#Massive Suggestion for Combat of Phantom Blade Zero

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knotty coral
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I noticed that there are people who claim that one button can lead to multiple attacks feeling like they are not fully in control of each step of the attacks in the animation.

So I made a suggestion on how to get around this. It might be too ambitious but it doesn't hurt to experiment if it's too hard to execute these combos you can always add some sort of autonomous that does the combos for you however I have a different term rather than combos I call it a dance akin to Chinese Martial arts and Kung Fu the practice is in a flow state of constant movement known as dancing

This is just an example to make alternate combat more in control and less automatic for the player to feel more immersed as an option to play perhaps Phantom Blade Zero as a Rhythm Dancing sort of game which sounds unique for a combat game.

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Phantom blade combat suggestion

They could try to experiment with such and see how it feels, or perhaps make it an optional combat option allowing for multiple accessibility features where you can fit the style to a certain degree of the player.

If people prefer less pressing to perform fully connected combos they get the normal combat

If people prefer synchronized quantities that relies on the amount of buttons pressed to each attack in animation sequence the attack ends each frame after this can be made by using the same method as First person shooters do when continuing a reload however the interval is much shorter in the current indication status.

Such as phantom blade zero after a certain time the next animation attack cannot be performed after a certain time has gone instead it will reset to the first attack animation. I believe they can pull this off by continuing the previous frame, the combo will not be complicated at all so after the first segment of the animation has gone Soul will attack only once but if you press another it will extend the flow this would allow for a better control of the combat overall where people don't do combos without their intention.

ornate garnet
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This is VERY good discussion

knotty coral
knotty coral
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Here's the example

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Phantom blade combat suggestion

They could try to experiment with such and see how it feels, or perhaps make it an optional combat option allowing for multiple accessibility features where you can fit the style to a certain degree of the player.

If people prefer less pressing to perform fully connected combos they get the normal combat

If people prefer synchronized quantities that relies on the amount of buttons pressed to each attack in animation sequence the attack ends each frame after this can be made by using the same method as First person shooters do when continuing a reload however the interval is much shorter in the current indication status.

Such as phantom blade zero after a certain time the next animation attack cannot be performed after a certain time has gone instead it will reset to the first attack animation. I believe they can pull this off by continuing the previous frame, the combo will not be complicated at all so after the first segment of the animation has gone Soul will attack only once but if you press another it will extend the flow this would allow for a better control of the combat overall where people don't do combos without their intention.

knotty coral
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Here an example

Basic {L} Anim set - Combo 1

▢ - ▢  - ▢ - ▢ - ▢ = {E}

S    S     S    S    S = Light Dance

Basic {L2} Anim set Combo 1

△ - △  - △ - △ - △ = {E}

S     S      S     S     S =  Light 2 Dance

Basic Heavy/Acrobatic Anim Combo Set 1

Hold △ Shortly Let Go Off △

△5△5△5△5△ = Heavy/Acrobatic Dance

After 5 Seconds has gone without performing a move or attack (Excluding walking and jumping) Soul will reset the (Animation Chain)

Press/Tap ▢ = Light Attack {L}

Tap Rapidly △ =  Light Attack 2 {L}

Hold △ then Shortly let go off △ to perform Heavy Attack/Acrobatic Attacks

(Two Handed) Heavy Attacks | (One Handed) Acrobatic Attacks

Heavy attacks animation vary, Usually Two handed weaponry can perform heavy attacks S frame to S frame while One handed instead will perform leap Attacks and Acrobatically that attacks faster than two handed, faster but deals less damage and blow to defense

Tap△ Rapidly to perform Barrage of Quick attacks △△△ Like so.. by performing each frame attack (Small One handed duel weapons)

Leap from distance and up close Stab continuously △ Hold in then Letting go off △ executes Acrobatic Attacks moving (One handed)

Hold in △ shortly then let go off △ then Hold in△and shortly let go again to transition to the next attack frame point to continue the Heavy Attack chain to a Dance, keep repeating above | Tap △ to perform Light Attack 2 {L2}

LT = Hold LT to Block NPC attacks  | To Parry tap to each attack match their attacks to Block/Parry without losing stamina gauge l Phantom Bow/Projectile/Throw Rapidly double tap RT then hold RT to Quick activate the projectile weapon if equipped that will automatically lock aim at your current target by letting go off RT then launches the attack | Rapidly double tap continuously to throw array of projectiles.

LB = Aim (If Only Phantom Bow Projectile Weapons is equipped and is not in the vicinity of NPC in combat state) | Double tap to (Quick swap weapon key during mid sequence state in combat)

RB = Shoot (when Aiming with Phantom Bow or Projectile weapons) | Light tap RB to Kick and Stun enemies up close | Hold RB then let go off RB shortly to perform a stab | Double tap to Intervene enemies that are between you or surrounding you.

