Get Questions? Well here's some answers!
FAQ
Q: Is there frame data? A: Not officially, but members of the community have been working on wikis and similar documentation to share with others. I want to make sure any frame data information presented in-game is 100% accurate, so for now, I’ve chosen to not include any. I’d rather give no information than incorrect information. Additionally, since the game will be updated quite a bit over early access, these numbers will need to be updated as well, so I want to make sure I have a management system implemented to properly illustrate changes. I do want to make a variety of hit and block sparks that illustrate if an attack is safe or unsafe in addition to frame data as well. Q: What game engine and networking solution do MerFight utilize? A: MerFight is built in Unity 3D and utilizes Photon PUN with Photon Cloud for its rollback networking. It is NOT using Ultimate Fighting Game Engine or GGPO. I am more comfortable with Photon products than GGPO, and if there is a console port, I find the support from Exit Games will be better. With the current networking setup, MerFight has 8 player lobbies, online ranked with best 3 out of 5, and quick online matches. Q: What fighting games are similar? A: NONE! Just kidding. It depends. Some people say it feels a bit like KoF since there are 4 main buttons. Some people say it feels like Street Fighter EX or Fighting EX Layer due to the way super moves cancel into one another. And there’s definitely some influence from my previous game, Battle High. Q: Can I turn off the lenient input? A: Right now, no. One of MerFight's goals is to provide both as a way to help players who may struggle with traditional inputs get into the game more quickly. There are some input adjustments that will be looked into to prevent some of the accidental inputs that the more lenient system causes though. Q: What changes can be expected over the course of Early Access and how long will MerFight be in EA? A: The goal is to do an official release for MerFight early 2023. During this time, the game will be updated in the following ways:
- Character balancing – damage, startup, cooldown, hitspheres, etc.
- VFX and SFX
- Finish, optimize, and maybe redo some the environments (There will be at least 13 at final release)
- Update the SFX
- Implement all VO
- Story mode
- Branching story mode with multiple endings (NOT cinematic story; a simpler visual-novel-esque one.)
- Improved AI
- Rewards for Arcade and more achievements
- All challenge combos
- Implement more characters (I’d love to launch officially with 16, but these may come after the official release in 2023.)
- Mini Games, bosses, and new modes
- More alternate costumes, colors
- Localization
- Steam Workshop and modding tools
- Grab: LP + LK
- Universal Overhead: HP + HK
- Pop Cancel: As long as you have 1 pop bubble, Forward + Forward (66), Back + Back (44), Up + Up (88), or when in the air, Down + Down (22) will cancel whatever you are doing for the cost of 1 pop bubble. You cannot pop cancel when being hit, blocking, throwing, being thrown, or when performing super attacks though.
- Quick Recovery: Forward, Backward, or Up (Maybe Down?) to get up when getting knocked down (unless it's a hard knockdown)
- Guard Pop: As long as you have at least one pop bubble, press HP + HK during blockstun to cancel out of it. Pressing either forward or backward will cause you to cancel into a roll.
- Reversal: Some special moves can be performed when on the ground, causing you to gain 4 frames of invulnerability and waking up with the special move.