Sunday, June 22, 2014

Battle High 2 A+ -- (Tentative) Changes

As I've been working on Battle High 2 A+, I've been thinking of the changes to make to the game itself and to the characters.  I decided to put my musings in this post.

System Changes

Elemental Overdrives

In the previously released iteration of Battle High 2, a new mechanic was introduced called Elemental Overdrives.  Inspire by moves like Berserker Barrage and Astral Vision from Marvel Vs. Capcom 3, these were alternate super moves that would alter one aspect of a character temporarily.  Khai would become faster; Bryan would become stronger but slower; Klein was able to fire four projectiles instead of switching between 1.
The biggest problem with these is that they weren't properly tested.  Players found that Khai, Jada, and Arvid's -- all of which increased speed -- were way too easy to take advantage of, often causing infinite combos and quick KO's.  Also, players thought the input, which was consistently Down x 3 + Overhead, was awkward and clunky.
To alleviate this, I've decided to remove this mechanic all together.  This cuts down implementation and balancing on time in various ways, but does cause some interesting issues for some characters, particularly Klein and Michelle.  I'll discuss the tentative changes to the characters.

Throw Escapes & Reversals

Two common features in most fighting games that wasn't implement in the previous iteration of Battle High 2 are throw escapes and reversals.  Fortunately, I've been able to implement these two features.  Players can now escape a throw if they press throw during the first few frames of their opponent performing a throw.
Reversals are special moves that can be performed during certain states.  In this case, they can be performed while getting up or while blocking.  I may change this, but right now, I've made reversals cost one-third of the player's meter.  Each character will have one move that will be designated as their reversal move.  I may allow super moves to be reversals as well with no meter cost required, but I'm still mulling this over.

Input Changes

One request made for the previous game was to allow two buttons pressed at the same time to perform throw and overhead attacks as 6 buttons can be a bit too many, especially if two of those buttons do something very specific.  So, in this version, light punch and light kick will be throw and heavy punch and heavy kick will be overhead; however, there will still be overhead and throw buttons that can be assigned if the player prefers.
The second set of changes do with the move inputs themselves.  This is pretty risky, but I've decided to eliminate several different types of inputs, taking some hints from my previous post about appealing to more novice players with easier inputs.  Sadly, the elimination of some of these input types such as charging back and forward does eliminate the meta game discussed earlier and some moves might be more or less advantageous than before.  Hopefully balancing can remedy some of these issues.

Character Changes

Character changes are extremely important.  They are the most or second most important aspect of the game really, so I decided to do a quick summary of the changes coming to the 13 characters in Battle High 2 A+.


Jiro was the first character I implemented in this build of Battle High 2, and so far, he's probably still pretty close to his previous iteration.  I removed this parry move I believe in the previous iteration, so he won't have that.  His Elemental Super, TerraTackle now journeys to the player, popping up when he's within distance, allowing him to combo off of it and no longer requires the player to control him as he moves.


Michelle is a tough character as her Elemental Overdrive put her into a second form which extended her moves and made her strong.  With the elimination of Elemental Overdrives, this features has to be eliminated as well.  Instead, Michelle will have access to all of her moves from start.  Also, Michelle lacked a real anti-air, so now the heavy version of her projectile will emit an fiery orb around her similar to Bryan's anti-air attack.


As discussed earlier, I'm removing charge attacks, which will make Shinji play a lot differently since his elbow attack and anti-air headbutt were both charge attacks.  Another big change I'm making is to Shinji's teleport.  Teleporting was a bit troublesome as it created some infinites, particularly teleporting behind an opponent mid-combo.  So, in this build, teleporting cannot be performed mid combo.  Also, previously Shinji had 4 teleports:  in near and front, near and behind, far and front, far and behind.  I'm removing near and front.


Besides the removal of his powerful Elemental Overdrive, Khai will most probably stay the same to his previously iteration.  I may change his aerial elbow to be more of an air-dive attach since before he sort of teleported, which didn't make much sense since he's a Water Elemental and not a Wind Elemental; however, you could argue this is vapor and not wind.


