Hi Kratus,
I have played this game alot over the last year. I mostly play with Adam, because I like his moveset the most. This post is about making some requests that I think are improvements.
The reason I'm asking is because I love your game, and I'm going to be playing it for many years to come, so I have a vested interest in the game being as good as it can be.
I'm asking for these modifications in the context of Adam, but they may also be applicable to other characters.
Hi friend. Thanks for the feedback

Even if I don't implement some suggestions, I'm always open to hear about them.
Let's talk about your points.
1. When rage/super is turned off, please make pressing the specials button perform the normal 1-star move, without having to press "forward > forward > special" to do it. Currently, pressing the button does nothing, even when you have stars.
It is important to keep the lunging forward movement that occurs with that move, because it's important for connecting against opponents that are a little away from melee range -- that will allow for using it for combos and juggles. That is, pressing the special button should act as if the character did a dash and immediately did the special 1-star move. This includes when standing, walking, and running, pressing the button should do the move.
I didn't understand this point. Are you meaning to allow the 1 star move from the original BK3/SOR3? Like, the Axel's improved grandupper, etc.
And there's no "forward > forward > special" in the game, only "forward > forward > attack/energy".
2. When the 'OK' bar fills up, please give a little sound effect to indicate this. This would be similar to how getting 3 stars plays a little sound effect. This way, it's not necessary to continue glancing at the top-left to keep track on whether it's up or not.
Sorry friend, I will need to skip this one. I'm trying to follow the classics as closely as possible, mainly in the audio aspect. I only added a sound for the rage move when full because the original BK3 plays a sound when gaining new stars, plus it does not happen all the time.
3. When setting the energy button to charge attack, which for Adam is the kick, please make it so the kick links into more attacks. Currently, there are a few moves that feel like they should link into the kick, but do not. When playing, you get the feeling like they should -- your hands natually want to do those combos, but they just dont work. The following would be ideal:
A. 1 punch into kick
B. 2 punches into kick
C. On 3 punches, which Adam does an uppercut, it could use about 2 frames less delay before the kick comes out.
D. During the rush elbow.
E. When doing his normal front slam, about 3-4 frames less delay before he can kick.
F. The 1-star punch should be linkable into the kick.
Another one I need to skip, friend, sorry. The SORX has a cancelling system, which has a pattern for all cancelable attacks.
They start from the basic attacks gradually connecting with stronger attacks: default combo > running attacks > special attacks > rage attacks (similar to some Capcom's games logic).
In addition, any weaker attack can be canceled into stronger attacks, you don't need to always follow this exact sequence.
About Adam's kick, this is part of the default combo and not a special move. So, it would be weird if only he would be allowed to cancel stronger attacks with a basic kick.
4. Today, it's possible to assign the special move, energy move, and charge-attack (extra) to a button. Getting them to perform their action requires a timing like fighting games. For some players, they might find some value to that timing but, generally, this is not a fighting game, so having to time presses for combos doesn't have the same value as in a fighting game. Being a beat'em up, it has a more lenient combo system. I think it would be an improvement to be able to _hold_ either of the special, energy, or extra button and have the move come out at the earliest possible time. This would help out alot with juggles; it becomes less about precise timing, and more about button sequence choice.
Hmm I don't know if I understood exactly. Currently we have specials that can be triggered with a single button press (defensive, offensive and aerial), rage moves work in the same way.
I even understand if a QCF+punch move like hadouken or supers QCFx2+punch could be configured to a "one shot" key (if I'm not wrong SF6 has it in the modern controls), but the SoR moves already are simple if compared with other games.
5. Currently, the special moves can be set to the following modes:
a. SOR2 life
b. SOR3 'ok' Bar
c. SOR4 recovery
Pretty please, add another option for "SOR3 + SOR4", which works as a combination of the SOR3 'Ok' bar, and the SOR4 recovery. It would work in the expected way:
The 'OK' bar gives you a free special move. When pressing it without being full, it would deduct recoverable bar, like SOR4. The timing of the 'OK' bar and the recovery speed should be exactly like they are today.
To be honest they would not work well together, mainly from the "code" point of view.
First because both codes are big and many things works only if others are disabled. Plus would add an unnecessary complexity.
The idea is to replicate the original systems, I don't see too many advantages in mixing both. The SOR3 Ok bar already makes the game very easy to allow a free special, we only need to wait a little. On the other hand, the SOR4 system allows a full recovery and can be very fast depending on the character you are playing.
As it is today, pressing the 'OK' without it being full and getting life deducted feels like the player just made a mistake. Like, "dang, I didn't press it at the right time". It's like a suicide button. However, if it had a recovery option, then it feels more like a trade off, like you're gambling that you'll make it out intact and will be able to recover the life. That's much more interesting mechanic than a suicide button.
Even in the originak BK3, honestly I never saw it as a suicide button.
Internally, the Ok bar works with 5 levels. I mean, no health will be subtracted if full, but each level subtracts a defined amount based on how close it is from the max.
So, it's basically a trade where the player should analyze the cost/benefit. Sometimes it can be good to use a special move even if the Ok bar is not full, but having the benefit of not taking any damage plus hitting 2 or more opponents around, at a small health cost.
Remember that when selecting the SOR3 Ok bar, same as in the original game, you become invincible during the whole special animation and applies for all the 3 special moves (not only the defensive like SOR4/SOR2 modes).
Hi O Ilusionista, thanks for the reply. I would counter your point with the following:
- When the player doesn't use the OK action, then the bar won't need to fill up, and therefore the chime will not play. That accounts for most of the time.
- When the OK button is pressed, it takes some time for the bar to fill up. So, even when using at the maximum rate, the chime would only happen after a few seconds.
- The idea is that we actually _do_ want to hear the chime whenever the bar fills up, so it's something that we want. That chime means something good.
- The chime doesn't have to be annoying or long. It's expected to be a short, pleasant sound.
As an example of production use, there is Doom Eternal. In that game, a chime is played whenever Doomguy's dash refills. The interval between chimes is rather short, since it's common to always be dashing. Even then, it doesn't get annoying (at least, I've never heard complaints about it).
See the following links:
- Just the chime:
- The chime in action:
Friend, I understand your point, but I think that Doom is not too appropriate to use as a comparison.
I can break the game with that. A full Iframe forward Special with full meter. then I can get my health back after spamming more Specials.
I'm still testing but didn't happen to me yet, I think you are not using the final beta 33, in which have the fix for this issue.
Adam’s upper cut knocks away the enemy too far so that his kick misses a lot.
Hmm I would like to see a video, in my tests the kick is working fine.