After the self-destruction became an special attack that required one special bar, the attack could no longer be used next to the opponent and you'd need to take your distance to perform the self-destruction. This is terrible for the attack as it has a small range, so it's super easy for the opponent to avoid the attack.

I do understand it is difficult to find another way around programming the attack into the game, so mi idea is to enlarge the range of the attack. Nothing too crazy but at least enough to cover the area where the attack cannot be performed.

I would also buff the damage considering this type of attack. It almost eliminates Majin Buu and certainly killed Yamcha, its bad reputation comes from Chiaotzu v.s Nappa  😀

I was considering adding a countdown number over the player, then boom.

Right now, you can cancel the attack by pressing defense. Then explode when you want by pressing attack again. I think. I saw that somewhere. But the current weather heat in insufferable, so I don't have the will right now.

I'm going to start making this. Fighter will have a "charge explosion" sprite while bursting its ki into special attack, then I will make it blink for 3 seconds before exploding.

So I programmed something that works like that:
1733591594_vegeta_suicide.gif

Once the power is activated, there’s a 3-second delay before the explosion. I believe 3 seconds should be enough time to rush toward the opponent before it detonates.

It was quickly programmed using "setInterval", but I’ll need to rewrite it to avoid using that. This ActionScript function is prone to severe bugs if the object is destroyed before the countdown ends...

The new self-destruction technique is live in the beta. It needs to be tested, because I have no idea how weird powers will react with it...

  • shapeshifting
  • body_changed

Powers that are working:

  • para_para_boogie
  • change_background
  • erase

Powers with bugs:

  • copy_ability: Works, but then the copy doesn't lose HP upon explosion
  • body_change: Same problem as copy_ability
  • stop_time: It doesn't stop the countdown, it should be an easy fix - Fixed

Maybe the copy_ability and body_change bugs with self-destruction were due to the fact that they only occurred in 1 VS 1 matches. In team matches, it works. I remember adding this test years ago: if both of the last fighters are dead after the explosion, the suicidal one remains alive... But I'm not entirely sure. I need to verify.

Click the image for a sneak peek:

1733857848_static-assets-upload15006890799604017087_1.jpg

I just had an interesting case where a Saibaman would activate auto-destruction, then immediately switch to close combat.
But the change from fight to close combat (or ki clash) don't let it explode. I'm going to change that, because exploding in close combat will make the whole thing better.