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Today's results are as follows.

Succeeded in detecting diagonal input.

Created key record UI for debug.

Improved changes of state.

However, as you can see, the key input is detected twice for some reason, so I have to  repair it at a later date. There is still a long way to go, but so far construction is definitely progressing. If I can get the key input correctly, I will be able to show the movement more like a fighting game.

Next topic is about GGST. It's very interesting! I use potemkin. Since the Gatling combination has been reduced, the impression is similar to the tempo of Street Fighter. And since it's so much fun to be able to play against people with similar abilities, I would like to put a rank system for online matches. Btw, is it better a game you can connect combos and KO as it is like Skullgirls and MVC, or a game the maximum combo damage is only about half of physical strength like GGST and Street Fighter?

Final topic is about the alpha version of this project. Everyone knows rollbacks and loves rollbacks. I'm sure rollbacks have saved their lives. However, I will not implement online battles for α. Laying the foundation and creating character graphics, they would be the limit. After the α version is completed, I will rework the basic part and implement rollback, so I think that I will have to remake everything once.

That's all for today. Have a nice day!

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Comments

CrownAxe

Progress is looking good! Since you asked about preferred combos, I like the combo structure of Skullgirls but I think they can last too long. I think a good medium is something close to Under Night In-Birth as a combo averages to be about 1/3 of the life bar and are not too long.

MarakamiSG

MvC and Skullgirls has always been more tag team focused and would be general more fast paced and mix-up heavy. So I think the pacing that's like Melty Blood or UNICLR would work nicer.

DHYohko

when fights go too fast it feels like first hit wins which becomes boring to watch and play against (some one lost first hit in MVCI and put down his controller to drink water cause he knew he had 2 mins while his opponent infinited him. here is a vid from mugen of a fight i like https://www.youtube.com/watch?v=eArNqA0--ZM&t=208s

Isa

I don't like high damage. I prefer combos be moderate damage with moderate length. I felt XRD did a good job of striking this balance. A lot of the recent FGs are going for high damage and short combos, and I think going for something with a little less damage and moderate, but not long, combos size will make it stand out a bit. Aside from XRD, I'd also put Them Fighting Herds in terms of where I like combo and damage to be.