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tho.hil
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There are a couple of more minor mechanics related to Gamma Canceling out of hitstun that is there to help out the offensive player. For example that Gamma Canceling out of hitstun in the air removes your air actions, and there won't be any aerial moves with invincibility in this game. This means that as long as the offensive player is mindful of what combo routes they use, they could setup situations where if the opponent Gamma Cancels they will have a very hard time trying to land again afterwards. Also a thing to keep in mind is that the offensive player will most likely have more meter to work with since attacking builds more meter then getting hit,
Of course, not everything about the mechanic is set in stone yet, and there probably will be some changes to it after i have had some more players try it out for an extended time.
Is it that you don't get your dash cancel to come out? or is it that you aren't able to connect an attack afterwards?
One thing to note is that you can't use the A+B dash macro for dash cancels. so you'll have to do a ->-> or <-<- input for dash canceling.
Other then that, you are able to buffer the dash input during hitstop so you can do it a lot earlier then you might expect.
Right now the downside to safeguarding is that you are put in counterhit state and you cannot tech grabs. also if you want to block normally again you have to go trough 20 frames of cancelable endlag first. so grabs could get scary to play around since you have to choose a risky option to deal with them.
That being said, the mechanics are not 100% set in stone yet and could definitely use a bit of refinement. But we would want to get a good chunk of playtesting done first. so when we do make changes, we have a better understanding on what is working and what needs to be tweeked a bit.