RT: Tap RT activate/attack with Phantom Ability (Phantom slot 1) | Hold RT (Keep holding if it has Charge) then let go off RT to transition to phantom mode RT you are given a 3 seconds before it returns to idle stance perform the {Chain} of Phantom attacks before the time pass to idle stance Double tap RT continously during the time window given at the start

S frame by S frame by repeating the action continously you will subconsciously connect it into dance {End of Combo} resets the Dance | Double Tap RT to perform the Phantom ability Attack slot 2 outside the Phantom Slot 1 Time Window (RT3 Phantom 1 Mode) double tap in sequence to continue it's {Chain} to dance (Phantom slot 2)

S: Attack Sequence that represents (Each frame of the souls animation that would logically become its own attack. For example

Motion captured Animation 1 S

Motion captured  animation 2 S

Motion captured animation 3 S

Or

Motion capture animation cut by multiple segments continuing from the previous frame however would need create some sort of locomotion to transition back to Souls idle stance.

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Here's an example

▢ 5 ▢ 5 ▢ 5 ▢ 5 ▢

S     S     S     S    S

Continue from S to S - If Seconds has passed by before an Attack/Action (Excluding Walking and Sprinting) Soul will reset the Animation Chain and return to his idle stance.

{Numbers between Buttons} ( - ) Represents each interval amount of time has to pass before Soul resets the Dance sequence when there's no numbers between the Dance they are usually associated with one handed small weapons capable of delivering rapid strikes and blows and burst of attacks that require faster tapping go execute as long their interval time is shorter..

= Represents (Equals to) animation frame successfully connected into a whole dance (Animation Bundle), Soul will reset the attack sequence during the dance unless he swaps the weapon mid combo which allows him to continue the previous frame attack point before continuing forward to create the dance.

Light 1 and Light 2 Basic Dance Set.

  1. ▢ -△-△-△-△-△
  2. ▢ - ▢ -△-△ -△-△
  3. ▢ - ▢ - ▢ -△-△-△
  4. ▢ - ▢ - ▢ - ▢ -△-△
  5. ▢ - ▢ - ▢ - ▢ - ▢ -△

S    S    S    S   S   S

Light 2 and Light 1 Basic Dance Set.

D1.△-△-△-△-△- ▢
D2.△-△-△-△- ▢ - ▢
D3.△-△-△- ▢ - ▢ - ▢
D4.△-△- ▢ - ▢ - ▢ - ▢
D5.△- ▢ - ▢ - ▢ - ▢ - ▢

Light 1 and Light 2 Advanced Dance set 1:

D1. ▢ -△- ▢ - ▢ - ▢ - ▢
D2. ▢ -△-△- ▢ - ▢ - ▢
D3. ▢ -△-△-△- ▢ - ▢
D4. ▢ -△-△-△-△- ▢

Light 1 and Light 2 Advanced Dance Group 2:

D1.   ▢ -△- ▢ - ▢ - ▢ - ▢
D2.   ▢ - ▢ -△- ▢ - ▢ - ▢
D3.   ▢ - ▢ - ▢ -△- ▢ - ▢
D4.   ▢ - ▢ - ▢ - ▢ -△- ▢

Light 1 and Light 2 Advanced Dance Group 3:

D1. ▢ -△- ▢ -△- ▢ - ▢
D2. ▢ -△- ▢ -△-△- ▢

Light 1 and Light 2 Advanced Dance set 4:

D1. ▢ -△- ▢ - ▢ - ▢ -△
D2. ▢ - ▢ -△- ▢ - ▢ -△
D3. ▢ - ▢ - ▢ -△- ▢ -△

Light 1 and Light 2 Advanced Dance set 5:

D1. ▢ - ▢ -△- ▢ - ▢ -△
D2. ▢ - ▢ -△-△ - ▢ -△
D3. ▢ - ▢ -△- ▢ -△ -△

Light 2 and Light 1 Advanced Dance Group 1.

D1. △- ▢ -△-△-△-△
D2. △- ▢ - ▢ -△-△-△
D3. △- ▢ - ▢ - ▢ -△-△
D4. △- ▢ - ▢ - ▢ - ▢ -△

Light 2 and Light 1 Advanced Dance Group 2:

D1. △- ▢ -△-△-△-△
D2. △-△- ▢ -△-△-△
D3. △-△-△- ▢ -△-△
D4. △-△-△-△- ▢ -△

Light 2 and Light 1 Advanced Dance Group 3:

D1. △- ▢ -△- ▢ -△- ▢ - ▢
D2. △- ▢ - △- ▢ -△-△- ▢

Light 2 and Light 3 Advanced Dance Group 4.

D1.△- ▢ -△-△-△- ▢
D2.△-△- ▢ -△-△- ▢
D3.△-△-△- ▢ -△- ▢

Light 2 and Light 1 Advanced Dance Group 5.

D1. △△- ▢ -△-△- ▢
D2. △△- ▢ - ▢ -△- ▢
D3. △-△- ▢ -△- ▢ - ▢

Light 2 and Light 1 Attacks  Barrage Dance Group.

Quick Barrage of Small Handed Duel Wield Weapons Attacks

Effect: Drains the NPC's Stamina Gauge effectively breaking their defence they fall back stunned for a good period of time.

