#💬 memzdevʹs Feedback
1 messages · Page 1 of 1 (latest)
@low ice WE WANT MULTIPLAYER!
yeah i'm gonna rage quit hard if that happens
but man continue working on this game
@low ice idk i haven't played it but it seems too easy to hit someone once, and then they're stunned and can't fight back so you can just keep hitting them over and over again
seems to easy to stun them then just spam attacks so they can't fight back, and free win yk what i mean?
...
Have you ever played a fighting game 
uhh a little bit
think i played retro street fighter
and the original mortal kombat
In a juggle combo any subsequent hit will cause them to get launcher further away
After a while, followups are jot gonna work anymore
Furthermore as soon as you hit a wall you get 2 more hits or so and the opponent gets forced into knockdown state
ok let me know if i missed something because honestly idk wtf a juggle combo is 💀💀 but it looks like you hit the opponent once, then you can just keep spamming them with punches and they can’t fight back
When i launch him into the air thats my combo starter
Designated moves will launch and start a juggle combo
Any hit after a launch will bump them back up into the air
But launching moves are generally no faster than 15 frames, and are punishable when blocked
You rarely get the opportunity
And ofcourse they cant fight back mid combo.... That's how combos work...

When you say “hit opponent once and keep spamming” do you mean in a combo or when they’re just standing around
Ok just reread and I think I get it
In Memz’ game, there are moves that send the opponent into the air for a combo. Whilst the opponent is in the air, you can hit them for free. This is called a juggle combo
However, these moves are almost always super dangerous to throw out, because if the opponent blocks them, they usually get to hit you back for free (sometimes they get to start their own combo from it, depends)
So you might ask, when do we use these big combo starters?
Usually after your opponent has missed a big attack which takes a long time to recover from, or when you’ve blocked a big attack
Keep in mind that there are faster, less damaging moves which don’t lead to combos which would be used way more to chip down the opponent or to bait them into using their big combo starters
@wide comet tell me if you’re still confused on anything
Oh yea, when the opponent is in a juggle combo, the damage dealt by your moves slowly decreases with each hit, and the knock back the opponent takes with each hit increases.
This prevents infinite combos or 100% combos
Ooh this is a perfect example of what I’m talking about, you see how I missed that spinning arm move (big mistake), so Memz saw it and used his combo starter
hit once just keep spamming attacks and they cant fight back and u win instantly 
game so unbalanced
The thing is they don’t understand that launchers are 99% of the time unsafe
Personally the best way to understand is to just play the game against somebody good and have them explain during the match
ohh i get it now
i think the video helped me understand too lol

Feel free to join Memz’s discord server for updates on the game and stuff
When the game comes out for public testing I can teach you if you want