16 January 2014

Floyd Tiryaki Raw Sprites

Alrighty, It's time for more sprite sample art and a better explanation of the 1v1 system. These pertain to the character Floyd Tiryaki. As you can see, some states aren't here or represented. I'm only working on Floyd and Terrence, movesets at the moment. All moves are connected to the movelist, shown at the very bottom of the page. The finished animations will look like something out of Ikei (makers of Shank and Mark of the Ninja), so I've got quite a bit of work ahead of me, in addition to getting back into TKD training and starting a new program.


GAME SYSTEM
Since the system can be kind of confusing, and there's a lot to read in the movelist (shown after this), read this!

A = (Normal) Left Punch (Special) Punch A
B = (Normal) Right Punch (Special) Punch B
C = (Normal) Left Kick (Special) Kick A
D = (Normal) Right Kick (Special) Kick B
Y = Special 1
Z = Special 2

Up/Up-Forward/Up-Back = Jump
Forward-Forward = f.Dash
Back-Back = b.Dash

<L> = low (hits non-crouch guarding opponents but not jumping opponents)
<M> = mid (can standing/crouching guard)
<H> = high (generally misses crouching opponents, except for larger ones)
<OH> = overhead (hits all crouching opponents)
<Gp> = grapple (close-range grab attack)
<!> = inescapable / unblockable

<G> = on guard

MASH = can be thrown out repeatedly, but random mashing (a.k.a. an input that's too fast for the move to come out, basically noob mash spamming) increases proration by two
A-LINK = links into Specials and above
M-LINK = links from MASH attacks
CROSS-UP = in air, hits on both sides
SPIRAL = adds 10HP damage upon hitting any surface
KD = Knockdown
CRUMPLE = a slow fall to the ground
STUMBLE (forward or back) = opponent stumbles in a direction, vulnerable to attack
W-SLAM = slammed into a wall, unable to perform certain Okizemes
W-BOUNCE = bounced against wall, vulnerable to attack in air
G-SLAM = slammed into the ground, unable to perform certain Okizemes
G-BOUNCE = bounced against wall, vulnerable to attack in air
COUNTER HIT = when hitting an opponent who is mid-attack
^ = INSTA-CANCEL = instantly cancel any attack before any hitbox appears (costs 40RM) / PACE-CANCEL = cancel attack during its use [costs 60RM]



ELEMENTS (Floyd's is electricity)
FIRE-Z {F-Z}
Hit: -(DMG/10)(Z)HP
Counter: -(DMG/10)(Z)HP
Guard: -=7.5(Z)GM
Air: N/A

ICE-Z {I-Z}
Hit: Recovery/Okizeme Spd. -.4(Z)s
Counter: Freeze
Guard: -10(Z) HP
Air: Freeze

ELECTRICITY-Z {E-Z}
Hit: -10(Z) Stun
Counter: Neutral Stun Time +.2(Z)s
Guard: Stun Dmg +10(Z)%
Air: N/A

WIND-Z {W-Z}
Hit: Push/Pull Distance +4(Z) [Z < 0 = Pull, Z > 0 = Push]
Counter: Knockdown
Guard: Push/Pull Distance +4(Z) [Z < 0 = Pull, Z > 0 = Push]
Air: Juggle Push/Pull Distance +4(Z) [Z < 0 = Pull, Z > 0 = Push]

GROUND-Z {G-Z}
Hit: Hit Stun Time +.4(Z)s
Counter: Neutral Stun Time +.2(Z)s
Guard: Guard Stun +.3(Z)s
Air: N/A

PIERCE-Z {P-Z}
Hit: -10(Z)HP
Counter: -10(Z)HP
Guard: Guard Dmg +10(Z), Chip Dmg +20(Z)
Air: N/A


BREAK-Z {Br-Z}
Hit: Movement Speed/Jump Heights & Speed -10Z <5s>
Counter: -25(Z) GM
Guard: N/A
Air: No Okizeme

DARK MATTER-Z {DM-Z}
Hit; Neutral Stun Time +.5(Z)s
Counter: Floating Stun Time +.5(Z)s
Guard: -5(Z) RM, -5(Z) GM
Air: Floating Stun Time +.3(Z)s

SPECTRAL MATTER-Z {SM-Z}
Standard: AG (F) +.5(Z)s



cr.Guard


Crouch


Jump


Knockdown


Light Damage


Neutral


st.Guard


Heavy Damage


Walk


Win


st.A <H>


Back + A <M>


st.B <H>


Forward + B <OH>


st.C <M>


Back + C <L> (note, it's the lower foot)


st.D <M>


cr.A <M>


Down-Back + A <M>


cr.B (Counter hit) <M>


cr.C (Close Knockdown) <L>


cr.D (Knockdown) <L>


j.A (Counter hit) <OH>


j.B <OH>


j.C <OH>


j.D <OH>


Riot Thunderbolt <M/H> Your standard projectile.


(during Riot Thunderbolt) Explosion <M/H> Projectile explodes for great justice.


Whip Spark <M/H> Charge uppercut and Floyd's best attempt to go home and be a family man.


Leeds Transit <M> Charges forward a reasonable range. Faster and more brutal after a back-dash.


(during Leeds Transit) Static Charge <L> From the point where Leeds Transit started, creates an electric charge along the ground. Meant to cover his bases on a whiff, though vulnerable from the front and above.


Exorcism (A) Combo-starting grapple attack.


Exorcism (B) Pain-starting grapple attack.


Tap Out the Devil <(1) Air-Grapple (2) OH-Grapple> [2 VM] Does bad stuff to whoever's grabbed.


Greased Lightning <M> [2 VM] Tracks opponent's current location.


Static Slide <L> [1 VM] Extremely fast. Watch your ankles.


Rogue Spark <OH> [1 VM] Tracks opponent vertically to rain lightning on the opponent.


EMParty <L> [1 VM] Charges the ground with electricity.


Tough Skin


cr.Tough Skin


Brutal Beatdown Lv.1 <M> First hit.


Brutal Beatdown Lv.2 <M>Second hit.


Brutal Beatdown Lv.3 <S-GP> Third time's the charm.


Death Penalty <GP-ALL> Don't get caught. It will hurt.















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