D1. △▢△▢△▢
D2. △△△▢▢▢
D3. △△△△▢▢

Light 1 and Light 2 Barrage Dance Group.

Lightning Quick Barrage of Small Handed Duel Wield Weapons

Effect: Effectively catch npcs parrying stance off guard during Dance higher chance of attacking through parry.

D1. ▢△▢△▢△
D2. ▢▢▢△△△
D3. ▢▢▢▢△△

At the end of the Dance Hold △ then quickly let go △ to perform a finishing leap blow unleashing two powerful cuts.

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Free Dance Group:

All the combinations above can be combined with each other plus the special abilities and skills to enhance and improve the dance dance with extra flare of attacks and damage, by doing so it also prolongs the Dance Duration allowing you to return to your previous Dance that you didn't finish

Usually a complicated combo tends to feature more than two buttons and buttons along with the stick direction.

With this system it will negate the complexity and difficulty of performing combos without feeling like you are stuck to full animation section

Usually combo games strictly force you to time your combos specifically rather than thinking of a pattern.

instead it entices the player to experiment combining each move into a martial arts dance without requiring you to time it specifically between attack transitions and combos making it feel more like a dance

The only punishment here. Is if you don't do any attacks or actions (excluding walking and sprinting) before Soul goes into idle stance only before the amount of specific second has ran out will interfere your dance.

This system is mean for all combos to flow seamlessly without punishing the player too hard while also preventing accidental combo attacks where the player is stuck In a long barrage combo animation

one attack to another attack creates the dance making each attack feel like a whole animation of itself which I'm referring to as the Dance system, similar to games in First Person shooter where they reload then swap to a different weapon and swap back then continue the reload without resetting it, it is similar concept to this seamless transition between attacks.

Devil May Cry and Mortal Combat, Ninja Gaiden require you to time them specifically in a not so very generous combo window that require you to do more than two buttons for the basic and advanced attacks the dance system is different it's a subgenre of combo but entices you to move constantly without being punished for it. It allows the player to control each attack while also spamming into a chain dance without the feel of too complicated combos, the advanced combos are easier to remember and execute same goes for special combos which overall gives the player a sandbox combat feeling how you play how you think with those attacks if you decide to attack and heavy attack that itself is a combo by allowing you to swap from combo chain group to a different combo chain group flawlessly and seamlessly without the obstacles of doing combos wrong it doesn't punish you it doesn't stop you, you always execute a attack no matter what.

By making different button patterns and rhythm to each weapon they will play out exactly how they are in the game. Very similar to a rhythm game as if those attacks are drums.

But as we see here in the combo manual they have basic foundation and mostly only use Triangle and Square which isn't as difficult as Devil May Cry and

How many dance groups there is up to the developer the most important is being able to control the attacks one by one while also executing the dance as intended not unintentionally and flawlessly transition from one sequence of animation to another sequence of animation even being able to return to the previous sequence of animation where the player was during that sequence.

As well dances can't overlap they work on their own and different depending on the animation of the weapon.

knotty coral
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Here's some other suggestions for skills

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Skills:

Deflect or Repel incoming Projectiles by quickly tapping LB before the Projectiles touches soul

Makes Soul perform a diving barrage of screw flip slashes from above Press X then double tap ▢▢

Assault Kick Press X then tap RB to do a flying kick at the enemy for a short duration and temporarily open the defense of the NPC.

When you are between two enemies Double Tap RB to Kick them away from you allowing you to focus on your current target without the other targets getting in the way temporarily.

During Stealth soul can grab the NPC and use it as a Shield against projectiles to Use a NPC as a shield remain undetected and get behind the enemy while crouching and Hold RT if the NPC is stunned open for execution as long you are behind the NPC Up close  you will receive a prompt to grab the Enemy as a shield with LT

To descend straight down smoothly within a wall, Jump onto a wall with scratches Hold △ down to descend, Let go △ to drop off the wall.

To climb over walls or obstacles repeatedly tap X till you reach a flat surface.

During Stealth you can pick up assassinated dead targets by Holding △ to pick up the target Soul can hide them in foliage or behind walls or use them as bait for other enemies to investigate making up for the perfect ambush.

Soft Impact when soul falls from tall spots he will roll when landing on the ground.

Soul can leap and latch himself onto targets by jumping and stabbing onto them by  holding RB then tap ▢ to rapidly stab them while leeched onto them only works for (Duel Wield Small Blades) While One handed Can execute a flurral of kicks instead to the NPC's head before kicking the NPC's away with a air kick.

While latched onto the target jump off with a black flip by quickly tapping X onto the target then holding △ press X again to leap off the target with a backflip. (Small Duel Wield blades and One handed)

With Two handed Soul can deliver an aerial blow with Phantom Ability when jumping on the target then leaping off the target into the air allowing for radius blow downwards with Secondary Weapon/Phantom Ability for soul to pull that off Jump and Press RB then X and then hold RT to send a blow downwards.

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