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DevlogCombat

Devlog #5: fighting like today

Juggles, wall bounces, cancels and supers: arcade brawling with the pace of modern beat ’em ups.

An 11-hit chain on the Stage 1 street

The rules are the arcade ones: walk, punch, reach the boss. The way you fight is today’s.

Enemies can be kept in the air hit after hit, bounced off walls and caught again. Moves cancel into each other to stretch the combos, and the hit counter rewards those who keep the rhythm. Grabs work from the front and from behind: knees, throws, suplexes into the other enemies.

Before touching a value we measure it: how long a hit stop lasts, how far an enemy flies, how long it stays down. Then we try, change, try again.

And when the meter is full comes the Phoenix Tornado, Ryan’s super: a column of fire sweeping the screen.