Perfect Hell
8837
| | Klonoa Polished and Improved! | |
Klonoa Returns!
After being teleported to a realm unknown in order to save its dreams, Klonoa is sent back with the Song of Rebirth having refined his techniques and strategy!
Klonoa remains the only character with a fully-functional grab in the air. However, he previously lacked sound ways to incorporate it into his combos and playstyle. Klonoa has not been changed as drastically as other characters we've shown lately, but the changes play an important role in making the character feel more dynamic and interesting to fight as and against!
In older versions, Klonoa's Up Special was one of the only recovery moves in the game that could not cancel to the ledge during recovery. Coupled with very high ending lag, the recovery was easily punished in almost any situation.
The Up Special remains mostly unchanged. However, it is now able to snap to the ledge, allowing Klonoa to return to the stage more reliably and safely.
Down Special while in the air implements a new type of hitbox that has never been used before. More specifically, this attack sends targets in whatever direction they were away from Klonoa. As such, this attack can send opponents at virtually any angle. Use it to spike, meteor, juggle, and even combo into grab and other options! The possibilities are endless so long as you space yourself correctly!
On the ground the attack is no longer able to break shields, but the meteor hitbox has been made much more reliable. We've also tweaked the stun, knockback and lag to allow for ground-bounce into air-grab combos!
Jab and Nair have been adjusted with a similar philosophy in mind. They now send opponents diagonally forward allowing Klonoa to snatch opponents more easily with his Air-Grab.
Klonoa's up throw previously was difficult to use in an air-grab combo, as he would send the opponent upward while falling downward himself. Klonoa, grasping the enemy, now rises into the air just like his back throw! It doesn't rise quite as high as his back throw does but the knockback is more favorable for a combo follow-up.
When Klonoa tosses the opponent both end up in the air, meaning that Klonoa can follow with an Air-Grab! Now that he's gotten you in his grasp again, where will he send you next?
Forward throw has more reliable combo knockback than before, up throw could be used again, back throw could rise even higher and potentially KO, and down throw could send you flying over the edge! v0.9.1 Klonoa has plenty of options off his grab! We've even given the grab hitbox itself slightly larger size and active duration.
In v0.9.1, Klonoa has a strong air-grapple combo game that feels fluid and dynamic. However, we've looked at more than just his gimmick. In general many of his animations were cleaned up. For instance, landing is now animated instead of being a static frame.
Forward Air has had its frame count doubled. Additionally, it has been polished up significantly as the Wind Ring’s beam is subtracted into the ring properly. The flip is less exaggerated as well, and results in a more fluid animation.
Back Air also had its frame count doubled. Attention to detail is paid here, as the ears now react accordingly with Klonoa’s spin.
We've reworked quite a few other animations as well. These are just a few examples of how Klonoa will look and feel better than ever in v0.9.1! Now he truly feels like a character with personality!
Full-res image gallery: https://imgur.com/a/VfmBT
Excited to try out Klonoa in v0.9.1? Let us know what you think! Tune in next week to see how we've gone beyond the characters to improve v0.9.1!
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Sat Nov 12, 2016 11:56 am by Nix~