Site hosted by Angelfire.com: Build your free website today!

Boxer Example Concepts

 

Action Lengths

Name

Time (seconds)

Dizzy 3
Hit 0.6
Still 0
Jab Punch 1.5
Hook Punch 2 - 3
Uppercut 4
Elbow 3
Walk 2
Hop 1.7
K.O. infinity
Intro N/A

 Now for a sorted list...

Name Time
Still 0
Hit 0.6
Jab Punch 1.5
Hop 1.7
Walk 2
Hook Punch 2 - 3
Dizzy 3
Elbow 3
Uppercut 4

Some conclusions based on this:

In conclusion need a new table measuring windup rather than total time.

Windup Times

Name Windup Time Recoil Time Metres per Second Max. Dodge Range(by Hop) Max Dodge Range(by Walk) Penalty for Block
Still 0 0.4 --- --- --- ---
Uppercut Hit 3 0 --- --- --- ---
Jab Hit 0.6 0 0.083 --- --- ---
Elbow 1 2 --- 0.83 0.5 1.6
Jab 1 0.5 --- 0.83 0.5 0.1
Hop 1.2 0.5 0.83 --- --- ---
Walk 2 0 0.5 --- --- ---
Uppercut 2 3 --- 1.245 1 ---
Hook 2 1 --- 1.245 1 0.2
Dizzy 4.5 0 --- --- --- ---
Block 0.5 0.8 --- --- --- ---

Conclusions:

 

Blocking

The Jab Punch and Elbow attacks are the fast attacks.
The Hook Punch and Uppercut are the slow attacks.

It would seem correct to create a dual blocking scheme where the default block protects against the fast attacks.  Then the second block can be used against slow attacks.
The uppercut, may however require dodging.

Using a windup of 1 second on the block is too much, so I will reduce it to 0.5 seconds.
As for recoil I decided 0.8 seconds recoil from blocking a Hook Punch which penalises the attacker by 0.2 seconds.

The same scheme has been used for blocking Jab Punches penalising the attacker for 0.1 seconds.

Example of Blocking

Attacker throws a Hook Punch.  Defender must move 1.4 metres to dodge the attack so dodging is out of the question.

Defender enters a blocking state before the Hook Punch contacts.

Upon contact the attacker recoils for 1 second, while the defender recoils for 0.8 seconds.

The defender then attacks with a Jab Punch which will contact in 1 second.
The attacker stops recoiling 0.2 seconds later, with 0.8 seconds left before the Jab Punch connects.

The attacker is wise and does a default Jab Punch block(Still), causing him to recoil for 0.4 seconds while the defender recoils for 0.5 seconds.

Feeling cocky, the attacker begins executing an uppercut.  The defender stops recoiling 0.1 seconds later leaving 1.9 seconds before the uppercut strikes.

The defender has not changed position and could not dodge the uppercut.
Instead, the defender launches an Elbow attack which connects after 1 second.

The defender then, must recoil for 2 seconds.

===== At this point it seems that losing 0.6 seconds for any kind of hit seems unreasonable considering many attacks have a greater recoil than this.  In light of this 4.5 seconds seems a  reasonable length for the Dizzy State.

Being Hit

The attacker recoils(AR), while the defender moves(DM) and windups(DW).

Hit Penalty = DW - AR


Current Hit Penalty Table

Attack Name Attacker Recovery Advantage upon Hitting Defender Max. Dodge Range Bonus Attacker Recovery Advantage upon Dizzying Attacker Recovery Advantage upon being Blocked Attacker Recovery Advantage upon Missing
Elbow -1.4 --- 2.5 1.6 -2
Jab 0.1 0.083 4 0.1 -0.5
Hook -0.4 --- 3.5 0.2 -1
Uppercut 0 --- 1.5 --- -3
Cancelled Hook 0.6 --- --- --- ---

So Attacker lands a blow, knocking the defender around a bit.

Hits cancelling previous hits prevents a cascading effect from a series of hits.
So when the attacker hits, then the defender is back to normal.
So being hit by a jab will always put the defender 0.1 seconds behind.

Being hit by a cancelled Hook will always put the defender 0.6 seconds behind, leaving just 0.4 seconds before the Elbow connects.  During this 0.4 seconds if the defender is Still then the Elbow will be blocked.

Being hit by a Hook will always put the defender 0.4 seconds in front.



Articles-Home
Home