update:
-My parry system will be very easy to do in my version. just hit
as soon as you make contact with an attack. before it was
. Too much versus mugen characters IMO. so i felt this would be much more fun now combating against spam heavy opponents and enemies who like to combo a lot. Of course with my terry you can parry and then go right into a super or any move if you want. So you can definite RE live your own epic parry moment in "SF3 diago" flava
-I finished off the second style of Aggressive counter which is a kick. You block and then you can return a heavy back hand punch or a swift round house kick that send the enemy flying back for a wall hit. it takes about 500 points of power to pull off.
This is also something V2 never had. my beta testers got to experience that part.
(it works like the alpha counter in SF alpha 3 but packs more of a hit)
First hit counter animation
(Actual hit animation of the heavy punch version)
-I added in what i call the
SF X T recovery roll. i made it easy to do just like the game. instead of holding in a direction along with a medium punch and kick you can just hold either forward to quickly roll forward towards the enemy or hold back to roll away. This isnt like a fall recovery. this is when you fall heavy on the ground and just before you stand up you can quickly roll away invulnerable for a few seconds.
(getting thrown example)
(falls hard)
(recovery roll backwards if you want in that situation)
Thats pretty much it for his special defense and evade actions now. and yes the AI will definitely pull that off at random
Now all im doing is trying to Fix up 3 supers as far as FX and hit pauses go and then im on to the rest of the intros and win states and hes finally on path for release!