Essentially we're building taijutsu styles with static move sets with the potential for players to learn new Taijutsu styles. Fighting styles would be classed under three main categories; Power, Speed and Balanced. But enough of that, Let's get to it!
Key: L= Light attacks, H=heavy attack, cL= Charged light attack , cH= Charged heavy attack
L, L, L = Gust
Description: Gust is the usual combo a player would perform by pressing the left click button tree times. Two normal attacks are thrown and a final, more powerful one finishes the combo. The last attack as additional knockback. The player that executes this combo is put on a very brief delay before they can use basic attacks again. This acts as a 'break' in between combos. This doubles as a negative as the opposing players will be able to exploit and take advantage of this. However a heavy attack can be used instead of a light attack.
L, L, H = Whirlwind
Description: Whirlwind is another basic combo. 3 light attacks are thrown before a sweeping kick is delivered. if the combo is successful it causes a 'knockdown'.
H, L, L = Hurricane
Description: Hurricane breaks the normal combo route by starting with a heavy attack. This naturally means that it is much more difficult to pull off since heavy attacks allow other players time to react. The combo begins with a heavy punch, followed by two light attacks. The final light attack should be a spin punch.
L, L, cL = Gale
Description: Gale is an advanced combo within the gouken line. It is achieved by throwing two light attacks, pressing space to enter the charged state and then quickly throwing another light attack. the final attack would be augmented into a rising punch that 'knocks up'.
cH, cL, cL, cL = strong Hurricane
Description: strong Hurricane is another advanced combo. It is achieved by first entering the charged state and then throwing a heavy attack followed by three augmented light attacks. The initial heavy attack should stun the player before knocking them upward attacking them in air with 3 attacks that end with the player on the receiving end being sent crashing into the ground
If you're really good you can prolong another player's airtime by juggling them. Currently we're polishing up these mechanics and doing small tests to see how these function in multiplayer environments.
Here are some gifs of actual fights that bring all the current mechanics together..
These are quite large so I'll leave links to them only.
http://puu.sh/nseF9/6a79003c22.gif
http://puu.sh/nseNR/afb89f431e.gif
Meanwhile in the art department we've managed to update our clothing and hair to match the new animations. I moved away from making clothing for awhile to create new status bar.
Outside of Byond we've managed to get our first 100 followers on Tumblr!