Gameplay System

The gameplay in Forumite Fight is based on standard 2-d fighters already out such as Street Fighter, Guilty Gear, Blazblue, and Darkstalkers.

BUTTON SETUP
I will going with a 4 + 1 button approach.

A- Weak Attacks
B- Medium Attacks
C- Strong Attacks
D- Other Attacks
+
T- Taunt

Specials will be activated like fighting games. Characters will use both Action and Charge based inputs.
Supers will use harder inputs.

HEALTH AND METER

Health and Meter will be unlike anything that I have personally seen. They will be combined into one intertwined entity.

All characters have 100 health, though they will have different defense ratings depending on how tough they are. All characters will also have 100 stamina. Stamina is like extra health, but also your special and super meter. All special and super moves, if they make contact, have a stamina cost. However, if you do not have any stamina left, when the opponent hits you, your health is depleted and so is your maximum stamina. A player loses when they have no health left.

Stamina is gained passively. It goes up at a rate of (TO BE DETERMINED) units per second while the player is not in hitstun. Stamina is also gained if a player accomplishes certain character specific prerequisites, such as deal a certain amount of damage in a combo, block X number of attacks in a blockstring in a row, taunting, etc. These tasks will be called FEVER ACTIVATION. Stamina gained this was is called Fever Stamina. Fever Stamina is used last and can go beyond the maximum amount of stamina. If a player holds down the A button while being damaged, the player can opt to have damage go directly to health instead of draining Fever stamina.

Matches will be standard one round for now, I have a feeling that rounds could go on for a while, but I could be wrong.


Moves

Moves will be referred to using dustloop style input representation on this blog.

Think of the number panel on a standard keyboard as the input for a analog stick or arcade stick.

789
456
123

5 would be the neutral position.
236 would be a quarter circle forward.
214 would be a quarter circle back.
However, certain moves have inputs that use full rotations of the stick. We just put the degrees, a 360 or 720 or etc, for how many times you have to rotate. Simple enough.