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Floor Hug Visual Indicator + "State" suggestion#1069

1.) Entering the “State”: When someone floor hugs, they blink in their Player Color (P1 is red, P2 is blue, etc.). Makes it look more like floor hugging is a kind of “reversal state”.

These next part depend. Open to ideas:
2.) During the State: Maybe there should be properties while in this state. One option is not being able to floorhug, so no more of the floorhug back-and-forth. Not sure if this is sufficient or if there should be other costs: Not being able to shield? Receive more percent?

3.) Exiting the State: Should it be on a timer, or can you exit the state by fulfilling a condition (i.e., knocked into the air)? Floorhug becoming a resource might be an idea.

Neutral on floorhug and I’m sure more thought-out solutions are underway, but one thing a lot of people are asking is that floorhugging should be more readable. The arrows are a step in the right direction but there might be better ways to make it look more prominent and more intuitive.

Curious to hear people’s thoughts, or if the idea even has legs.

a month ago

1) FH happens too fast for players to notice changes on HUD. Instead we have characters glow blue during FH

2) FH > Shield is the main application of FH against, for example, jabs. The point of FH is for you to be able to do stuff out of it, not to restrict you

3) You recieve extra 25% of damage during FH and your % is basically a resource you exchange to use FH already

a month ago
1

@weaselsnore
1.) I was thinking not on the HUD, the character itself to have more noticeable glow that lasts a little longer.
2.) I understand that and welcome it. The thought is if you should be able to do it multiple times consecutively. It at least limits floorhug in a single neutral interaction
3.) I get this, though many feel this cost to be negligible, so I was exploring other potential options.

a month ago

The only thing that I would like changed about floorhug is having the successful floorhug state (hitstun land + modified frame data) be unique from the reqular hitstun land animation.

I know it’s cancellable after 8/5 frames, but I think having the character immediately enter a kind of defensive/bracing stance would help a lot with readability, and understanding floorhug from a glance etc.
The current animation already goes on for longer than the 8/5 frames, so might as well make it more unique and fitting of the in-game situation.

a month ago