The biggest change to Mai will probably be her super move.  Instead of being a large attack that then launches her opponent into spikes, I may just make her immediately do the ground spikes, allowing it to more easily combo into some of her attacks and act as an anti-air.  I'm not 100% sure on this yet.


Klein will be difficult as his Elemental Overdrive allowed him to shoot four different projectiles.  I think I'm still going to have his switch move and the accompanying projectiles.  I am going to change these projectiles though, as some of them were rather mediocre such as the blue diamond that went over almost everyone's head.


The biggest change coming to Bryan is a major nerfing of his crouching light punch, which was reported as being too fast and too good at interrupting a majority of the cast's attacks.  Other than this, I feel Bryan is a rather solid character and will keep him rather consistent to his previous versions.


Jada will probably remain very similar to her previous build.  Her triple kick will probably be much cleaner and consistent.  Also, I may remove the rapid punch and instead make it a quarter circle forward, rushdown move, but I'm not 100% sure yet.


Arvid is another one of Battle High's charge character who will be seeing some major changes.  He will still have his projectile, but his air kick, may become more like a dive kick.  I may also make his iron belly attack deflect or destroy projectiles.  Arvid may also have an anti-air uppercut which will be used for his reversal.


HW is another character who is pretty much going to stay similar to his original form.  His dash move may move a bit farther than the previous iteration, but the changes will, overall, be minimal.


Ryken will probably stay very similar to his previous iteration as well.  He had the most moves of the entire cast.  A part of me is thinking of removing some and making an EX version and swapping these moves out, but for now I'm going to keep him as is.


The boss of Battle High 2, Principal, will change but mostly due to the changes in input.  Like Jada, I may remove his rapid punch attack and instead make it a defensive move that can destroy projectiles.  I may also make him faster to make him feel more threatening like a boss character.


Kazuo is probably the character most in need of changes as he was deemed the previous iteration's worst character.  He was supposed to charge attacks to make them stronger but the differences between charge levels probably wasn't strong enough.  At the same time, he had a very weak anti-air.  I think for this iteration, I'm removing the charging.  He'll just have a rushdown move.  I think the other big change will be his anti-air, which I may make a projectile giving it more reach.

Game Mode Changes

Another large change I want to make is to the modes available.  The previous game just had versus, arcade (or story), training, challenge, and 3 mini-games.  After watching this video --

-- I started to consider a few different modes.  From the start, I wanted to include a challenge mode similar to Mortal Kombat 9's challenge tower.  I feel this did a very good job at introducing things slowly with easier challenges and then building up to more advance ones.  It also creates fun challenges to satisfy those who want a single player experience, especially if I don't get networking implemented immediately.  It does mean I have to create masterful AI and highly customizable challenges, but, to be honest, I'd probably be at doing these.  Overall, I think instead of the mini-games implemented before, I may introduce a challenge tower or hallway.  I can also use this mode to introduce more of the story for Battle High.

Also, to fans of Battle High, I'd like to apologize for this game taking so long to finish, but at this point, I'm essentially a one-man team, getting some help here and there but a majority of the work still lies on me.  Lately my schedule hasn't allowed me to work on it as much as I'd like.  I'm going to continue to work on it as best as I can and hopefully be able to share the game with all of you soon.  Think of it this way:  at least you didn't contribute to a KickStarter for it.  Anyway, thanks for reading.


  1. Ryken may have more attacks than most of his peers, but two of them are entirely situational; Absorption and Deflection are only useful against character with projectiles (an estimation of less than half of the cast), and even then, they have to be used precisely.

    1. This is true, but I could make it so they do damage similar to Rose's reflect if in range.

  2. Nice changes but no charge attacks :( I love the idea of a challenge tower will certainly add more re playability to the game. As much as I hate to admit it those Bryan nerfs are needed is crouching LP are deadly