R3 if im not mistaken. And you posed an interesting issue concerning how strong air blocking kind of is. Work will be done to balance out air blocking, ideas including air grabs are currently being tossed around.
As for RC, it is possible to extend combos with it even outside the corner. And for throws, the idea, at least for Dhalia and Achealis, is to score a knockdown with the option to RC and do whatever you want off of it.