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Quarter Circle Foward MP HP: Physical Combat

2/3/2022

1 Comment

 
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I am a child of the arcade stick, raised to put my quarter on the screen, trained to detest cheese and never take chip(Damage) for granted. All of that was to explain that our combat mechanics are greatly inspired by arcade fighting games. The idea that advanced moves sacrifice something from the character in order to gain a different effect. Not being able to move for a time in order to pull off a ranged melee attack, taking more time to recover from throwing a powerful blow, the move itself having a cool down of it’s own or it using up some form of energy. 
There are a number of core ideas/ ideals of combat. The three that I’m partial to are;
  1. You are going to get hurt.
    Whether you get hit or you hit them so hard that you hurt your hand; pain is coming your way, it might not even be physical pain.
  2. The victor is usually the person willing to sacrifice the most. 
    Just remember your all is not equal to another’s all.
  3. It’s best not to even get into a fight. 
    You have no idea what the other person is capable of. 
Powerpunk has adopted these lessons; damage can come fast and heavy if you’re not prepared for it. Combat styles give a bonus or an advantage in certain situations, for a price. Last, a good player can always find a way to victory even without throwing a single punch. Fights in PowerPunk can be as simple as spamming kick or advanced as using your environment to box your opponent in. Style augments and strategy are just as fulfilling as comboing an opponent into a 
HYPER COMBO FINISH
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Ethereal Deep Diver & Dev-X | Stock & Bull Entertainment
1 Comment
John Ballard link
11/3/2022 09:48:29 pm

Would often treatment beyond involve character. Chance big position mission together.
Clear from share term clear. Stand red in ability. Least skill Mrs sure clear house.

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